Commit a26c7c66 authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/item'

# Conflicts:
#	Assets/Scripts/Characters/Enemy/Enemy.cs
#	Assets/Scripts/Item/InventoryManager.cs
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......@@ -31,6 +31,14 @@ public class AttackProperty : MonoBehaviour {
debuffTime[3] = debuffTime3;
debuffTime[4] = debuffTime4;
}
else
{
for(int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++)
{
debuffTime[i] = 0;
}
}
}
private void Awake()
......
......@@ -212,8 +212,8 @@ public class Enemy : MonoBehaviour {
foreach (Item item in inventoryManager.itemList)
damageMultiplier *= item.GlobalFireDamageMultiplier();
TakeDamage(lifeStoneManager.lifeStoneRowNum * 0.3f * damageMultiplier);
EffectManager.Instance.StartNumber(0, gameObject.transform.parent.position, lifeStoneManager.lifeStoneRowNum * 0.3f);
TakeDamage(lifeStoneManager.lifeStoneRowNum * 0.15f * damageMultiplier);
EffectManager.Instance.StartNumber(0, gameObject.transform.parent.position, lifeStoneManager.lifeStoneRowNum * 0.15f);
}
debuffState[(int)EnemyDebuffCase.Fire] = DebuffState.Off;
GetComponent<SpriteRenderer>().color = Color.white;
......
......@@ -4,11 +4,11 @@ using UnityEngine;
using UnityEngine.UI;
public class EffectManager : Singleton<EffectManager> {
public GameObject effectPrefab;
public GameObject[] effectPrefab;
public GameObject numberPrefab;
public GameObject numberCanvasPrefab;
GameObject[] effectArray;
GameObject[,] effectArray;
GameObject[] numberArray;
GameObject numberCanvas;
......@@ -18,11 +18,15 @@ public class EffectManager : Singleton<EffectManager> {
{
numberCanvas = Instantiate(numberCanvasPrefab);
effectArray = new GameObject[20];
effectArray = new GameObject[effectPrefab.Length,20];
for (int j = 0; j < effectPrefab.Length; j++)
{
for (int i = 0; i < effectArray.Length; i++)
{
effectArray[i] = Instantiate(effectPrefab, transform);
effectArray[i].SetActive(false);
effectArray[j,i] = Instantiate(effectPrefab[j], transform);
effectArray[j,i].SetActive(false);
}
}
numberArray = new GameObject[30];
for (int i = 0; i < numberArray.Length; i++)
......@@ -38,13 +42,13 @@ public class EffectManager : Singleton<EffectManager> {
}
public bool StartEffect(int type, Vector3 pos)
{
foreach (GameObject obj in effectArray)
for (int i=0; i<effectArray.GetLength(1); i++)
{
if (!obj.activeSelf)
if (!effectArray[type,i].activeSelf)
{
obj.transform.position = pos;
obj.SetActive(true);
obj.GetComponent<Animator>().SetTrigger("start");
effectArray[type, i].transform.position = pos;
effectArray[type, i].SetActive(true);
effectArray[type, i].GetComponent<Animator>().SetTrigger("start");
return true;
}
}
......
......@@ -10,7 +10,6 @@ public abstract class Addon {
public Sprite sprite;
public Sprite highlight;
public Vector2 sizeInventory;
public string addonDescription;
public string addonInfo;
public Addon()
......@@ -25,7 +24,6 @@ public abstract class Addon {
sprite = null;
highlight = null;
sizeInventory = new Vector2(0, 0);
addonDescription = null;
addonInfo = null;
}
public virtual float DamageAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -15,6 +15,7 @@ public class ApprenticesMark : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/apprentice's mark"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/apprentice's mark_border"); ;
sizeInventory = new Vector2(65, 80);
addonInfo = "피해량이 25% 증가한다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 애드온명: 비트 메모리
/// 번호: 36
/// </summary>
public class BitMemory : Addon
{
float damageStack;
public override void Declare()
{
id = 36; name = "비트 메모리";
quality = ItemQuality.Masterpiece;
type = AddonType.Component;
sprite = Resources.Load<Sprite>("Sprites/Addons/bit memory");
highlight = Resources.Load<Sprite>("Sprites/Addons/bit memory_border");
sizeInventory = new Vector2(80, 80);
addonInfo = "500 = item";
damageStack = 0;
}
public override void OtherEffect(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
damageStack += attackInfo.damage;
if(damageStack >= 500)
{
MapManager.Instance.UpgradeRoom(RoomType.Item);
damageStack = 0;
}
}
}
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......@@ -15,6 +15,7 @@ public class BlacksmithsBrooch : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/blacksmith's brooch");
highlight = Resources.Load<Sprite>("Sprites/Addons/blacksmith's brooch_border");
sizeInventory = new Vector2(65, 80);
addonInfo = "피해량이 55% 증가한다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -15,8 +15,7 @@ public class CoollyPride : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/coolly pride");
highlight = Resources.Load<Sprite>("Sprites/Addons/coolly pride_border");
sizeInventory = new Vector2(55, 80);
addonDescription = "꺼지지 않을 것 처럼 타올랐지만, 이제는 완전히 식어버린 차숀의 긍지.";
addonInfo = "기본 피해량이 4 미만이면 적을 2초간 빙결시킵니다.";
addonInfo = "기본 피해량이 4 미만일 때, 적을 2초간 빙결시킨다.";
}
public override float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -15,15 +15,16 @@ public class DesignofRagur : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/design of ragur");
highlight = Resources.Load<Sprite>("Sprites/Addons/design of ragur_border");
sizeInventory = new Vector2(70, 80);
addonInfo = "콤보에 포함된 B의 개수만큼 피해량이 50% 증가한다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
int aNum = 0;
for (int i = 0; i < combo.Length; i++)
if (combo[i] == 'A')
if (combo[i] == 'B')
aNum++;
return 1f + aNum * 0.4f;
return 1f + aNum * 0.5f;
}
}
......@@ -15,6 +15,7 @@ public class FeatherofRheA : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/feather of rhea"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/feather of rhea_border"); ;
sizeInventory = new Vector2(77.5f, 77.5f);
addonInfo = "체공 중에 공격할 때, 피해량이 75% 증가한다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......
......@@ -15,8 +15,7 @@ public class GlowingHerb : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/glowing herb"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/glowing herb_border"); ;
sizeInventory = new Vector2(77.5f, 75);
addonDescription = "활활 타오르며 매콤한 맛이 날 것 같지만 평범하게 쓰다. - 하부 료진";
addonInfo = "타격시 적을 3초간 화상 상태로 만듭니다.";
addonInfo = "적을 2초간 불태운다.";
}
public override float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
......@@ -24,7 +23,7 @@ public class GlowingHerb : Addon
float[] varArray = new float[(int)EnemyDebuffCase.END_POINTER];
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++) varArray[i] = 0f;
varArray[(int)EnemyDebuffCase.Fire] = 3f;
varArray[(int)EnemyDebuffCase.Fire] = 2f;
return varArray;
}
......
......@@ -17,8 +17,7 @@ public class Gluttony : Addon
highlight = Resources.Load<Sprite>("Sprites/Addons/gluttony_border"); ;
sizeInventory = new Vector2(80, 80);
lifeStoneManager = LifeStoneManager.Instance;
addonDescription = "식욕은 누구에게나 존재한다. - 토미 다라바.";
addonInfo = "적을 처치하면 생명석이 1개 회복됩니다.";
addonInfo = "적을 처치하면 생명석이 1개 회복된다.";
}
public override void OtherEffect(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -15,6 +15,7 @@ public class JanusCoin : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/janus coin");
highlight = Resources.Load<Sprite>("Sprites/Addons/janus coin_border");
sizeInventory = new Vector2(75, 80);
addonInfo = "타격시 50% 확률로 2의 피해를 입거나 적의 현재 체력의 25%에 해당하는 추가 피해를 입힌다.";
}
public override float DamageFinalAdder(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -15,8 +15,7 @@ public class ParchmentPiece : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/parchment piece"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/parchment piece_border"); ;
sizeInventory = new Vector2(70, 77.5f);
addonDescription = "쓸모없는 애드온";
addonInfo = "피해량이 3 미만이면 피해량이 100% 증가합니다.";
addonInfo = "피해량이 3 미만이면 피해량이 100% 증가한다.";
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
......
......@@ -15,6 +15,7 @@ public class Sandbag : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/sandbag"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/sandbag_border"); ;
sizeInventory = new Vector2(80, 80);
addonInfo = "직후의 연계 시간이 50% 감소하지만, 피해량이 150% 증가한다.";
}
public override void OtherEffect(string combo)
{
......@@ -22,6 +23,6 @@ public class Sandbag : Addon
}
public override float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
return 2f;
return 2.5f;
}
}
\ No newline at end of file
......@@ -15,6 +15,7 @@ public class SmallLens : Addon
sprite = Resources.Load<Sprite>("Sprites/Addons/small lens");
highlight = Resources.Load<Sprite>("Sprites/Addons/small lens_border");
sizeInventory = new Vector2(72.5f, 77.5f);
addonInfo = "직후의 연계 시간이 75% 증가한다.";
}
public override void OtherEffect(string combo)
......
......@@ -66,7 +66,7 @@ public class InventoryManager : Singleton<InventoryManager> {
addonPool[2].Add("DesignofRagur");
addonPool[2].Add("Sandbag");
//addonPool[3].Add("");
addonPool[3].Add("BitMemory");
for (int i = 0; i < 4; i++)
......@@ -91,14 +91,12 @@ public class InventoryManager : Singleton<InventoryManager> {
/*ItemInstantiate("ShockStick", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);
ItemInstantiate("BitSword", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);*/
/*ItemInstantiate("Bow", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);
ItemInstantiate("OilCask", player.transform.position, 1f);
ItemInstantiate("Bow", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);
ItemInstantiate("ExplosionGloves", player.transform.position, 1f);
ItemInstantiate("Dagger", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);
ItemInstantiate("BitSword", player.transform.position, 1f);
ItemInstantiate("ExplosionGloves", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);
AddonInstantiate("GlowingHerb", player.transform.position, 1f);
yield return new WaitForSeconds(0.3f);*/
......@@ -147,9 +145,9 @@ public class InventoryManager : Singleton<InventoryManager> {
{
return AddonInstantiate(quality, pos, popoutStrength);
}
else if(quality != ItemQuality.Study)
else if(quality != ItemQuality.Masterpiece)
{
return ItemInstantiate(quality - 1, pos, popoutStrength);
return ItemInstantiate(quality + 1, pos, popoutStrength);
}
return null;
}
......@@ -218,9 +216,9 @@ public class InventoryManager : Singleton<InventoryManager> {
{
return ItemInstantiate(quality, pos, popoutStrength);
}
else if (quality != ItemQuality.Study)
else if (quality != ItemQuality.Masterpiece)
{
return AddonInstantiate(quality - 1, pos, popoutStrength);
return AddonInstantiate(quality + 1, pos, popoutStrength);
}
return null;
}
......@@ -304,9 +302,17 @@ public class InventoryManager : Singleton<InventoryManager> {
foreach (Item tmpItem in itemList)
for (int j = 0; j < tmpItem.skillNum; j++)
if (item.combo[i].Equals(tmpItem.combo[j]))
{
StartCoroutine(GameManager.Instance.player.GetComponent<Player>().DisplayText(tmpItem.name + "와(과) 콤보가 중복됩니다!"));
return false;
}
if (itemList.Count > 8) return false;
if (itemList.Count > 8)
{
StartCoroutine(GameManager.Instance.player.GetComponent<Player>().DisplayText("아이템이 너무 많습니다!"));
return false;
}
itemList.Add(item);
ui.SetOnPosition(itemList, addonList);
......@@ -321,7 +327,11 @@ public class InventoryManager : Singleton<InventoryManager> {
/// <returns></returns>
public bool PushAddon(Addon addon)
{
if (addonList.Count > 8) return false;
if (addonList.Count > 8)
{
StartCoroutine(GameManager.Instance.player.GetComponent<Player>().DisplayText("예비 애드온이 너무 많습니다!"));
return false;
}
addonList.Add(addon);
ui.SetOnPosition(itemList, addonList);
......
......@@ -38,6 +38,7 @@ public class InventoryUI : MonoBehaviour {
GameObject addonInfo;
public int selectedItem = -1;
string[] qualityString = new string[4] { "습작", "범작", "수작", "걸작" };
string[] typeString = new string[4] { "소품", "물질", "부품", "이론" };
InventoryManager inventoryManager;
......@@ -109,7 +110,7 @@ public class InventoryUI : MonoBehaviour {
tmpObj.SetActive(true);
addonInfo.transform.Find("Quality").GetComponent<Text>().text = qualityString[(int)currentAddon.quality];
addonInfo.transform.Find("Name").GetComponent<Text>().text = currentAddon.name;
addonInfo.transform.Find("Description").GetComponent<Text>().text = currentAddon.addonDescription;
addonInfo.transform.Find("Description").GetComponent<Text>().text = typeString[(int)currentAddon.type];
addonInfo.transform.Find("Info").GetComponent<Text>().text = currentAddon.addonInfo;
}
}
......@@ -196,7 +197,7 @@ public class InventoryUI : MonoBehaviour {
infoAddons[i].SetActive(true);
infoAddonsFrame[i].transform.Find("Quality").GetComponent<Text>().text = qualityString[(int)itemList[selectedItem].addons[i].quality];
infoAddonsFrame[i].transform.Find("Name").GetComponent<Text>().text = itemList[selectedItem].addons[i].name;
infoAddonsFrame[i].transform.Find("Description").GetComponent<Text>().text = itemList[selectedItem].addons[i].addonDescription;
infoAddonsFrame[i].transform.Find("Description").GetComponent<Text>().text = typeString[(int)itemList[selectedItem].addons[i].type];
infoAddonsFrame[i].transform.Find("Info").GetComponent<Text>().text = itemList[selectedItem].addons[i].addonInfo;
......
......@@ -21,10 +21,10 @@ public class BitSword: Item
animation[1] = null;
animation[2] = null;
sizeInventory = new Vector2(135f, 135f);
itemInfo = "";
comboName = new string[3] { "I", "", "" };
comboCool = new float[3] { 50, 0, 0 };
comboCurrentCool = new float[3] { 50, 0, 0 };
itemInfo = "A x 25 = i";
comboName = new string[3] { "i", "", "" };
comboCool = new float[3] { 25, 0, 0 };
comboCurrentCool = new float[3] { 25, 0, 0 };
coolSprite[0] = Resources.Load<Sprite>("Sprites/Cools/bit sword_cool1");
}
......
......@@ -22,7 +22,7 @@ public class Bow : Item {
animation[1] = Resources.Load<AnimationClip>("Animations/bowAttack2");
animation[2] = null;
sizeInventory = new Vector2(137.5f, 137.5f);
itemInfo = "단순한 나무활. 군더더기 없는 깔끔한 모습이지만 금방이라도 부셔질 듯이 조잡한 것을 보니 싸구려 인듯 하다.";
itemInfo = "무난한 원거리 무기. 화살을 쏜 후 경직시간을 조심해야 한다.";
comboName = new string[3] { "쏘기", "위로 쏘기", "" };
player = GameManager.Instance.player;
......
......@@ -20,7 +20,7 @@ public class Dagger : Item
animation[1] = Resources.Load<AnimationClip>("Animations/daggerAttack2");
animation[2] = null;
sizeInventory = new Vector2(127.5f, 125);
itemInfo = "옛날 옛적 호랑이 담배 피던 시절부터 존재하던 단검이다.";
itemInfo = "가장 기본적인 무기. 그러나 준수한 콤보 공격이 가능하다.";
comboName = new string[3] { "베기", "찌르기", "" };
}
}
......@@ -24,7 +24,7 @@ public class ExplosionGloves : Item
animation[1] = Resources.Load<AnimationClip>("Animations/explosionGlovesAttack2");
animation[2] = null;
sizeInventory = new Vector2(115f, 117.5f);
itemInfo = "보기보다 강력한 폭발을 일으킨다. 폭발을 일으킬때마다 장갑이 떨리는게 느껴진다.";
itemInfo = "벽에 표식을 그린 후, 신호를 보내 폭파시켜 큰 피해를 준다.";
comboName = new string[3] { "설치", "폭파", "" };
markPrefab = Resources.Load<GameObject>("Prefabs/Projectiles/ExplosionMark");
InitMark();
......
......@@ -21,7 +21,7 @@ public class FeatherFan : Item
animation[1] = null;
animation[2] = null;
sizeInventory = new Vector2(140f, 140f);
itemInfo = "";
itemInfo = "적을 밀어내는 거리가 900% 증가한다.";
comboName = new string[3] { "", "", "" };
}
......
......@@ -21,7 +21,7 @@ public class OilCask : Item
animation[1] = null;
animation[2] = null;
sizeInventory = new Vector2(105f, 127.5f);
itemInfo = "";
itemInfo = "화염 피해가 100% 증가한다.";
comboName = new string[3] { "", "", "" };
}
......
......@@ -12,7 +12,7 @@ public class ShockStick : Item {
public override void Declare()
{
id = 52; name = "감전 봉";
id = 52; name = "감전봉";
quality = ItemQuality.Superior;
skillNum = 2;
combo = new string[3] { "ABA", "CBABB", "" };
......@@ -23,7 +23,7 @@ public class ShockStick : Item {
animation[1] = Resources.Load<AnimationClip>("Animations/shockStickAttack2");
animation[2] = null;
sizeInventory = new Vector2(140f, 140f);
itemInfo = "몸이 타는 것 같은 수준으로 아프다. 명령을 내릴 때 효과적일 것 같다.";
itemInfo = "적을 2초간 기절시킨다. 충전 5회 적중 시 방전을 사용할 수 있다.";
comboName = new string[3] { "충전", "방전", "" };
comboCool = new float[3] { 0, 5, 0 };
......@@ -63,7 +63,7 @@ public class ShockStick : Item {
{
if(Vector3.Distance(enemy.gameObject.transform.position,player.transform.position) <= 6f)
{
PlayerAttackInfo attack = new PlayerAttackInfo(20f, 0f, new float[(int)EnemyDebuffCase.END_POINTER] { 0, 0, 2, 0, 0 });
PlayerAttackInfo attack = new PlayerAttackInfo(30f, 0f, new float[(int)EnemyDebuffCase.END_POINTER] { 0, 0, 2, 0, 0 });
AttackCalculation(attack, enemy, combo[1]);
enemy.GetHit(attack);
EffectManager.Instance.StartEffect(0, enemy.gameObject.transform.position);
......
......@@ -6,6 +6,12 @@ using UnityEngine.UI;
public class MenuManager : MonoBehaviour {
public GameObject particlePrefab;
public GameObject spawnPosition;
GameObject[] particles;
public void StartGame()
{
SceneManager.LoadScene("PlayScene");
......@@ -21,16 +27,16 @@ public class MenuManager : MonoBehaviour {
}
}
// Use this for initialization
void Start () {
particles = new GameObject[30];
for(int i=0; i<30; i++)
{
particles[i] = Instantiate(particlePrefab);
particles[i].GetComponent<MenuParticle>().Init(spawnPosition.transform.position);
}
}
// Update is called once per frame
void Update ()
{
Camera.main.backgroundColor = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
GameObject.Find("Text").GetComponent<Text>().color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
GameObject.Find("Title").GetComponent<Text>().color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
GameObject.Find("Button").GetComponent<Button>().image.color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MenuParticle : MonoBehaviour {
Vector3 spawn;
public void Init(Vector3 pos)
{
spawn = pos;
shoot();
}
void shoot()
{
Rigidbody2D rb2D = GetComponent<Rigidbody2D>();
transform.position = spawn;
rb2D.velocity = new Vector2(0, Random.Range(-5f, 3f));
}
private void OnTriggerEnter2D(Collider2D collision)
{
shoot();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DroppedLifeStoneFrame : DroppedObject, IPlayerInteraction
{
int rowNum;
public GameObject[] frames;
Rigidbody2D rb2D;
BoxCollider2D bc2D;
GameObject[] obj;
public void Init(int rowNum, Vector3 pos)
{
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}
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bc2D.size = new Vector2(frames[0].GetComponent<SpriteRenderer>().bounds.extents.y * 2, obj[rowNum + 1].transform.position.y - obj[0].transform.position.y + frames[0].GetComponent<SpriteRenderer>().bounds.extents.y + frames[2].GetComponent<SpriteRenderer>().bounds.extents.y);
bc2D.offset = new Vector2(0, bc2D.size.y / 2f);
}
public void Apply()
{
LifeStoneManager.Instance.ExpandRow(rowNum);
Destroy(gameObject);
}
public void HighlightSwitch(bool enabled)
{
}
}
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......@@ -35,6 +35,7 @@ public class LifeStoneManager : Singleton<LifeStoneManager> {
/// </summary>
public GameObject lifeUnitPrefab;
public GameObject goldPotionPrefab;
public GameObject droppedFramePrefab;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
......@@ -70,13 +71,13 @@ public class LifeStoneManager : Singleton<LifeStoneManager> {
lifeStoneArray = new int[50, 3];
lifeStoneUnit = new GameObject[50, 3];
for (int i = 0; i < 50; i++) for (int j = 0; j < 3; j++) lifeStoneArray[i, j] = 0;
PushLifeStone(CreateLifeStoneInfo(new Vector2Int(3, 6), 0, 0));
PushLifeStone(new LifeStoneInfo(new Vector2Int(3,6),"AAAAAAAAAAAAAA A "));
StartCoroutine("TestEnumerator");
}
IEnumerator TestEnumerator()
{
yield return null;
InstantiateFrame(GameManager.Instance.player.transform.position, 3, 1f);
}
/// <summary>
......@@ -88,6 +89,13 @@ public class LifeStoneManager : Singleton<LifeStoneManager> {
lifeStoneRowNum += rowNum;
frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum);
}
public GameObject InstantiateFrame(Vector3 pos, int rowNum, float popoutStrength)
{
GameObject tmpFrame = Instantiate(droppedFramePrefab);
tmpFrame.GetComponent<DroppedLifeStoneFrame>().Init(rowNum, pos);
PopoutGenerator(tmpFrame, popoutStrength);
return tmpFrame;
}
public GameObject InstantiatePotion(Vector3 pos, float popoutStrength)
{
......
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