Commit a3075ab4 authored by 18손재민's avatar 18손재민

타이머 wip

parent bda25718
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...@@ -77,7 +77,7 @@ public class CameraController : MonoBehaviour { ...@@ -77,7 +77,7 @@ public class CameraController : MonoBehaviour {
GameManager.Instance.minimap.SetActive(true); GameManager.Instance.minimap.SetActive(true);
GameManager.gameState = GameState.Ingame; GameManager.gameState = GameState.Ingame;
StartCoroutine(MapManager.Instance.RoomFadeIn(MapManager.currentRoom)); StartCoroutine(MapManager.Instance.RoomFadeIn(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 0); grid.transform.position = Vector3.zero;
sizeDestination = inGameCameraSize; sizeDestination = inGameCameraSize;
while (GetComponent<Camera>().orthographicSize > sizeDestination + 0.01) while (GetComponent<Camera>().orthographicSize > sizeDestination + 0.01)
{ {
......
This diff is collapsed.
...@@ -397,6 +397,9 @@ public class Room : MonoBehaviour ...@@ -397,6 +397,9 @@ public class Room : MonoBehaviour
portalSurface = Instantiate(MapManager.Instance.portalSurface, transform.position + new Vector3(12, 12, 0), Quaternion.identity, transform); portalSurface = Instantiate(MapManager.Instance.portalSurface, transform.position + new Vector3(12, 12, 0), Quaternion.identity, transform);
} }
isRoomCleared = true; isRoomCleared = true;
MapManager.Instance.clock.clockSpeedStack -= 3;
if (MapManager.Instance.clock.clockSpeedStack < 0)
MapManager.Instance.clock.clockSpeedStack = 0;
if (specialRoomType == RoomType.Boss) if (specialRoomType == RoomType.Boss)
MapManager.currentStage += 1; MapManager.currentStage += 1;
} }
......
...@@ -45,7 +45,7 @@ public class Test : MonoBehaviour { ...@@ -45,7 +45,7 @@ public class Test : MonoBehaviour {
} }
public void Timer() public void Timer()
{ {
timer.text = (MapManager.Instance.timeToFallTetrimino - MapManager.Instance.tetriminoWaitedTime).ToString(); timer.text = (MapManager.Instance.clock.timeToFallTetrimino - MapManager.Instance.clock.tetriminoWaitedTime).ToString();
} }
public void ClearRoom() public void ClearRoom()
{ {
......
...@@ -10,7 +10,7 @@ public class TetriminoSpawner : Singleton<TetriminoSpawner> { ...@@ -10,7 +10,7 @@ public class TetriminoSpawner : Singleton<TetriminoSpawner> {
/// <summary> /// <summary>
/// All tetriminoes. /// All tetriminoes.
/// </summary> /// </summary>
public Tetrimino[] tetriminoes; public Tetrimino[] tetriminoes;
/// <summary> /// <summary>
/// All ghosts. /// All ghosts.
/// </summary> /// </summary>
...@@ -70,8 +70,8 @@ public Tetrimino[] tetriminoes; ...@@ -70,8 +70,8 @@ public Tetrimino[] tetriminoes;
{ {
MapManager.Instance.UpgradeRoom(MapManager.Instance.roomsWaiting.Dequeue()); MapManager.Instance.UpgradeRoom(MapManager.Instance.roomsWaiting.Dequeue());
} }
MapManager.Instance.tetriminoCreatedTime = Time.time; MapManager.Instance.clock.tetriminoCreatedTime = Time.time;
StartCoroutine(MapManager.Instance.CountTetriminoWaitingTime()); Timer.timer = StartCoroutine(GameObject.Find("Clock").GetComponent<Timer>().CountTetriminoWaitingTime());
} }
} }
/// <summary> /// <summary>
...@@ -101,10 +101,9 @@ public Tetrimino[] tetriminoes; ...@@ -101,10 +101,9 @@ public Tetrimino[] tetriminoes;
MapManager.Instance.UpdateMap(MapManager.currentTetrimino); MapManager.Instance.UpdateMap(MapManager.currentTetrimino);
MapManager.Instance.CreateRoom(MapManager.currentTetrimino); MapManager.Instance.CreateRoom(MapManager.currentTetrimino);
MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0); MapManager.currentRoom.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
//MapManager.Instance.playerIcon.transform.position = MapManager.currentRoom.mapCoord * MapManager.tetrisMapSize + new Vector3(0, 0, -2);
MapManager.tempRoom = MapManager.currentRoom; MapManager.tempRoom = MapManager.currentRoom;
MapManager.Instance.playerIcon = Instantiate(MapManager.Instance.playerIcon, new Vector3(0, 0, 0), Quaternion.identity, MapManager.currentRoom.transform); MapManager.Instance.playerIcon = Instantiate(MapManager.Instance.playerIcon, Vector3.zero, Quaternion.identity, MapManager.currentRoom.transform);
MapManager.Instance.playerIcon.transform.localPosition = new Vector3(0, 0, 0); MapManager.Instance.playerIcon.transform.localPosition = Vector3.zero;
MakeTetrimino(); MakeTetrimino();
} }
} }
...@@ -173,10 +172,7 @@ public Tetrimino[] tetriminoes; ...@@ -173,10 +172,7 @@ public Tetrimino[] tetriminoes;
} }
return count; return count;
} }
/*
* Test
* */
private void Awake() private void Awake()
{ {
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Timer : MonoBehaviour {
/// <summary>
/// Frame of the clock.
/// </summary>
GameObject clockFrame;
/// <summary>
/// Clock hand of the clock.
/// </summary>
GameObject clockHand;
/// <summary>
/// Coroutine for timer.
/// </summary>
public static Coroutine timer;
/// <summary>
/// The initial time of tetrimino waiting time.
/// </summary>
public float initialTimeToFallTetrimino;
/// <summary>
/// Time tetrimino would wait until it falls.
/// </summary>
public float timeToFallTetrimino;
/// <summary>
/// Time tetris waits to fall.
/// </summary>
public float tetriminoWaitedTime;
/// <summary>
/// Time tetris has created.
/// </summary>
public float tetriminoCreatedTime;
/// <summary>
/// Stack of the clock's speed.
/// Each stack would decrease time to fall tetrimino 3 seconds.
/// </summary>
public int clockSpeedStack = 0;
/// <summary>
/// Resets the clock.
/// </summary>
/// <returns></returns>
public IEnumerator ResetClock()
{
float previousZRotation = clockHand.transform.eulerAngles.z;
float startTime = Time.time, endTime = startTime + 0.5f;
while(Time.time < endTime)
{
yield return null;
if(tetriminoWaitedTime < timeToFallTetrimino)
clockHand.transform.eulerAngles = new Vector3(0, 0, previousZRotation - previousZRotation * (Time.time - startTime) / (endTime - startTime));
}
clockHand.transform.eulerAngles = Vector3.zero;
timeToFallTetrimino = initialTimeToFallTetrimino - 3 * clockSpeedStack;
clockFrame.GetComponent<Image>().color = new Color(1, 1 - (float)20 * clockSpeedStack / 256, 1 - (float)20 * clockSpeedStack / 256);
tetriminoWaitedTime = 0;
}
/// <summary>
/// Display how much time is it remain to fall current tetrimino.
/// </summary>
/// <returns></returns>
public IEnumerator CountTetriminoWaitingTime()
{
yield return null;
while (!MapManager.isTetriminoFalling)
{
yield return null;
while (GameManager.gameState == GameState.Portal)
{
tetriminoCreatedTime += Time.deltaTime;
yield return null;
}
tetriminoWaitedTime = Time.time - tetriminoCreatedTime;
clockHand.transform.eulerAngles = new Vector3(0, 0, -360 * tetriminoWaitedTime / timeToFallTetrimino);
}
if(tetriminoWaitedTime >= timeToFallTetrimino)
clockHand.transform.eulerAngles = Vector3.zero;
}
// Use this for initialization
void Start () {
timeToFallTetrimino = initialTimeToFallTetrimino;
clockFrame = transform.Find("ClockFrame").gameObject;
clockHand = transform.Find("ClockHand").gameObject;
}
// Update is called once per frame
void Update () {
}
}
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