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Oenos
tetra-tower
Commits
a933f47b
Commit
a933f47b
authored
Feb 23, 2019
by
18손재민
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Plain Diff
아이템 방 작동 방식 완전히 뜯어고침 상점 wip
parent
65f7d3f7
Changes
6
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Showing
6 changed files
with
392 additions
and
179 deletions
+392
-179
TestTools.prefab
Assets/Prefabs/TetrisMap/TestTools.prefab
+207
-8
Enumerators.cs
Assets/Scripts/Enumerators.cs
+9
-2
MapManager.cs
Assets/Scripts/TetrisMap/MapManager.cs
+67
-1
RoomInGame.cs
Assets/Scripts/TetrisMap/RoomInGame.cs
+33
-15
ItemRoomInGame.cs
Assets/Scripts/TetrisMap/Rooms/ItemRoomInGame.cs
+70
-151
Test.cs
Assets/Scripts/TetrisMap/Test.cs
+6
-2
No files found.
Assets/Prefabs/TetrisMap/TestTools.prefab
View file @
a933f47b
This diff is collapsed.
Click to expand it.
Assets/Scripts/Enumerators.cs
View file @
a933f47b
...
...
@@ -30,7 +30,9 @@ public enum ItemQuality
Study
,
Ordinary
,
Superior
,
Masterpiece
Masterpiece
,
Gold
,
None
}
public
enum
AddonType
...
...
@@ -48,12 +50,17 @@ public enum LifeStoneType
Amethyst
=
3
}
public
enum
ItemSpawnType
{
LifeStone
,
GoldPotion
,
Item
,
Addon
,
LifeStoneFrame
}
public
enum
ItemType
{
None
,
OneStone
,
TwoStone
,
ThreeStone
,
FourStone
,
FiveStone
,
GoldPotion
,
AmethystPotion
,
StudyItem
,
OrdinaryItem
,
SuperiorItem
,
MasterPieceItem
,
StudyAdd
,
OrdinaryAdd
,
SuperiorAdd
,
MasterpieceAdd
MasterpieceAdd
,
LifeStoneFrame
}
public
enum
PlayerState
{
Idle
,
Walk
,
Run
,
GoingUp
,
GoingDown
,
Rope
,
Attack
}
...
...
Assets/Scripts/TetrisMap/MapManager.cs
View file @
a933f47b
...
...
@@ -988,7 +988,73 @@ public class MapManager : Singleton<MapManager> {
Tetrimino
.
rotationInformation
[
5
].
horizontalLength
=
new
int
[
4
]
{
3
,
2
,
3
,
2
};
//S
Tetrimino
.
rotationInformation
[
6
].
horizontalLength
=
new
int
[
4
]
{
3
,
2
,
3
,
2
};
//Z
Tetrimino
.
rotationInformation
[
7
].
horizontalLength
=
new
int
[
4
]
{
1
,
1
,
1
,
1
};
//Boss
for
(
int
i
=
0
;
i
<
tetrisYCoord
.
Length
;
i
++)
ItemRoomInGame
.
itemRoomInformation
[
0
]
=
new
RoomItemInfo
(
new
ItemSpawnInfo
[
8
]
{
new
ItemSpawnInfo
(
12.5f
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
2
}),
new
ItemSpawnInfo
(
12.5f
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
2
}),
new
ItemSpawnInfo
(
12.5f
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
Gold
},
new
int
[
2
]
{
1
,
1
}),
new
ItemSpawnInfo
(
12.5f
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
Gold
},
new
int
[
2
]
{
1
,
1
}),
new
ItemSpawnInfo
(
17
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
Ordinary
},
new
int
[
2
]
{
1
,
1
}),
new
ItemSpawnInfo
(
25
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Ordinary
,
ItemQuality
.
Study
},
new
int
[
2
]
{
1
,
1
}),
new
ItemSpawnInfo
(
4
,
new
ItemSpawnType
[
1
]
{
ItemSpawnType
.
Item
},
new
ItemQuality
[
1
]
{
ItemQuality
.
Superior
},
new
int
[
1
]
{
1
}),
new
ItemSpawnInfo
(
4
,
new
ItemSpawnType
[
1
]
{
ItemSpawnType
.
Addon
},
new
ItemQuality
[
1
]
{
ItemQuality
.
Superior
},
new
int
[
1
]
{
1
})
});
ItemRoomInGame
.
itemRoomInformation
[
1
]
=
new
RoomItemInfo
(
new
ItemSpawnInfo
[
7
]
{
new
ItemSpawnInfo
(
10
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Superior
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
3
}),
new
ItemSpawnInfo
(
10
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Superior
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
3
}),
new
ItemSpawnInfo
(
20
,
new
ItemSpawnType
[
3
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
Addon
,
ItemSpawnType
.
Addon
},
new
ItemQuality
[
3
]
{
ItemQuality
.
Superior
,
ItemQuality
.
Ordinary
,
ItemQuality
.
Study
},
new
int
[
3
]
{
1
,
1
,
1
}),
new
ItemSpawnInfo
(
20
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Superior
,
ItemQuality
.
Study
},
new
int
[
2
]
{
1
,
2
}),
new
ItemSpawnInfo
(
20
,
new
ItemSpawnType
[
3
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
3
]
{
ItemQuality
.
Superior
,
ItemQuality
.
Ordinary
,
ItemQuality
.
None
},
new
int
[
3
]
{
1
,
1
,
3
}),
new
ItemSpawnInfo
(
10
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Superior
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
3
}),
new
ItemSpawnInfo
(
10
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Superior
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
3
})
});
ItemRoomInGame
.
itemRoomInformation
[
2
]
=
new
RoomItemInfo
(
new
ItemSpawnInfo
[
4
]
{
new
ItemSpawnInfo
(
33.5f
,
new
ItemSpawnType
[
4
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
,
ItemSpawnType
.
Item
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
4
]
{
ItemQuality
.
Superior
,
ItemQuality
.
Superior
,
ItemQuality
.
Ordinary
,
ItemQuality
.
None
},
new
int
[
4
]
{
1
,
1
,
1
,
1
}),
new
ItemSpawnInfo
(
33.5f
,
new
ItemSpawnType
[
4
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
Addon
,
ItemSpawnType
.
Addon
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
4
]
{
ItemQuality
.
Superior
,
ItemQuality
.
Superior
,
ItemQuality
.
Ordinary
,
ItemQuality
.
None
},
new
int
[
4
]
{
1
,
1
,
1
,
1
}),
new
ItemSpawnInfo
(
16.5f
,
new
ItemSpawnType
[
1
]
{
ItemSpawnType
.
Item
},
new
ItemQuality
[
1
]
{
ItemQuality
.
Masterpiece
},
new
int
[
1
]
{
1
}),
new
ItemSpawnInfo
(
16.5f
,
new
ItemSpawnType
[
1
]
{
ItemSpawnType
.
Addon
},
new
ItemQuality
[
1
]
{
ItemQuality
.
Masterpiece
},
new
int
[
1
]
{
1
})
});
ItemRoomInGame
.
itemRoomInformation
[
3
]
=
new
RoomItemInfo
(
new
ItemSpawnInfo
[
2
]
{
new
ItemSpawnInfo
(
50
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Masterpiece
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
2
}),
new
ItemSpawnInfo
(
50
,
new
ItemSpawnType
[
2
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
GoldPotion
},
new
ItemQuality
[
2
]
{
ItemQuality
.
Masterpiece
,
ItemQuality
.
None
},
new
int
[
2
]
{
1
,
2
})
});
ItemRoomInGame
.
itemRoomInformation
[
4
]
=
new
RoomItemInfo
(
new
ItemSpawnInfo
[
2
]
{
new
ItemSpawnInfo
(
50
,
new
ItemSpawnType
[
3
]
{
ItemSpawnType
.
Item
,
ItemSpawnType
.
LifeStoneFrame
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
3
]
{
ItemQuality
.
Masterpiece
,
ItemQuality
.
None
,
ItemQuality
.
Gold
},
new
int
[
3
]
{
1
,
1
,
1
}),
new
ItemSpawnInfo
(
50
,
new
ItemSpawnType
[
3
]
{
ItemSpawnType
.
Addon
,
ItemSpawnType
.
LifeStoneFrame
,
ItemSpawnType
.
LifeStone
},
new
ItemQuality
[
3
]
{
ItemQuality
.
Masterpiece
,
ItemQuality
.
None
,
ItemQuality
.
Gold
},
new
int
[
3
]
{
1
,
1
,
1
})
});
for
(
int
i
=
0
;
i
<
tetrisYCoord
.
Length
;
i
++)
tetrisYCoord
[
i
]
=
i
*
tetrisMapSize
;
for
(
int
i
=
0
;
i
<
isRowDeleting
.
Length
;
i
++)
isRowDeleting
[
i
]
=
false
;
...
...
Assets/Scripts/TetrisMap/RoomInGame.cs
View file @
a933f47b
...
...
@@ -4,21 +4,39 @@ using UnityEngine;
public
class
ItemSpawnInfo
{
ItemType
itemType
;
int
amount
;
bool
isGold
;
public
ItemSpawnInfo
(
ItemType
_itemType
,
int
_amount
)
{
itemType
=
_itemType
;
amount
=
_amount
;
isGold
=
false
;
}
public
ItemSpawnInfo
(
ItemType
_itemType
,
int
_amount
,
bool
_isGold
)
{
itemType
=
_itemType
;
amount
=
_amount
;
isGold
=
_isGold
;
}
public
float
probability
;
public
ItemSpawnType
[]
itemType
;
public
ItemQuality
[]
itemQuality
;
public
int
[]
amount
;
public
ItemSpawnInfo
(
float
_probability
,
ItemSpawnType
[]
_itemType
,
ItemQuality
[]
_itemQuality
,
int
[]
_amount
)
{
probability
=
_probability
;
itemType
=
new
ItemSpawnType
[
4
];
itemQuality
=
new
ItemQuality
[
4
];
amount
=
new
int
[
4
];
for
(
int
i
=
0
;
i
<
_itemType
.
Length
;
i
++)
{
itemType
[
i
]
=
_itemType
[
i
];
itemQuality
[
i
]
=
_itemQuality
[
i
];
amount
[
i
]
=
_amount
[
i
];
}
}
}
public
class
RoomItemInfo
{
public
List
<
ItemSpawnInfo
>
itemSpawnInfo
=
new
List
<
ItemSpawnInfo
>();
public
RoomItemInfo
()
{
}
public
RoomItemInfo
(
ItemSpawnInfo
[]
_itemSpawnInfo
)
{
for
(
int
i
=
0
;
i
<
_itemSpawnInfo
.
Length
;
i
++)
{
itemSpawnInfo
.
Add
(
_itemSpawnInfo
[
i
]);
}
}
}
public
class
RoomInGame
:
MonoBehaviour
{
...
...
Assets/Scripts/TetrisMap/Rooms/ItemRoomInGame.cs
View file @
a933f47b
...
...
@@ -3,161 +3,80 @@ using System.Collections.Generic;
using
UnityEngine
;
public
class
ItemRoomInGame
:
RoomInGame
{
List
<
ItemSpawnInfo
>
itemSpawnInfo
=
new
List
<
ItemSpawnInfo
>();
public
void
SpawnItem
()
{
}
public
static
RoomItemInfo
[]
itemRoomInformation
=
new
RoomItemInfo
[
5
];
public
void
SpawnItem
()
{
Room
room
=
transform
.
parent
.
GetComponent
<
Room
>();
InventoryManager
inventoryManager
=
InventoryManager
.
Instance
;
LifeStoneManager
lifeStoneManager
=
LifeStoneManager
.
Instance
;
float
probability
=
Random
.
Range
(
0f
,
100f
);
Vector3
[]
itemPosition
=
new
Vector3
[
5
];
int
j
=
0
;
foreach
(
Transform
child
in
transform
.
Find
(
"item spot"
))
itemPosition
[
j
++]
=
child
.
transform
.
position
;
int
itemRoomType
=
room
.
itemRoomType
;
foreach
(
ItemSpawnInfo
child
in
itemRoomInformation
[
itemRoomType
-
1
].
itemSpawnInfo
)
{
probability
-=
child
.
probability
;
if
(
probability
<=
0
)
{
int
itemCount
=
0
;
for
(
int
i
=
0
;
i
<
child
.
itemType
.
Length
;
i
++)
{
if
(
child
.
itemType
[
i
]
==
ItemSpawnType
.
Item
)
for
(
int
_amount
=
0
;
_amount
<
child
.
amount
[
i
];
_amount
++)
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
inventoryManager
.
ItemInstantiate
(
child
.
itemQuality
[
i
],
itemPosition
[
itemCount
++],
1
);
}
else
if
(
child
.
itemType
[
i
]
==
ItemSpawnType
.
Addon
)
for
(
int
_amount
=
0
;
_amount
<
child
.
amount
[
i
];
_amount
++)
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
inventoryManager
.
AddonInstantiate
(
child
.
itemQuality
[
i
],
itemPosition
[
itemCount
++],
1
);
}
else
if
(
child
.
itemType
[
i
]
==
ItemSpawnType
.
GoldPotion
)
for
(
int
_amount
=
0
;
_amount
<
child
.
amount
[
i
];
_amount
++)
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
lifeStoneManager
.
InstantiatePotion
(
itemPosition
[
itemCount
++],
1
);
}
else
if
(
child
.
itemType
[
i
]
==
ItemSpawnType
.
LifeStone
)
{
if
(
room
.
itemRoomType
<=
4
)
for
(
int
_amount
=
0
;
_amount
<
child
.
amount
[
i
];
_amount
++)
{
if
(
child
.
itemQuality
[
i
]
==
ItemQuality
.
Gold
)
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
4
,
1
,
0
,
itemPosition
[
itemCount
++],
1
);
}
else
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
,
0
,
0
,
itemPosition
[
itemCount
++],
1
);
}
}
else
{
Debug
.
Log
(
"type"
+
child
.
itemType
[
i
]
+
" quality"
+
child
.
itemQuality
[
i
]
+
" amount"
+
child
.
amount
[
i
]);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
*
room
.
itemRoomType
-
4
,
1
,
0
,
itemPosition
[
itemCount
++],
1
);
}
}
else
if
(
child
.
itemType
[
i
]
==
ItemSpawnType
.
LifeStoneFrame
)
lifeStoneManager
.
ExpandRow
(
room
.
itemRoomType
-
4
);
}
return
;
}
}
}
public
override
void
RoomEnter
()
{
base
.
RoomEnter
();
Room
room
=
transform
.
parent
.
GetComponent
<
Room
>();
InventoryManager
inventoryManager
=
InventoryManager
.
Instance
;
LifeStoneManager
lifeStoneManager
=
LifeStoneManager
.
Instance
;
int
probability
=
Random
.
Range
(
0
,
100
);
Vector3
[]
itemPosition
=
new
Vector3
[
5
];
int
i
=
0
;
foreach
(
Transform
child
in
transform
.
Find
(
"item spot"
))
itemPosition
[
i
++]
=
child
.
transform
.
position
;
switch
(
room
.
itemRoomType
)
{
case
1
:
if
(
probability
<
25
)
{
if
(
probability
%
2
==
0
)
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryItem
,
1
));
else
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
GoldPotion
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
GoldPotion
,
1
));
}
else
if
(
25
<=
probability
&&
probability
<
50
)
{
if
(
probability
%
2
==
0
)
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryItem
,
1
));
else
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
FourStone
,
1
,
true
));
}
else
if
(
50
<=
probability
&&
probability
<
67
)
{
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryItem
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryAdd
,
1
));
}
else
if
(
67
<=
probability
&&
probability
<
92
)
{
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryItem
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
StudyAdd
,
1
));
}
else
{
if
(
probability
%
2
==
0
)
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorItem
,
1
));
else
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorAdd
,
1
));
}
break
;
case
2
:
if
(
probability
%
5
==
0
)
{
if
(
probability
%
2
==
0
)
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorItem
,
1
));
else
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
GoldPotion
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
GoldPotion
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
GoldPotion
,
1
));
}
else
if
(
probability
%
5
==
1
)
{
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
OrdinaryAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
StudyAdd
,
1
));
}
else
if
(
probability
%
5
==
2
)
{
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
SuperiorItem
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
StudyAdd
,
1
));
itemSpawnInfo
.
Add
(
new
ItemSpawnInfo
(
ItemType
.
StudyAdd
,
1
));
}
else
if
(
probability
%
5
==
3
)
{
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Superior
,
itemPosition
[
0
],
1
);
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Ordinary
,
itemPosition
[
1
],
1
);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
,
0
,
0
,
itemPosition
[
2
],
1
);
}
else
if
(
probability
%
5
==
4
)
{
if
(
probability
%
2
==
0
)
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Superior
,
itemPosition
[
0
],
1
);
else
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Superior
,
itemPosition
[
0
],
1
);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
,
0
,
0
,
itemPosition
[
1
],
1
);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
,
0
,
0
,
itemPosition
[
2
],
1
);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
,
0
,
0
,
itemPosition
[
3
],
1
);
}
break
;
case
3
:
if
(
probability
<
67
)
{
if
(
probability
%
2
==
0
)
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Ordinary
,
itemPosition
[
0
],
1
);
else
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Ordinary
,
itemPosition
[
0
],
1
);
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Superior
,
itemPosition
[
1
],
1
);
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Superior
,
itemPosition
[
2
],
1
);
lifeStoneManager
.
InstantiatePotion
(
itemPosition
[
3
],
1
);
}
else
{
if
(
probability
%
2
==
0
)
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
else
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
}
break
;
case
4
:
if
(
probability
%
2
==
0
)
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
else
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
lifeStoneManager
.
InstantiatePotion
(
itemPosition
[
1
],
1
);
lifeStoneManager
.
InstantiatePotion
(
itemPosition
[
2
],
1
);
break
;
default
:
if
(
probability
%
2
==
0
)
inventoryManager
.
ItemInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
else
inventoryManager
.
AddonInstantiate
(
ItemQuality
.
Masterpiece
,
itemPosition
[
0
],
1
);
lifeStoneManager
.
InstantiateDroppedLifeStone
(
3
*
room
.
itemRoomType
-
4
,
0
,
0
,
itemPosition
[
1
],
1
);
lifeStoneManager
.
ExpandRow
(
room
.
itemRoomType
-
4
);
break
;
}
SpawnItem
();
/*switch (room.itemRoomType)
{
...
...
Assets/Scripts/TetrisMap/Test.cs
View file @
a933f47b
...
...
@@ -26,8 +26,12 @@ public class Test : MonoBehaviour {
{
if
(
MapManager
.
currentStage
<
5
)
MapManager
.
currentStage
+=
1
;
}
public
void
Gold
()
}
public
void
Item
()
{
MapManager
.
Instance
.
UpgradeRoom
(
RoomType
.
Item
);
}
public
void
Gold
()
{
MapManager
.
Instance
.
UpgradeRoom
(
RoomType
.
Gold
);
}
...
...
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