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Oenos
tetra-tower
Commits
b62bd7d5
Commit
b62bd7d5
authored
Jan 12, 2019
by
18손재민
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Merge branch 'tetris' of
https://git.kucatdog.net/oenos/tetra-tower
into tetris
parents
9d93cfd6
4864e6a7
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67 changed files
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3689 additions
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3298 deletions
+3689
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Assets/Prefabs/UI/In-Game UI/LifeCrystalUI/
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View file @
b62bd7d5
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Assets/Scripts/Characters/Player.cs
View file @
b62bd7d5
...
@@ -3,7 +3,7 @@ using System.Collections.Generic;
...
@@ -3,7 +3,7 @@ using System.Collections.Generic;
using
UnityEngine
;
using
UnityEngine
;
public
class
Player
:
MonoBehaviour
{
public
class
Player
:
MonoBehaviour
{
public
Life
CrystalUI
LCUI
;
public
Life
StoneManager
LCUI
;
public
static
int
tx
,
ty
;
public
static
int
tx
,
ty
;
public
int
ttx
;
public
int
ttx
;
public
int
tty
;
public
int
tty
;
...
...
Assets/Scripts/Pickups/LifeCrystal.cs
deleted
100644 → 0
View file @
9d93cfd6
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
LifeCrystal
:
MonoBehaviour
{
/// <summary>
/// Integer array representation of LifeCrystal shape
/// <para/> First index: width, 0 on the left
/// <para/> Second index: height, o on the bottom
/// </summary>
public
LifeCrystalUI
.
CellType
[][]
grid
;
/// <summary>
/// Initiaization
/// </summary>
void
Start
()
{
int
cellCount
=
transform
.
childCount
;
LifeCrystalUI
.
CellType
[][]
gridCopy
=
new
LifeCrystalUI
.
CellType
[
3
][]
{
new
LifeCrystalUI
.
CellType
[
3
],
new
LifeCrystalUI
.
CellType
[
3
],
new
LifeCrystalUI
.
CellType
[
3
]
};
int
maxX
=
1
,
maxY
=
1
;
for
(
int
i
=
0
;
i
<
cellCount
;
i
++)
{
Transform
cell
=
transform
.
GetChild
(
i
);
Vector2Int
cellPosition
=
new
Vector2Int
(
Mathf
.
RoundToInt
(
cell
.
localPosition
.
x
),
Mathf
.
RoundToInt
(
cell
.
localPosition
.
y
));
gridCopy
[
cellPosition
.
x
][
cellPosition
.
y
]
=
LifeCrystalUI
.
CellType
.
Life
;
if
(
maxX
<
cellPosition
.
x
)
maxX
=
cellPosition
.
x
;
if
(
maxY
<
cellPosition
.
y
)
maxY
=
cellPosition
.
y
;
}
grid
=
new
LifeCrystalUI
.
CellType
[
maxX
+
1
][];
for
(
int
i
=
0
;
i
<=
maxX
;
i
++)
{
grid
[
i
]
=
new
LifeCrystalUI
.
CellType
[
maxY
+
1
];
for
(
int
j
=
0
;
j
<=
maxY
;
j
++)
{
grid
[
i
][
j
]
=
gridCopy
[
i
][
j
];
}
}
}
/// <summary>
/// Randomly upgrade cells
/// </summary>
/// <param name="tier">Tier</param>
public
void
Upgrade
(
int
tier
)
{
}
}
Assets/Scripts/UI/In-game UI/LifeCrystalUI.cs
deleted
100644 → 0
View file @
9d93cfd6
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
Random
=
UnityEngine
.
Random
;
/// <summary>
/// Healthbar manager
/// </summary>
public
class
LifeCrystalUI
:
MonoBehaviour
{
////////////////////////////////////////////////// Private variables
/// <summary>
/// Enum for cell types
/// <para/> [Empty = 0, Life = 1, Gold = 2, Ame = 3]
/// </summary>
public
enum
CellType
{
Empty
,
Life
,
Gold
,
Ame
};
/// <summary>
/// Image renderers of cells
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
Image
[][]
cellImg
;
/// <summary>
/// Distance between cells
/// </summary>
float
gridSize
;
/// <summary>
/// Position of bottom left corner (pivot point)
/// </summary>
Vector3
pivotPosition
;
/// <summary>
/// Current cell state (enum Color)
/// <para/> First index = horizontal position (0 on the bottom)
/// <para/> Second index = vertical position (0 on the left)
/// </summary>
CellType
[][]
cell
;
////////////////////////////////////////////////// Public variables
/// <summary>
/// Cell sprites
/// </summary>
public
Sprite
[]
cellSprites
;
/// <summary>
/// Cell object prefab
/// </summary>
public
GameObject
cellObj
;
/// <summary>
/// Row object prefab
/// </summary>
public
GameObject
rowObj
;
/// <summary>
/// LifeCrystal enabled if isDead == false
/// </summary>
public
bool
isDead
;
////////////////////////////////////////////////// Protected variables
private
int
lifeCount
,
goldCount
,
height
;
/// <summary>
/// Current life total
/// </summary>
int
LifeCount
{
get
{
return
lifeCount
;
}
set
{
}
}
/// <summary>
/// Current gold total
/// </summary>
int
GoldCount
{
get
{
return
goldCount
;
}
set
{
}
}
/// <summary>
/// Current height of LifeCrystalUI
/// </summary>
int
Height
{
get
{
return
height
;
}
set
{
}
}
////////////////////////////////////////////////// Public functions
/// <summary>
/// Take given amount of damage
/// </summary>
/// <param name="dmg">Amount of damage to take</param>
public
void
TakeDamege
(
int
dmg
)
{
if
(
isDead
)
return
;
for
(
int
y
=
height
-
1
;
y
>=
0
;
y
--)
{
for
(
int
x
=
2
;
x
>=
0
;
x
--)
{
if
(
dmg
>
0
&&
lifeCount
>
0
&&
cell
[
x
][
y
]
!=
CellType
.
Empty
)
{
if
(
cell
[
x
][
y
]
==
CellType
.
Gold
)
goldCount
--;
UpdateCell
(
x
,
y
,
CellType
.
Empty
);
dmg
--;
lifeCount
--;
}
}
if
(
dmg
==
0
)
break
;
}
if
(
lifeCount
<=
0
)
{
lifeCount
=
0
;
GameOver
();
}
}
/// <summary>
/// Gain given amount of gold
/// </summary>
/// <param name="gold">Amount of gold to gain</param>
public
void
GainGold
(
int
gold
)
{
if
(
isDead
)
return
;
int
redLife
=
lifeCount
-
goldCount
;
if
(
gold
>
redLife
)
gold
=
redLife
;
goldCount
+=
gold
;
int
[]
mixer
=
new
int
[
redLife
];
for
(
int
i
=
0
;
i
<
gold
;
i
++)
mixer
[
i
]
=
1
;
for
(
int
i
=
gold
;
i
<
redLife
;
i
++)
mixer
[
i
]
=
0
;
for
(
int
i
=
0
;
i
<
redLife
-
1
;
i
++)
{
int
rand
=
Random
.
Range
(
i
,
redLife
);
int
temp
=
mixer
[
i
];
mixer
[
i
]
=
mixer
[
rand
];
mixer
[
rand
]
=
temp
;
}
int
redLifeIndex
=
0
;
for
(
int
y
=
0
;
y
<
height
;
y
++)
for
(
int
x
=
0
;
x
<
3
;
x
++)
{
if
(
cell
[
x
][
y
]
==
CellType
.
Life
)
{
if
(
mixer
[
redLifeIndex
]
==
1
)
UpdateCell
(
x
,
y
,
CellType
.
Gold
);
redLifeIndex
++;
}
}
}
/// <summary>
/// Testing purpose only
/// </summary>
public
void
GainSampleLifeCrystal
(
LifeCrystal
frag
)
{
GainLifeCrystal
(
frag
);
}
/// <summary>
/// Testing purpose only
/// </summary>
public
void
Use3Gold
()
{
UseGold
(
3
);
}
/// <summary>
/// Gain a LifeCrystal
/// </summary>
/// <param name="frag">LifeCrystal to gain</param>
/// <returns>returns false if no cell taken, true otherwise</returns>
public
bool
GainLifeCrystal
(
LifeCrystal
frag
)
{
if
(
isDead
)
return
false
;
Vector2Int
dropxy
=
DropSimulation
(
frag
.
grid
);
if
(
dropxy
.
y
==
0
)
return
false
;
StartCoroutine
(
DropBlock
(
frag
,
dropxy
));
return
true
;
}
/// <summary>
/// Use given amount of gold
/// </summary>
/// <param name="gold">Amount of gold to use</param>
/// <returns>Returns false when money not used, true when used</returns>
public
bool
UseGold
(
int
gold
)
{
if
(
isDead
)
return
false
;
if
(
goldCount
<
gold
)
return
false
;
goldCount
-=
gold
;
for
(
int
y
=
height
-
1
;
y
>=
0
;
y
--)
for
(
int
x
=
2
;
x
>=
0
;
x
--)
if
(
cell
[
x
][
y
]
==
CellType
.
Gold
&&
gold
>
0
)
{
UpdateCell
(
x
,
y
,
CellType
.
Life
);
gold
--;
}
return
true
;
}
/// <summary>
/// Adds a new row to LifeCrystalUI
/// </summary>
public
void
AddNewRow
()
{
if
(
height
>=
33
)
return
;
GameObject
newRow
=
Instantiate
(
rowObj
,
pivotPosition
+
gridSize
*
new
Vector3
(
0
,
height
,
0
),
Quaternion
.
Euler
(
Vector3
.
zero
),
transform
.
Find
(
"Frame"
));
newRow
.
name
=
"Row"
+
height
;
CellType
[][]
temp
=
new
CellType
[
3
][]
{
new
CellType
[
height
+
1
],
new
CellType
[
height
+
1
],
new
CellType
[
height
+
1
]
};
Image
[][]
temp2
=
new
Image
[
3
][]
{
new
Image
[
height
+
1
],
new
Image
[
height
+
1
],
new
Image
[
height
+
1
]
};
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
Array
.
Copy
(
cell
[
i
],
temp
[
i
],
height
+
1
);
Array
.
Copy
(
cellImg
[
i
],
temp2
[
i
],
height
+
1
);
}
cell
=
temp
;
cellImg
=
temp2
;
cell
[
0
][
height
]
=
cell
[
1
][
height
]
=
cell
[
2
][
height
]
=
CellType
.
Empty
;
GameObject
[]
newCells
=
new
GameObject
[
3
];
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
newCells
[
i
]
=
Instantiate
(
cellObj
,
pivotPosition
+
gridSize
*
new
Vector3
(
i
-
1
,
height
,
0
),
Quaternion
.
Euler
(
Vector3
.
zero
),
transform
.
Find
(
"Cells"
));
newCells
[
i
].
name
=
"LC"
+
(
1
+
3
*
height
+
i
).
ToString
(
"00"
);
cellImg
[
i
][
height
]
=
newCells
[
i
].
GetComponent
<
Image
>();
UpdateCell
(
i
,
height
,
0
);
}
height
++;
}
////////////////////////////////////////////////// Basic functions
/// <summary>
/// Initialization
/// </summary>
void
Start
()
{
/// Initializing variables
gridSize
=
transform
.
Find
(
"Frame"
).
Find
(
"Row1"
).
localPosition
.
y
-
transform
.
Find
(
"Frame"
).
Find
(
"Row0"
).
localPosition
.
y
;
pivotPosition
=
transform
.
Find
(
"Frame"
).
Find
(
"Row0"
).
localPosition
;
pivotPosition
.
z
=
0
;
isDead
=
false
;
height
=
8
;
lifeCount
=
24
;
goldCount
=
0
;
cell
=
new
CellType
[
3
][]
{
new
CellType
[
height
],
new
CellType
[
height
],
new
CellType
[
height
]
};
for
(
int
y
=
0
;
y
<
height
;
y
++)
for
(
int
x
=
0
;
x
<
3
;
x
++)
cell
[
x
][
y
]
=
CellType
.
Life
;
cellImg
=
new
Image
[
3
][]
{
new
Image
[
height
],
new
Image
[
height
],
new
Image
[
height
]
};
for
(
int
i
=
0
;
i
<
3
*
height
;
i
++)
cellImg
[
i
%
3
][
i
/
3
]
=
transform
.
Find
(
"Cells"
).
Find
(
"LC"
+
(
i
+
1
).
ToString
(
"00"
)).
GetComponent
<
Image
>();
}
/// <summary>
/// Runs each frame
/// </summary>
void
FixedUpdate
()
{
//textUI.text = "Life: " + lifeCount + ", Gold: " + goldCount;
}
////////////////////////////////////////////////// Hidden functions
/// <summary>
/// Updates image of a cell; When empty, disable it
/// </summary>
/// <param name="x">X position of the cell to update: 0~2 (0 on the left)</param>
/// <param name="y">Y position of the cell to update: 0~(height-1) (0 on the bottom)</param>
/// <param name="value"></param>
void
UpdateCell
(
int
x
,
int
y
,
CellType
value
)
{
cell
[
x
][
y
]
=
value
;
cellImg
[
x
][
y
].
sprite
=
cellSprites
[(
int
)
value
];
cellImg
[
x
][
y
].
transform
.
localPosition
=
pivotPosition
+
gridSize
*
new
Vector3
(
x
,
y
,
0
);
cellImg
[
x
][
y
].
enabled
=
value
==
CellType
.
Empty
?
false
:
true
;
}
/// <summary>
/// Runs when life goes below zero
/// </summary>
void
GameOver
()
{
isDead
=
true
;
}
/// <summary>
/// Simulates a block drop and find where to drop it
/// </summary>
/// <param name="grid">Shape of the dropping block
/// <para/> grid[X][Y]
/// <para/> X: 0~2 (0 on the bottom)
/// <para/> Y: 0~(height-1) (0 on the left)</param>
/// <returns>Vector2(drop position(0~2), drop depth(0~height))</returns>
Vector2Int
DropSimulation
(
CellType
[][]
grid
)
{
int
bWidth
=
grid
.
Length
;
int
bHeight
=
grid
[
0
].
Length
;
if
(
bWidth
>=
4
||
bWidth
<=
0
)
return
Vector2Int
.
zero
;
///////////////////////////////calculates texture
int
[]
emptyTexture
=
new
int
[
3
];
int
[]
blockTexture
=
new
int
[
bWidth
];
for
(
int
x
=
0
;
x
<
bWidth
;
x
++)
{
int
depth
=
0
;
for
(
depth
=
0
;
depth
<
bHeight
;
depth
++)
if
(
grid
[
x
][
depth
]
!=
CellType
.
Empty
)
break
;
if
(
depth
>=
height
)
depth
=
0
;
blockTexture
[
x
]
=
depth
;
}
for
(
int
x
=
0
;
x
<=
2
;
x
++)
{
int
depth
=
0
;
for
(
int
y
=
height
-
1
;
y
>=
0
;
y
--)
{
if
(
cell
[
x
][
y
]
==
0
)
depth
++;
else
break
;
}
emptyTexture
[
x
]
=
depth
;
}
///////////////////////////////calculates possible drops
int
[]
dropDepth
=
new
int
[
4
-
bWidth
];
for
(
int
x
=
0
;
x
<
4
-
bWidth
;
x
++)
{
int
maxDepth
=
emptyTexture
[
x
]
+
blockTexture
[
0
];
for
(
int
bx
=
1
;
bx
<
bWidth
;
bx
++)
{
if
(
maxDepth
>
emptyTexture
[
x
+
bx
]
+
blockTexture
[
bx
])
maxDepth
=
emptyTexture
[
x
+
bx
]
+
blockTexture
[
bx
];
}
dropDepth
[
x
]
=
maxDepth
;
}
int
realPosition
=
0
,
realDepth
=
dropDepth
[
0
];
for
(
int
x
=
1
;
x
<
4
-
bWidth
;
x
++)
if
(
realDepth
<
dropDepth
[
x
])
{
realPosition
=
x
;
realDepth
=
dropDepth
[
x
];
}
return
new
Vector2Int
(
realPosition
,
realDepth
);
}
/// <summary>
/// Coroutine for dropping LifeCrystal fragment; Animation purpose
/// </summary>
/// <param name="frag">LifeCrystal script object</param>
/// <param name="dropxy">Drop info: Vector2Int(drop position, drop depth)</param>
/// <returns>Null</returns>
IEnumerator
DropBlock
(
LifeCrystal
frag
,
Vector2Int
dropxy
)
{
int
bWidth
=
frag
.
grid
.
Length
;
int
bHeight
=
frag
.
grid
[
0
].
Length
;
List
<
Vector2Int
>
droppingCells
=
new
List
<
Vector2Int
>(
0
);
for
(
int
y
=
0
;
y
<
bHeight
&&
height
-
dropxy
.
y
+
y
<=
height
-
1
;
y
++)
for
(
int
x
=
0
;
x
<
bWidth
;
x
++)
{
if
(
frag
.
grid
[
x
][
y
]
!=
CellType
.
Empty
)
{
UpdateCell
(
dropxy
.
x
+
x
,
height
-
dropxy
.
y
+
y
,
frag
.
grid
[
x
][
y
]);
droppingCells
.
Add
(
new
Vector2Int
(
dropxy
.
x
+
x
,
height
-
dropxy
.
y
+
y
));
lifeCount
++;
}
}
foreach
(
Vector2Int
block
in
droppingCells
)
{
cellImg
[
block
.
x
][
block
.
y
].
transform
.
localPosition
=
pivotPosition
+
gridSize
*
new
Vector3
(
block
.
x
,
block
.
y
+
dropxy
.
y
,
0
);
}
yield
return
new
WaitForSeconds
(
0.05f
);
for
(
int
i
=
2
*
dropxy
.
y
;
i
>
0
;
i
--)
{
foreach
(
Vector2Int
block
in
droppingCells
)
{
cellImg
[
block
.
x
][
block
.
y
].
transform
.
position
-=
gridSize
*
new
Vector3
(
0
,
0.5f
,
0
);
}
yield
return
new
WaitForSeconds
(
0.01f
);
}
yield
return
null
;
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript.meta
0 → 100644
View file @
b62bd7d5
fileFormatVersion: 2
guid: 92b4226af0f466e4cab0fd67e3e58127
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/UI/In-game UI/LifeStoneScript/DestroyUnit.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DestroyUnit
:
StateMachineBehaviour
{
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override
public
void
OnStateExit
(
Animator
animator
,
AnimatorStateInfo
stateInfo
,
int
layerIndex
)
{
Destroy
(
animator
.
gameObject
);
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
Assets/Scripts/
Pickups/LifeCrystal
.cs.meta
→
Assets/Scripts/
UI/In-game UI/LifeStoneScript/DestroyUnit
.cs.meta
View file @
b62bd7d5
fileFormatVersion: 2
fileFormatVersion: 2
guid:
60f8b2083eab5134ead2083cd318cbc0
guid:
958c69251beca5b4c9a00a93a94e0e08
MonoImporter:
MonoImporter:
externalObjects: {}
externalObjects: {}
serializedVersion: 2
serializedVersion: 2
...
...
Assets/Scripts/UI/In-game UI/LifeStoneScript/DroppedLifeStone.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DroppedLifeStone
:
MonoBehaviour
{
LifeStoneInfo
info
;
public
Sprite
[]
sprites
;
public
GameObject
unitSprite
,
highlightSprite
;
float
unitSize
;
Rigidbody2D
rb2D
;
BoxCollider2D
bc2D
;
/// <summary>
/// unitSprite Objects
/// </summary>
GameObject
[]
unitObj
;
/// <summary>
/// highlightSprite Objects
/// </summary>
GameObject
[]
highObj
;
public
void
Init
(
LifeStoneInfo
_info
,
Vector3
pos
)
{
info
=
_info
;
rb2D
=
GetComponent
<
Rigidbody2D
>();
bc2D
=
GetComponent
<
BoxCollider2D
>();
unitSize
=
unitSprite
.
GetComponent
<
SpriteRenderer
>().
bounds
.
size
.
x
;
Vector2Int
inSize
=
info
.
getSize
();
string
inFill
=
info
.
getFill
();
unitObj
=
new
GameObject
[
inSize
.
x
*
inSize
.
y
];
highObj
=
new
GameObject
[
inSize
.
x
*
inSize
.
y
];
transform
.
position
=
pos
-
new
Vector3
(
inSize
.
x
*
unitSize
,
0
,
0
);
for
(
int
i
=
0
;
i
<
inSize
.
x
*
inSize
.
y
;
i
++)
{
if
(
inFill
[
i
]
!=
' '
)
{
unitObj
[
i
]
=
Instantiate
(
unitSprite
,
transform
);
unitObj
[
i
].
transform
.
localPosition
=
new
Vector3
((
i
%
inSize
.
x
)
*
unitSize
,
((
int
)(
i
/
inSize
.
x
))
*
unitSize
,
0
);
unitObj
[
i
].
GetComponent
<
SpriteRenderer
>().
sprite
=
sprites
[
inFill
[
i
]
-
'A'
];
highObj
[
i
]
=
Instantiate
(
highlightSprite
,
transform
);
highObj
[
i
].
transform
.
localPosition
=
unitObj
[
i
].
transform
.
localPosition
;
highObj
[
i
].
GetComponent
<
SpriteRenderer
>().
enabled
=
false
;
}
}
bc2D
.
offset
=
new
Vector2
(
unitSize
*
inSize
.
x
/
2f
,
unitSize
*
inSize
.
y
/
2f
);
bc2D
.
size
=
new
Vector2
(
unitSize
*
inSize
.
x
,
unitSize
*
inSize
.
y
);
}
}
Assets/Scripts/UI/In-game UI/Life
CrystalUI
.cs.meta
→
Assets/Scripts/UI/In-game UI/Life
StoneScript/DroppedLifeStone
.cs.meta
View file @
b62bd7d5
fileFormatVersion: 2
fileFormatVersion: 2
guid:
3a9b430bb1c39ea4e9820b5c6510da1f
guid:
13b50d2589d665a4aa9fa30cbf65eb55
MonoImporter:
MonoImporter:
externalObjects: {}
externalObjects: {}
serializedVersion: 2
serializedVersion: 2
...
...
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneFrame.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
LifeStoneFrame
:
MonoBehaviour
{
/// <summary>
/// The frame top image
/// </summary>
GameObject
frameTop
;
/// <summary>
/// The frame rows images
/// </summary>
GameObject
[]
frameRows
;
/// <summary>
/// The frame bottom image
/// </summary>
GameObject
frameBottom
;
/// <summary>
/// The number of lifeStoneRows
/// </summary>
int
lifeStoneRow
;
/// <summary>
/// Size of lifeStone
/// </summary>
float
lifeStoneSize
;
/// <summary>
/// The sprites
/// </summary>
Sprite
[]
sprites
;
public
LifeStoneFrame
(
Transform
superGO
,
GameObject
standardImage
,
int
lifeStoneRow
,
float
lifeStoneSize
,
Sprite
[]
_sprites
)
{
sprites
=
new
Sprite
[
_sprites
.
GetLength
(
0
)];
_sprites
.
CopyTo
(
sprites
,
0
);
this
.
lifeStoneRow
=
lifeStoneRow
;
this
.
lifeStoneSize
=
lifeStoneSize
;
frameBottom
=
Instantiate
(
standardImage
,
superGO
);
frameBottom
.
name
=
"FrameBottom"
;
frameBottom
.
GetComponent
<
Image
>().
sprite
=
sprites
[
0
];
frameBottom
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
lifeStoneSize
*
3.4f
,
lifeStoneSize
*
0.2f
);
frameBottom
.
transform
.
localPosition
=
new
Vector3
(
0
,
0
);
frameRows
=
new
GameObject
[
50
];
for
(
int
i
=
0
;
i
<
lifeStoneRow
;
i
++)
{
frameRows
[
i
]
=
Instantiate
(
standardImage
,
superGO
);
frameRows
[
i
].
name
=
"FrameRow"
+
i
.
ToString
(
"D2"
);
frameRows
[
i
].
GetComponent
<
Image
>().
sprite
=
sprites
[
1
];
frameRows
[
i
].
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
lifeStoneSize
*
3.4f
,
lifeStoneSize
);
frameRows
[
i
].
transform
.
localPosition
=
new
Vector3
(
0
,
lifeStoneSize
*
(
0.2f
+
i
));
}
frameTop
=
Instantiate
(
standardImage
,
superGO
);
frameTop
.
name
=
"FrameTop"
;
frameTop
.
GetComponent
<
Image
>().
sprite
=
sprites
[
2
];
frameTop
.
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
lifeStoneSize
*
3.4f
,
lifeStoneSize
*
0.2f
);
frameTop
.
transform
.
localPosition
=
new
Vector3
(
0
,
lifeStoneSize
*
(
0.2f
+
lifeStoneRow
));
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneFrame.cs.meta
0 → 100644
View file @
b62bd7d5
fileFormatVersion: 2
guid: 2674542376dfab04bad27caaa3ffe6a1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneInfo.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
LifeStoneInfo
:
MonoBehaviour
{
/// <summary>
/// width, height of LifeStone
/// ex) □
/// □□
/// □
/// (2,3)
/// </summary>
Vector2Int
size
;
/// <summary>
/// contents of LifeStone from bottom left.
/// A: Normal lifestone
/// B: Gold lifestone
/// C: Amethyst lifestone
///
/// ex) A
/// BC
/// A
/// "A BC A"
/// </summary>
string
fill
;
public
LifeStoneInfo
(
Vector2Int
size
,
string
fill
)
{
this
.
size
=
size
;
this
.
fill
=
fill
;
}
public
Vector2Int
getSize
()
{
return
size
;
}
public
int
getAmount
()
{
int
count
=
0
;
for
(
int
i
=
0
;
i
<
fill
.
Length
;
i
++)
if
(
fill
[
i
]
!=
' '
)
count
++;
return
count
;
}
public
string
getFill
()
{
return
fill
;
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneInfo.cs.meta
0 → 100644
View file @
b62bd7d5
fileFormatVersion: 2
guid: 3adfb54ead68b8142ba9e3c4f7c1d67b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
[
RequireComponent
(
typeof
(
RectTransform
))]
public
class
LifeStoneManager
:
MonoBehaviour
{
/// <summary>
/// Location of lifeStoneFrame on Canvas
/// </summary>
public
Vector2
lifeStoneLocation
;
/// <summary>
/// standard prefab of every image
/// </summary>
public
GameObject
standardImage
;
/// <summary>
/// The number of lifeStoneRows
/// </summary>
public
int
lifeStoneRowNum
;
/// <summary>
/// Size of lifeStone
/// </summary>
public
float
lifeStoneSize
;
/// <summary>
/// The sprites
/// </summary>
public
Sprite
[]
sprites
;
/// <summary>
/// super Object of frames
/// </summary>
public
GameObject
frameSuper
;
/// <summary>
/// super Object fo stones
/// </summary>
public
GameObject
stoneSuper
;
/// <summary>
/// lifeStoneUnit Prefab
/// </summary>
public
GameObject
lifeUnitPrefab
;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
public
float
vibrationVariable
;
/// <summary>
/// Array of lifestone
/// 0 row is the bottom
/// 0: empty
/// 1: normal lifestone
/// 2: gold lifestone
/// 3: amethyst lifestone
/// </summary>
public
int
[,]
lifeStoneArray
;
/// <summary>
/// Array of lifestone GameObject
/// </summary>
[
HideInInspector
]
public
GameObject
[,]
lifeStoneUnit
;
[
HideInInspector
]
public
LifeStoneFrame
lifeStoneFrame
;
public
GameObject
droppedLifeStonePrefab
;
void
Start
()
{
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
,
lifeStoneLocation
.
y
,
0
);
lifeStoneFrame
=
new
LifeStoneFrame
(
frameSuper
.
transform
,
standardImage
,
lifeStoneRowNum
,
lifeStoneSize
,
sprites
);
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
;
StartCoroutine
(
"TestEnumerator"
);
}
IEnumerator
TestEnumerator
()
{
PushLifeStone
(
CreateLifeStoneInfo
(
5
,
0.2f
,
3
));
yield
return
new
WaitForSeconds
(
2
);
PushLifeStone
(
CreateLifeStoneInfo
(
3
,
0.2f
,
0
));
yield
return
new
WaitForSeconds
(
2
);
PushLifeStone
(
CreateLifeStoneInfo
(
4
,
0.2f
,
0
));
yield
return
new
WaitForSeconds
(
2
);
InstantiateDroppedLifeStone
(
CreateLifeStoneInfo
(
4
,
0.1f
,
0
),
GameObject
.
Find
(
"Player"
).
transform
.
position
+
new
Vector3
(
2
,
2
,
0
));
/*PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA"));
PushLifeStone(new LifeStoneInfo(new Vector2Int(2, 5), " AAAABA A "));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(2, 3), " AAA A"));
yield return new WaitForSeconds(2);
ChangeFromNormal(2, 5);
yield return new WaitForSeconds(2);
ChangeToNormal(2, 3);
yield return new WaitForSeconds(2);
DestroyStone(3);*/
}
public
void
InstantiateDroppedLifeStone
(
LifeStoneInfo
info
,
Vector3
pos
)
{
GameObject
tmpObj
=
Instantiate
(
droppedLifeStonePrefab
);
tmpObj
.
GetComponent
<
DroppedLifeStone
>().
Init
(
info
,
pos
);
}
public
LifeStoneInfo
CreateLifeStoneInfo
(
Vector2Int
size
,
int
num
,
float
goldPer
,
int
ameNum
)
{
System
.
Random
rnd
=
new
System
.
Random
();
num
=
Mathf
.
Max
(
1
,
num
);
size
.
y
=
Mathf
.
Min
(
3
,
size
.
y
);
if
(
num
>=
size
.
x
*
size
.
y
)
return
CreateLifeStoneInfo
(
size
,
goldPer
,
ameNum
);
int
[,]
tmpArray
=
new
int
[
size
.
y
,
size
.
x
]
;
for
(
int
j
=
0
;
j
<
size
.
y
;
j
++)
for
(
int
i
=
0
;
i
<
size
.
x
;
i
++)
tmpArray
[
j
,
i
]
=
0
;
tmpArray
[
rnd
.
Next
(
size
.
y
),
rnd
.
Next
(
size
.
x
)]
=
1
;
//making shape of lifestone
for
(
int
n
=
1
;
n
<
num
;
n
++)
{
ArrayList
candArray
=
new
ArrayList
();
for
(
int
j
=
0
;
j
<
size
.
y
;
j
++)
for
(
int
i
=
0
;
i
<
size
.
x
;
i
++)
//check if adjacent cell is lifestone
if
(
tmpArray
[
j
,
i
]
==
0
&&
(
j
-
1
>=
0
&&
tmpArray
[
j
-
1
,
i
]
==
1
||
j
+
1
<
size
.
y
&&
tmpArray
[
j
+
1
,
i
]
==
1
||
i
-
1
>=
0
&&
tmpArray
[
j
,
i
-
1
]
==
1
||
i
+
1
<
size
.
x
&&
tmpArray
[
j
,
i
+
1
]
==
1
))
candArray
.
Add
(
new
Vector2Int
(
i
,
j
));
if
(
candArray
.
Count
==
0
)
break
;
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
rnd
.
Next
(
candArray
.
Count
)];
tmpArray
[
vtmp
.
y
,
vtmp
.
x
]
=
1
;
}
//recalibrate the size
Vector2Int
maxPoint
=
new
Vector2Int
(-
1
,
-
1
);
Vector2Int
minPoint
=
new
Vector2Int
(
size
.
x
+
1
,
size
.
y
+
1
);
for
(
int
j
=
0
;
j
<
size
.
y
;
j
++)
for
(
int
i
=
0
;
i
<
size
.
x
;
i
++)
if
(
tmpArray
[
j
,
i
]
==
1
)
{
maxPoint
.
x
=
Mathf
.
Max
(
i
,
maxPoint
.
x
);
maxPoint
.
y
=
Mathf
.
Max
(
j
,
maxPoint
.
y
);
minPoint
.
x
=
Mathf
.
Min
(
i
,
minPoint
.
x
);
minPoint
.
y
=
Mathf
.
Min
(
j
,
minPoint
.
y
);
}
size
=
maxPoint
-
minPoint
+
Vector2Int
.
one
;
//making fill string
string
fill
=
""
;
for
(
int
j
=
minPoint
.
y
;
j
<=
maxPoint
.
y
;
j
++)
for
(
int
i
=
minPoint
.
x
;
i
<=
maxPoint
.
x
;
i
++)
if
(
tmpArray
[
j
,
i
]
==
1
)
fill
+=
'A'
;
else
fill
+=
' '
;
//change to amethyst
ArrayList
sCandArray
=
new
ArrayList
();
for
(
int
i
=
0
;
i
<
fill
.
Length
;
i
++)
if
(
fill
[
i
]
==
'A'
)
sCandArray
.
Add
(
i
);
char
[]
repChar
=
fill
.
ToCharArray
();
for
(
int
i
=
0
;
i
<
ameNum
&&
sCandArray
.
Count
>
0
;
i
++)
{
int
tmp
=
rnd
.
Next
(
sCandArray
.
Count
);
repChar
[(
int
)
sCandArray
[
tmp
]]
=
'C'
;
sCandArray
.
RemoveAt
(
tmp
);
}
for
(
int
i
=
0
;
i
<
fill
.
Length
;
i
++)
if
(
repChar
[
i
]
==
'A'
&&
Random
.
Range
(
0f
,
1f
)
<
goldPer
)
repChar
[
i
]
=
'B'
;
fill
=
new
string
(
repChar
);
return
new
LifeStoneInfo
(
size
,
fill
);
}
public
LifeStoneInfo
CreateLifeStoneInfo
(
Vector2Int
size
,
float
goldPer
,
int
ameNum
)
{
return
CreateLifeStoneInfo
(
size
,
size
.
x
*
size
.
y
,
goldPer
,
ameNum
);
}
public
LifeStoneInfo
CreateLifeStoneInfo
(
int
num
,
float
goldPer
,
int
ameNum
)
{
return
CreateLifeStoneInfo
(
new
Vector2Int
(
3
,
20
),
num
,
goldPer
,
ameNum
);
}
public
LifeStoneInfo
CreateLifeStoneInfo
(
LifeStoneInfo
lifeStoneInfo
)
{
return
lifeStoneInfo
;
}
/// <summary>
/// push LifeStone in LifeStoneFrame
/// </summary>
/// <param name="pushInfo"></param>
void
PushLifeStone
(
LifeStoneInfo
pushInfo
)
{
System
.
Random
rnd
=
new
System
.
Random
();
Vector2Int
pSize
=
pushInfo
.
getSize
();
string
pFill
=
pushInfo
.
getFill
();
int
[]
minRow
=
new
int
[]
{
lifeStoneRowNum
,
lifeStoneRowNum
,
lifeStoneRowNum
};
int
selectedCol
=
0
,
selectedRow
=
lifeStoneRowNum
;
ArrayList
selColCand
=
new
ArrayList
();
{
int
i
,
j
,
pi
,
pj
;
for
(
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
{
for
(
j
=
lifeStoneRowNum
-
1
;
j
>=
0
;
j
--)
{
for
(
pi
=
0
;
pi
<
pSize
.
x
;
pi
++)
{
for
(
pj
=
0
;
pj
<
pSize
.
y
;
pj
++)
{
if
(
pFill
[
pj
*
pSize
.
x
+
pi
]
!=
' '
&&
lifeStoneArray
[
j
+
pj
,
i
+
pi
]
!=
0
)
break
;
}
if
(
pj
!=
pSize
.
y
)
break
;
}
if
(
pi
!=
pSize
.
x
)
break
;
minRow
[
i
]
=
j
;
}
}
}
for
(
int
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
if
(
minRow
[
i
]
<
selectedRow
)
selectedRow
=
minRow
[
i
];
for
(
int
i
=
0
;
i
<=
3
-
pSize
.
x
;
i
++)
if
(
minRow
[
i
]
==
selectedRow
)
selColCand
.
Add
(
i
);
selectedCol
=
(
int
)
selColCand
[
rnd
.
Next
(
selColCand
.
Count
)];
float
vibration
=
pushInfo
.
getAmount
()
*
vibrationVariable
*
lifeStoneSize
;
for
(
int
pj
=
0
;
pj
<
pSize
.
y
;
pj
++)
{
if
(
selectedRow
+
pj
>=
lifeStoneRowNum
)
break
;
for
(
int
pi
=
0
;
pi
<
pSize
.
x
;
pi
++)
if
(
pFill
[
pj
*
pSize
.
x
+
pi
]
!=
' '
)
{
int
xtmp
=
selectedCol
+
pi
,
ytmp
=
selectedRow
+
pj
;
lifeStoneArray
[
ytmp
,
xtmp
]
=
pFill
[
pj
*
pSize
.
x
+
pi
]
-
'A'
+
1
;
lifeStoneUnit
[
ytmp
,
xtmp
]
=
Instantiate
(
lifeUnitPrefab
,
stoneSuper
.
transform
);
lifeStoneUnit
[
ytmp
,
xtmp
].
GetComponent
<
LifeUnitInFrame
>().
Init
(
lifeStoneArray
[
ytmp
,
xtmp
],
lifeStoneSize
,
new
Vector2Int
(
xtmp
,
ytmp
),
new
Vector2Int
(
xtmp
,
lifeStoneRowNum
+
pj
),
new
Vector2
(
0.2f
*
lifeStoneSize
,
0.2f
*
lifeStoneSize
),
vibration
);
vibration
=
0
;
}
}
}
public
int
CountType
(
int
type
)
{
int
count
=
0
;
for
(
int
j
=
0
;
j
<
3
;
j
++)
for
(
int
i
=
0
;
i
<
lifeStoneRowNum
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
type
)
count
++;
return
count
;
}
public
void
DestroyStone
(
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
i
=
0
;
i
<
num
;
i
++)
{
for
(
int
pj
=
lifeStoneRowNum
-
1
;
pj
>=
0
;
pj
--)
{
ArrayList
sCandArray
=
new
ArrayList
();
for
(
int
pi
=
0
;
pi
<
3
;
pi
++)
{
if
(
lifeStoneArray
[
pj
,
pi
]
!=
0
)
sCandArray
.
Add
(
new
Vector2Int
(
pi
,
pj
));
}
if
(
sCandArray
.
Count
>
0
)
{
int
tmp
=
rnd
.
Next
(
sCandArray
.
Count
);
Vector2Int
vtmp
=
(
Vector2Int
)
sCandArray
[
tmp
];
candArray
.
Add
(
vtmp
);
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
0
;
break
;
}
}
}
StartCoroutine
(
DestroyInPhase
(
candArray
));
}
IEnumerator
DestroyInPhase
(
ArrayList
candArray
)
{
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
].
GetComponent
<
LifeUnitInFrame
>().
unitDestroy
();
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
]
=
null
;
yield
return
new
WaitForSeconds
(
0.1f
);
}
}
public
void
ChangeFromNormal
(
int
type
,
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
j
=
0
;
j
<
lifeStoneRowNum
;
j
++)
for
(
int
i
=
0
;
i
<
3
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
1
)
candArray
.
Add
(
new
Vector2Int
(
i
,
j
));
while
(
candArray
.
Count
>
num
)
candArray
.
RemoveAt
(
rnd
.
Next
(
candArray
.
Count
));
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
type
;
}
StartCoroutine
(
ChangeInPhase
(
candArray
,
type
));
}
public
void
ChangeToNormal
(
int
type
,
int
num
)
{
System
.
Random
rnd
=
new
System
.
Random
();
ArrayList
candArray
=
new
ArrayList
();
for
(
int
j
=
0
;
j
<
lifeStoneRowNum
;
j
++)
for
(
int
i
=
0
;
i
<
3
;
i
++)
if
(
lifeStoneArray
[
j
,
i
]
==
type
)
candArray
.
Add
(
new
Vector2Int
(
i
,
j
));
while
(
candArray
.
Count
>
num
)
candArray
.
RemoveAt
(
rnd
.
Next
(
candArray
.
Count
));
for
(
int
i
=
0
;
i
<
candArray
.
Count
;
i
++)
{
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
i
];
lifeStoneArray
[
vtmp
.
y
,
vtmp
.
x
]
=
1
;
}
StartCoroutine
(
ChangeInPhase
(
candArray
,
1
));
}
IEnumerator
ChangeInPhase
(
ArrayList
candArray
,
int
type
)
{
System
.
Random
rnd
=
new
System
.
Random
();
while
(
candArray
.
Count
>
0
)
{
int
tmp
=
rnd
.
Next
(
candArray
.
Count
);
Vector2Int
vtmp
=
(
Vector2Int
)
candArray
[
tmp
];
lifeStoneUnit
[
vtmp
.
y
,
vtmp
.
x
].
GetComponent
<
LifeUnitInFrame
>().
ChangeType
(
type
);
candArray
.
RemoveAt
(
tmp
);
yield
return
new
WaitForSeconds
(
0.1f
);
}
}
public
IEnumerator
vibrateEnumerator
(
float
vibration
)
{
while
(
vibration
>
lifeStoneSize
*
0.05f
)
{
Vector2
tmpVector
=
Random
.
insideUnitCircle
;
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
+
tmpVector
.
x
*
vibration
*
0.3f
,
lifeStoneLocation
.
y
+
tmpVector
.
y
*
vibration
,
0
);
vibration
*=
0.8f
;
yield
return
null
;
}
transform
.
position
=
new
Vector3
(
lifeStoneLocation
.
x
,
lifeStoneLocation
.
y
,
0
);
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs.meta
0 → 100644
View file @
b62bd7d5
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Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs
0 → 100644
View file @
b62bd7d5
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
[
RequireComponent
(
typeof
(
Animator
))]
public
class
LifeUnitInFrame
:
MonoBehaviour
{
int
type
;
Animator
animator
;
Vector2Int
pos
,
startPos
;
Vector2
zeroPos
;
float
size
;
float
v
,
accel
;
float
vibration
;
void
Start
()
{
}
/// <summary>
/// Create LifeStoneUnit from above. Starts to fall
/// </summary>
/// <param name="_type"> type of lifestone unit</param>
/// <param name="_size"> size of lifestone unit</param>
/// <param name="_pos"> destination point in lifestoneFrame</param>
/// <param name="_startPos"> starting point above the lifestoneFrame</param>
/// <param name="_zeroPos"> base position of (0,0) lifestoneFrame</param>
public
void
Init
(
int
_type
,
float
_size
,
Vector2Int
_pos
,
Vector2Int
_startPos
,
Vector2
_zeroPos
,
float
_vibration
)
{
animator
=
GetComponent
<
Animator
>();
size
=
_size
;
type
=
_type
;
pos
=
_pos
;
startPos
=
_startPos
;
zeroPos
=
_zeroPos
;
vibration
=
_vibration
;
GetComponent
<
RectTransform
>().
sizeDelta
=
new
Vector2
(
size
,
size
);
transform
.
localPosition
=
new
Vector2
(
zeroPos
.
x
+
startPos
.
x
*
size
,
zeroPos
.
y
+
startPos
.
y
*
size
);
v
=
0
;
accel
=
size
*
0.01f
;
animator
.
SetInteger
(
"type"
,
type
);
StartCoroutine
(
"FadeInEnumerator"
);
}
public
void
unitDestroy
()
{
animator
.
SetBool
(
"destroy"
,
true
);
}
/// <summary>
/// Change type of this unit
/// </summary>
/// <param name="_type">target type</param>
/// <returns></returns>
public
bool
ChangeType
(
int
_type
)
{
if
(
type
==
1
&&
_type
!=
1
||
type
!=
1
&&
_type
==
1
)
{
type
=
_type
;
animator
.
SetInteger
(
"type"
,
type
);
return
true
;
}
return
false
;
}
IEnumerator
FadeInEnumerator
()
{
float
alpha
=
0
;
float
fadeTime
=
0.3f
;
while
(
alpha
<=
1f
)
{
GetComponent
<
Image
>().
color
=
new
Color
(
255
,
255
,
255
,
alpha
);
alpha
+=
1f
/
fadeTime
*
Time
.
deltaTime
;
yield
return
null
;
}
GetComponent
<
Image
>().
color
=
new
Color
(
255
,
255
,
255
,
1f
);
StartCoroutine
(
"FallEnumerator"
);
}
IEnumerator
FallEnumerator
()
{
while
(
true
)
{
float
vtmp
=
transform
.
localPosition
.
y
-
v
;
if
(
vtmp
<=
zeroPos
.
y
+
pos
.
y
*
size
)
{
transform
.
localPosition
=
new
Vector2
(
transform
.
localPosition
.
x
,
zeroPos
.
y
+
pos
.
y
*
size
);
break
;
}
transform
.
localPosition
=
new
Vector2
(
transform
.
localPosition
.
x
,
vtmp
);
v
+=
accel
;
yield
return
null
;
}
if
(
vibration
!=
0
)
StartCoroutine
(
GameObject
.
Find
(
"LifeStoneUI"
).
GetComponent
<
LifeStoneManager
>().
vibrateEnumerator
(
vibration
));
}
}
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeUnitInFrame.cs.meta
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b62bd7d5
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deleted
100644 → 0
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9d93cfd6
208 Bytes
Assets/Sprites/LC.png
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188 Bytes
Assets/Sprites/LifeStone.meta
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Assets/Sprites/LifeStone/droppedlifestone.png
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View file @
b62bd7d5
2.91 KB
Assets/Sprites/L
C
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...
Assets/Sprites/LifeStone/lifestone.png
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View file @
b62bd7d5
4.3 KB
Assets/Sprites/LifeStone/lifestone.png.meta
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Assets/Sprites/LifeStone/lifestoneframe.png
0 → 100644
View file @
b62bd7d5
247 Bytes
Assets/Sprites/L
C Mold
.png.meta
→
Assets/Sprites/L
ifeStone/lifestoneframe
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View file @
b62bd7d5
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21300002: lifestoneframe_row
21300004: LifeCrystal Mold_2
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21300006: LC Mold_0
21300008: LC Mold_1
21300010: LC Mold_2
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...
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...
ProjectSettings/TagManager.asset
View file @
b62bd7d5
...
@@ -21,8 +21,8 @@ TagManager:
...
@@ -21,8 +21,8 @@ TagManager:
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@@ -47,3 +47,9 @@ TagManager:
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