Commit b9c53346 authored by 18손재민's avatar 18손재민

Merge branch 'tetris' into prefab

parents b74941c5 1f9e632d
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m_ColliderPaths: []
m_CompositePaths:
m_Paths:
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......@@ -1503,14 +1501,38 @@ Tilemap:
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m_Tiles: {}
m_AnimatedTiles: {}
m_TileAssetArray: []
m_TileSpriteArray: []
m_TileMatrixArray: []
m_TileColorArray: []
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m_Data: {fileID: 0}
m_TileSpriteArray:
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m_Data: {fileID: 0}
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m_TileOrientationMatrix:
......@@ -1758,10 +1780,19 @@ Tilemap:
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m_TileColorIndex: 0
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......@@ -1769,8 +1800,8 @@ Tilemap:
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m_TileColorIndex: 0
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......@@ -1778,8 +1809,8 @@ Tilemap:
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......@@ -1787,8 +1818,8 @@ Tilemap:
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......@@ -1796,8 +1827,8 @@ Tilemap:
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......@@ -1805,8 +1836,8 @@ Tilemap:
m_ColliderType: 1
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second:
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......@@ -1814,8 +1845,8 @@ Tilemap:
m_ColliderType: 1
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second:
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m_ColliderType: 1
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......@@ -2082,7 +2329,7 @@ Tilemap:
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......@@ -2100,7 +2347,7 @@ Tilemap:
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......@@ -6,8 +6,11 @@ public class Damaged : StateMachineBehaviour {
RuntimeAnimatorController ac;
float knockbackTime;
float knockbackSpeed;
float knockbackDir; // 1: right \ -1: left
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
Transform pivotTransform;
// 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) {
......@@ -19,15 +22,20 @@ public class Damaged : StateMachineBehaviour {
knockbackTime = clip.length;
}
}
knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime;
Transform playerTransform = EnemyManager.Instance.player.transform;
Transform pivotTransform = animator.transform.parent;
pivotTransform = animator.transform.parent;
pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
}
knockbackDir = (playerTransform.position.x - pivotTransform.position.x < 0) ? 1 : -1;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
}
Vector2 currPosition = pivotTransform.position;
Vector2 movingDistance = new Vector2(knockbackSpeed * Time.deltaTime, 0) * knockbackDir;
pivotTransform.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
}
// 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) {
......
......@@ -13,9 +13,9 @@ public class AttackProperty : MonoBehaviour{
if (collision.CompareTag("Enemy"))
{
Debug.Log(damage);
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffNum, debuffType, debuffTime);
Enemy enemyInfo = collision.transform.GetChild(0).GetComponent<Enemy>();
Debug.Log("Ugh!");
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
}
}
......
......@@ -40,21 +40,28 @@ public class Enemy : MonoBehaviour {
// for animation
[HideInInspector]
public float playerDistance;
private Animator animator;
// drop item
private InventoryManager inventoryManager;
private int[] dropTable;
// for test
public GameObject droppedItem;
public Item item;
// method
// Standard Method
private void Awake()
{
enemyManager = EnemyManager.Instance;
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
animator = GetComponent<Animator>();
}
private void Start()
{
this.currHealth = maxHealth;
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
dropTable = enemyManager.dropTableByID[monsterID];
}
private void Update()
......@@ -66,10 +73,32 @@ public class Enemy : MonoBehaviour {
public void GetDamaged(PlayerAttackInfo attack) {
currHealth -= attack.damage;
if(currHealth <= 0) {
gameObject.SetActive(false);
processDeath();
return;
}
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
animator.SetFloat("knockbackDistance", attack.damage / this.weight * attack.knockBackMultiplier);
animator.SetTrigger("DamagedTrigger");
}
private void processDeath()
{
float denominator = dropTable[dropTable.Length - 1];
float numerator = Random.Range(0, denominator);
int indexOfItem = 0;
for (int i = 0; i < dropTable.Length; i++)
{
if(numerator <= dropTable[i])
{
indexOfItem = i;
break;
}
}
inventoryManager.ItemInstantiate(enemyManager.dropItemList[indexOfItem], transform.parent.position, 1f);
gameObject.SetActive(false);
// animator.SetTrigger("DeadTrigger");
return;
}
IEnumerator DebuffCase(EnemyDebuffed sCase)
......
......@@ -17,7 +17,7 @@ public class EnemyManager : Singleton<EnemyManager>
// data of drop item
public TextAsset dropTableData;
public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>();
public GameObject[] dropItemList; // insert drop item here(on right order)
public string[] dropItemList; // insert drop item here(on right order)
// enemy prefab
public GameObject[] enemyPrefab;
......
......@@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public LifeStoneManager LCUI;
LifeStoneManager lifeStoneManager;
public static int tx, ty;
public static float X=0.7f, Y=1.6f;
public int ttx;
......@@ -13,12 +13,13 @@ public class Player : MonoBehaviour {
void Start () {
ttx = (int)(transform.position.x / 24f);
tty = (int)(transform.position.y-0.9f / 24f);
lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>();
}
// Update is called once per frame
void Update () {
tx = (int)(transform.position.x / 24f);
ty = (int)(transform.position.y-0.9f / 24f);
ty = (int)((transform.position.y-0.9f) / 24f);
if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true)
{
MapManager.tempRoom = MapManager.mapGrid[tx, ty];
......@@ -41,5 +42,7 @@ public class Player : MonoBehaviour {
}
ttx = tx;
tty = ty;
if (lifeStoneManager.CountType(LifeStoneType.Normal) + lifeStoneManager.CountType(LifeStoneType.Gold) + lifeStoneManager.CountType(LifeStoneType.Amethyst) == 0)
GameManager.gameState = GameState.GameOver;
}
}
......@@ -4,10 +4,8 @@ using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.UI;
public class PlayerAttack : MonoBehaviour {
public float[] attackRaw = new float[3];
public int[] attackKeyState = new int[3]; //0: released 1: push 2: pushing
public float cancelRaw;
public int cancelKeyState;
public bool[] attack = new bool[3];
public bool cancel;
public bool playingSkill;
public float comboTime;
public Text time, combo;
......@@ -36,22 +34,10 @@ public class PlayerAttack : MonoBehaviour {
{
SetTimeText(comboTime, comboEndTime - Time.time);
for (int i = 0; i < 3; i++)
attackRaw[i] = Input.GetAxisRaw("Fire" + (i+1));
cancelRaw = Input.GetAxisRaw("Stop");
for (int i = 0; i < 3; i++)
{
if (attackRaw[i] > 0 && attackKeyState[i] < 2)
attackKeyState[i]++;
else if (attackRaw[i] == 0)
attackKeyState[i] = 0;
}
if (cancelRaw > 0 && cancelKeyState < 2)
cancelKeyState++;
else if (cancelRaw == 0)
cancelKeyState = 0;
if (cancelKeyState == 1)
attack[i] = Input.GetButtonDown("Fire" + (i+1));
cancel = Input.GetButtonDown("Stop");
if (cancel)
{
comboTimeOn = false;
}
......@@ -59,7 +45,7 @@ public class PlayerAttack : MonoBehaviour {
if (!playingSkill)
{
for (int i = 0; i < 3; i++)
if (attackKeyState[i] == 1)
if (attack[i])
{
comboArray += (char)('A' + i);
CheckCombo();
......
......@@ -58,10 +58,8 @@ public class PlayerController : MonoBehaviour
[SerializeField]
private float rayDistance;
[SerializeField]
private DroppedItem lastDropItem;
private DroppedLifeStone lastLifeStone;
private float interaction;
private bool interactionCoolDown=true;
private IPlayerInteraction lastDropItem;
private bool interaction;
public PlayerState playerState, previousState;
void Start()
......@@ -81,11 +79,23 @@ public class PlayerController : MonoBehaviour
if (!upKeyDown) upKeyDown = previous <= 0 && verticalRaw > 0;
if (!downKeyDown) downKeyDown = previous >= 0 && verticalRaw < 0;
interaction = Input.GetAxisRaw("interaction");
interaction = Input.GetButtonDown("Interaction");
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
if (!GetItemRay() && lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if(lastDropItem != null && interaction)
{
lastDropItem.Apply();
lastDropItem = null;
}
}
private void FixedUpdate()
......@@ -99,32 +109,6 @@ public class PlayerController : MonoBehaviour
rb.gravityScale = rbAttackGravityScale;
return;
}
if (GetItemRay() == false )
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
lastLifeStone = null;
}
}
if (interaction != 1f) interactionCoolDown = true;
if (lastDropItem!=null && interaction == 1f &&interactionCoolDown)
{
interactionCoolDown = false;
print(lastDropItem.PushItem()+"냠냠");
}
if(lastLifeStone!=null && interaction == 1f && interactionCoolDown)
{
interactionCoolDown = false;
lastLifeStone.ApplyLifeStone();
print("생명석 냠냠");
}
if (isGrounded)
isJumpable = true;
......@@ -253,69 +237,15 @@ public class PlayerController : MonoBehaviour
bool GetItemRay()
{
RaycastHit2D hit1 = Physics2D.Raycast(transform.position + new Vector3(Player.X / 2f *0f, 0, 0), Vector2.down, rayDistance, itemLayer);
// RaycastHit2D hit2 = Physics2D.Raycast(transform.position - new Vector3(Player.X / 2f, 0, 0), Vector2.down, rayDistance, itemLayer);
Debug.DrawRay(transform.position + new Vector3(Player.X / 2f*0f, 0, 0), rayDistance * Vector2.down, Color.white);
RaycastHit2D hit1 = Physics2D.Raycast(transform.position , Vector2.down, rayDistance, itemLayer);
Debug.DrawRay(transform.position , rayDistance * Vector2.down, Color.red);
if (hit1.collider != null)
{
DroppedItem temp = hit1.collider.GetComponent<DroppedItem>();
DroppedLifeStone stoneTemp;
if (temp == null)
{
stoneTemp = hit1.collider.GetComponent<DroppedLifeStone>();
if (lastLifeStone!= stoneTemp)
{
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
}
lastLifeStone = stoneTemp;
stoneTemp.HighlightSwitch(true);
}
}
else if (lastDropItem != temp)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
}
lastDropItem = temp;
temp.HighlightSwitch(true);
}
IPlayerInteraction temp = hit1.collider.GetComponent<IPlayerInteraction>();
if (lastDropItem != null) lastDropItem.HighlightSwitch(false);
if (temp != null) temp.HighlightSwitch(true);
lastDropItem = temp;
}
/*else if(hit2.collider != null)
{
DroppedItem temp = hit2.collider.GetComponent<DroppedItem>();
DroppedLifeStone stoneTemp;
if (temp == null)
{
stoneTemp = hit2.collider.GetComponent<DroppedLifeStone>();
if (lastLifeStone != stoneTemp)
{
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
}
lastLifeStone = stoneTemp;
stoneTemp.HighlightSwitch(true);
}
}
else if (lastDropItem != temp)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
}
lastDropItem = temp;
temp.HighlightSwitch(true);
}
}*/
return hit1.collider != null;
}
bool IsInRope() // Is player in rope?
......
......@@ -8,6 +8,7 @@ public abstract class Addon {
public ItemQuality quality;
public AddonType type;
public Sprite sprite;
public Sprite highlight;
public Vector2 sizeInventory;
public Addon()
......@@ -20,6 +21,7 @@ public abstract class Addon {
quality = ItemQuality.Study;
type = AddonType.Prop;
sprite = null;
highlight = null;
sizeInventory = new Vector2(0, 0);
}
}
......@@ -13,6 +13,7 @@ public class ApprenticesMark : Addon
quality = ItemQuality.Study;
type = AddonType.Prop;
sprite = Resources.Load<Sprite>("Sprites/Addons/apprentice's mark"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/apprentice's mark"); ;
sizeInventory = new Vector2(80, 80);
}
}
......@@ -13,6 +13,7 @@ public class CoollyPride : Addon
quality = ItemQuality.Ordinary;
type = AddonType.Theory;
sprite = Resources.Load<Sprite>("Sprites/Addons/Coolly Pride"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/Coolly Pride"); ;
sizeInventory = new Vector2(80, 80);
}
}
......@@ -13,6 +13,7 @@ public class GlowingHerb : Addon
quality = ItemQuality.Ordinary;
type = AddonType.Matter;
sprite = Resources.Load<Sprite>("Sprites/Addons/Glowing Herb"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/Glowing Herb"); ;
sizeInventory = new Vector2(80, 80);
}
}
......@@ -13,6 +13,7 @@ public class KnightsStirrup : Addon
quality = ItemQuality.Study;
type = AddonType.Prop;
sprite = Resources.Load<Sprite>("Sprites/Addons/Knight's stirrup"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/Knight's stirrup"); ;
sizeInventory = new Vector2(80, 80);
}
}
......@@ -13,6 +13,7 @@ public class ParchmentPiece : Addon
quality = ItemQuality.Study;
type = AddonType.Prop;
sprite = Resources.Load<Sprite>("Sprites/Addons/parchment piece"); ;
highlight = Resources.Load<Sprite>("Sprites/Addons/parchment piece"); ;
sizeInventory = new Vector2(80, 80);
}
}
\ No newline at end of file
......@@ -2,13 +2,14 @@
using System.Collections.Generic;
using UnityEngine;
public class DroppedItem : MonoBehaviour
public class DroppedItem : MonoBehaviour, IPlayerInteraction
{
InventoryManager inventoryManager;
public bool itemAddon; //false: item true: addon
public Item item;
public Addon addon;
float itemSizeMultiplier = 0.0077f;
public GameObject highlight;
float itemSizeMultiplier = 0.007f;
Rigidbody2D rb2D;
BoxCollider2D bc2D;
SpriteRenderer sprt;
......@@ -23,8 +24,12 @@ public class DroppedItem : MonoBehaviour
transform.position = pos;
sprt.sprite = item.sprite;
highlight.GetComponent<SpriteRenderer>().sprite = item.highlight;
highlight.SetActive(false);
bc2D.size = sprt.size;
transform.localScale = new Vector3((item.sizeInventory.x * itemSizeMultiplier) / sprt.size.x, (item.sizeInventory.y * itemSizeMultiplier) / sprt.size.y, 1);
}
public void Init(Addon _addon, Vector3 pos)
......@@ -38,27 +43,26 @@ public class DroppedItem : MonoBehaviour
transform.position = pos;
sprt.sprite = addon.sprite;
sprt.size = addon.sizeInventory / 100f;
highlight.GetComponent<SpriteRenderer>().sprite = addon.highlight;
highlight.SetActive(false);
bc2D.size = sprt.size;
transform.localScale = new Vector3((addon.sizeInventory.x * itemSizeMultiplier) / sprt.size.x, (addon.sizeInventory.y * itemSizeMultiplier) / sprt.size.y, 1);
}
public bool PushItem()
public void Apply()
{
if (!itemAddon && inventoryManager.PushItem(item))
{
Destroy(gameObject);
return true;
}
else if (itemAddon && inventoryManager.PushAddon(addon))
{
Destroy(gameObject);
return true;
}
return false;
}
public void HighlightSwitch(bool enabled)
{
if (itemAddon) Debug.Log(addon.name + (enabled ? "on" : "off"));
else Debug.Log(item.name + (enabled ? "on" : "off"));
highlight.SetActive(enabled);
highlight.GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
}
}
......@@ -2,5 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
public class EnemyMelee : Enemy {
public interface IPlayerInteraction {
void HighlightSwitch(bool enabled);
void Apply();
}
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......
......@@ -7,9 +7,11 @@ public class InventoryManager : MonoBehaviour {
public List<Item> itemList = new List<Item>();
public List<Addon> addonList = new List<Addon>();
InventoryUI ui;
public List<string> itemPool = new List<string>();
public List<string> addonPool = new List<string>();
public List<string>[] itemPool = new List<string>[4];
public List<string>[] addonPool = new List<string>[4];
public GameObject droppedPrefab;
public float popoutStrengthMultiplier;
public float popoutTime;
GameObject player;
private void Start()
......@@ -19,81 +21,196 @@ public class InventoryManager : MonoBehaviour {
player = GameObject.Find("Player");
//itemPool
itemPool.Add("Baculus");
itemPool.Add("BambooSpear");
itemPool.Add("Bow");
itemPool.Add("ChainSickle");
itemPool.Add("Festo");
SetPool();
//addonPool
addonPool.Add("ApprenticesMark");
addonPool.Add("ParchmentPiece");
addonPool.Add("GlowingHerb");
StartCoroutine("TestCoroutine");
StartCoroutine(TestCoroutine());
}
/// <summary>
/// Set Item, Addon Pool and shuffle them
/// </summary>
void SetPool()
{
for(int i=0; i<4; i++)
{
itemPool[i] = new List<string>();
addonPool[i] = new List<string>();
}
itemPool[0].Add("Bow");
itemPool[0].Add("Dagger");
itemPool[1].Add("Baculus");
itemPool[1].Add("BambooSpear");
itemPool[1].Add("ChainSickle");
itemPool[1].Add("ExplosionGloves");
itemPool[1].Add("Festo");
itemPool[1].Add("FrostShield");
itemPool[2].Add("Ksanife");
itemPool[2].Add("MeteorSword");
itemPool[2].Add("Morgenstern");
//itemPool[3].Add("");
addonPool[0].Add("ParchmentPiece");
addonPool[0].Add("KnightsStirrup");
addonPool[0].Add("ApprenticesMark");
addonPool[1].Add("GlowingHerb");
addonPool[1].Add("CoollyPride");
//addonPool[2].Add("");
//addonPool[3].Add("");
for (int i = 0; i < 4; i++)
{
ShuffleList(itemPool[i]);
ShuffleList(addonPool[i]);
}
}
void ShuffleList(List<string> list)
{
System.Random random = new System.Random();
for(int i= list.Count - 1; i>=0; i--)
{
string tmp = list[i];
int n = random.Next(i + 1);
list[i] = list[n];
list[n] = tmp;
}
}
IEnumerator TestCoroutine()
{
yield return null;
/*PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[0])));
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[2])));
yield return new WaitForSeconds(1.5f);
ItemInstantiate(itemPool[0], player.transform.position);
yield return new WaitForSeconds(1.5f);
ItemInstantiate(itemPool[1], player.transform.position);
yield return new WaitForSeconds(1.5f);
ItemInstantiate(itemPool[2], player.transform.position);
yield return new WaitForSeconds(1.5f);
ItemInstantiate(itemPool[3], player.transform.position);
yield return new WaitForSeconds(1.5f);
AddonInstantiate(addonPool[0], player.transform.position);
yield return new WaitForSeconds(1.5f);
AddonInstantiate(addonPool[1], player.transform.position);
ItemSelect(0);
yield return new WaitForSeconds(1f);
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[1])));
yield return new WaitForSeconds(1f);
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[2])));
yield return new WaitForSeconds(1f);
PushAddon((Addon)System.Activator.CreateInstance(System.Type.GetType(addonPool[0])));
yield return new WaitForSeconds(1f);
PushAddon((Addon)System.Activator.CreateInstance(System.Type.GetType(addonPool[1])));
yield return new WaitForSeconds(1f);
AttachAddon(0, 0);
yield return new WaitForSeconds(1f);
*/
}
public void ItemInstantiate(string str, Vector3 pos)
yield return new WaitForSeconds(2.5f);
ItemInstantiate(ItemQuality.Study, player.transform.position, 1f);
}
IEnumerator PopoutCoroutine(GameObject obj)
{
float endTime = Time.time + popoutTime;
Vector2 orgScale = obj.transform.localScale;
SpriteRenderer[] sprtArr = obj.GetComponents<SpriteRenderer>();
while(Time.time < endTime)
{
obj.transform.localScale = (1 - ((endTime - Time.time) / popoutTime)) * orgScale;
foreach (SpriteRenderer sprt in sprtArr)
sprt.color = new Color(sprt.color.r, sprt.color.g, sprt.color.b, 1 - ((endTime - Time.time) / popoutTime));
yield return null;
}
obj.transform.localScale = orgScale;
foreach (SpriteRenderer sprt in sprtArr)
sprt.color = new Color(sprt.color.r, sprt.color.g, sprt.color.b, 1f);
}
void PopoutGenerator(GameObject obj, float popoutStrength)
{
popoutStrength *= popoutStrengthMultiplier;
float angle = Mathf.Deg2Rad * Random.Range(60f, 120f);
obj.GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * popoutStrength;
StartCoroutine(PopoutCoroutine(obj));
}
/// <summary>
/// Instantiate random item by quality
/// </summary>
/// <param name="quality"></param>
/// <param name="pos"></param>
/// <param name="popoutStrength">0:no popout, 1:normal popout</param>
public void ItemInstantiate(ItemQuality quality, Vector3 pos, float popoutStrength)
{
if(itemPool[(int)quality].Count > 0)
{
ItemInstantiate(itemPool[(int)quality][0], pos, popoutStrength);
itemPool[(int)quality].RemoveAt(0);
}
}
/// <summary>
/// Instantiate item by name on pos, also Instantiate Item class
/// </summary>
/// <param name="str"></param>
/// <param name="pos"></param>
public void ItemInstantiate(string str, Vector3 pos, float popoutStrength)
{
GameObject tmpItem = Instantiate(droppedPrefab);
tmpItem.GetComponent<DroppedItem>().Init((Item)System.Activator.CreateInstance(System.Type.GetType(str)), pos);
PopoutGenerator(tmpItem, popoutStrength);
}
public void ItemInstantiate(Item item, Vector3 pos)
/// <summary>
/// Instantiate item by Item Instance on pos
/// </summary>
/// <param name="item"></param>
/// <param name="pos"></param>
public void ItemInstantiate(Item item, Vector3 pos, float popoutStrength)
{
GameObject tmpItem = Instantiate(droppedPrefab);
tmpItem.GetComponent<DroppedItem>().Init(item, pos);
PopoutGenerator(tmpItem, popoutStrength);
}
/// <summary>
/// Instantiate random addon by quality
/// </summary>
/// <param name="quality"></param>
/// <param name="pos"></param>
public void AddonInstantiate(ItemQuality quality, Vector3 pos, float popoutStrength)
{
if (addonPool[(int)quality].Count > 0)
{
AddonInstantiate(addonPool[(int)quality][0], pos, popoutStrength);
addonPool[(int)quality].RemoveAt(0);
}
}
public void AddonInstantiate(string str, Vector3 pos)
/// <summary>
/// Instantiate addon by name on pos, also Instantiate Addon class
/// </summary>
/// <param name="str"></param>
/// <param name="pos"></param>
public void AddonInstantiate(string str, Vector3 pos, float popoutStrength)
{
GameObject tmpItem = Instantiate(droppedPrefab);
tmpItem.GetComponent<DroppedItem>().Init((Addon)System.Activator.CreateInstance(System.Type.GetType(str)), pos);
PopoutGenerator(tmpItem, popoutStrength);
}
public void AddonInstantiate(Addon addon, Vector3 pos)
/// <summary>
/// Instantiate addon by Addon Instance on pos
/// </summary>
/// <param name="item"></param>
/// <param name="pos"></param>
public void AddonInstantiate(Addon addon, Vector3 pos, float popoutStrength)
{
GameObject tmpItem = Instantiate(droppedPrefab);
tmpItem.GetComponent<DroppedItem>().Init(addon, pos);
PopoutGenerator(tmpItem, popoutStrength);
}
/// <summary>
/// reset inventory canvas
/// </summary>
public void SetOnPosition()
{
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// call when item has been clicked
/// </summary>
/// <param name="itemIndex"></param>
public void ItemSelect(int itemIndex)
{
ui.selectedItem = itemIndex;
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// push item in inventory
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool PushItem(Item item)
{
for(int i = 0; i<item.skillNum; i++)
......@@ -108,6 +225,11 @@ public class InventoryManager : MonoBehaviour {
ui.SetOnPosition(itemList, addonList);
return true;
}
/// <summary>
/// push addon in inventory
/// </summary>
/// <param name="addon"></param>
/// <returns></returns>
public bool PushAddon(Addon addon)
{
if (addonList.Count > 8) return false;
......@@ -116,35 +238,53 @@ public class InventoryManager : MonoBehaviour {
ui.SetOnPosition(itemList, addonList);
return true;
}
/// <summary>
/// call when item has been discarded. instantiate dropped item object
/// </summary>
/// <param name="index"></param>
public void DiscardItem(int index)
{
if (itemList.Count > index)
{
ItemInstantiate(itemList[index], player.transform.position);
ItemInstantiate(itemList[index], player.transform.position, 1f);
itemList.RemoveAt(index);
if (index == ui.selectedItem)
ui.selectedItem = -1;
}
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// call when addon(not attached on item) has been discarded. instantiate dropped addon object
/// </summary>
/// <param name="index"></param>
public void DiscardAddon(int index)
{
if (addonList.Count > index)
{
AddonInstantiate(addonList[index], player.transform.position);
AddonInstantiate(addonList[index], player.transform.position, 1f);
addonList.RemoveAt(index);
}
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// call when addon(attached on item) has been discarded. instantiate dropped addon object
/// </summary>
/// <param name="itemIndex"></param>
/// <param name="addonType"></param>
public void DiscardAddon(int itemIndex, AddonType addonType)
{
if (itemList[itemIndex].addons[(int)addonType] != null)
{
AddonInstantiate(itemList[itemIndex].addons[(int)addonType], player.transform.position);
AddonInstantiate(itemList[itemIndex].addons[(int)addonType], player.transform.position, 1f);
itemList[itemIndex].addons[(int)addonType] = null;
}
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// attach addon to item
/// </summary>
/// <param name="itemIndex"></param>
/// <param name="addonIndex"></param>
public void AttachAddon(int itemIndex, int addonIndex)
{
if(itemList[itemIndex].attachable[(int)addonList[addonIndex].type] && itemList[itemIndex].addons[(int)addonList[addonIndex].type] == null)
......@@ -154,6 +294,11 @@ public class InventoryManager : MonoBehaviour {
}
ui.SetOnPosition(itemList, addonList);
}
/// <summary>
/// dettach addon from item
/// </summary>
/// <param name="itemIndex"></param>
/// <param name="addonType"></param>
public void DetachAddon(int itemIndex, AddonType addonType)
{
if(addonList.Count < 9 && itemList[itemIndex].addons[(int)addonType] != null)
......
......@@ -28,6 +28,10 @@ public class InventoryUI : MonoBehaviour {
GameObject[] items;
GameObject[] addons;
public GameObject[] infoAddonsFrame;
public GameObject[] comboStringFrame;
public GameObject[] comboCharPrefab;
public float pixelBetweenChar;
GameObject[,] comboChars = new GameObject[3, 8];
GameObject[] infoAddons;
public int selectedItem = -1;
......@@ -53,6 +57,16 @@ public class InventoryUI : MonoBehaviour {
infoAddons[i].SetActive(false);
}
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 8; j++)
{
comboChars[i, j] = Instantiate(comboCharPrefab[0], comboStringFrame[i].transform);
comboChars[i, j].SetActive(false);
}
comboStringFrame[i].SetActive(false);
}
infoSpace.transform.Find("Frame").gameObject.SetActive(false);
}
public void SetOnPosition(List<Item> itemList, List<Addon> addonList)
......@@ -79,13 +93,40 @@ public class InventoryUI : MonoBehaviour {
addons[i].SetActive(false);
GameObject frameObj = infoSpace.transform.Find("Frame").gameObject;
if(selectedItem >= 0)
if (selectedItem >= 0)
{
frameObj.SetActive(true);
frameObj.GetComponent<Image>().sprite = infoFrameQuality[(int)itemList[selectedItem].quality];
frameObj.transform.Find("ItemSprite").gameObject.GetComponent<Image>().sprite = itemFrameQuality[(int)itemList[selectedItem].quality];
frameObj.transform.Find("ItemSprite").Find("Sprite").gameObject.GetComponent<Image>().sprite = itemList[selectedItem].sprite;
frameObj.transform.Find("ItemSprite").Find("Sprite").gameObject.GetComponent<RectTransform>().sizeDelta = itemList[selectedItem].sizeInventory;
for (int i = 0; i < 3; i++)
{
if (i < itemList[selectedItem].skillNum)
{
comboStringFrame[i].SetActive(true);
float tmpx = 0;
for (int j = 0; j < 8; j++)
{
if(j < itemList[selectedItem].combo[i].Length)
{
comboChars[i, j].SetActive(true);
comboChars[i, j].GetComponent<Image>().sprite = comboCharPrefab[itemList[selectedItem].combo[i][j] - 'A'].GetComponent<Image>().sprite;
comboChars[i, j].GetComponent<RectTransform>().sizeDelta = comboCharPrefab[itemList[selectedItem].combo[i][j] - 'A'].GetComponent<RectTransform>().sizeDelta;
comboChars[i, j].GetComponent<RectTransform>().localPosition += new Vector3(tmpx, 0, 0);
tmpx += comboChars[i, j].GetComponent<RectTransform>().sizeDelta.x + pixelBetweenChar;
}
else
{
comboChars[i, j].SetActive(false);
}
}
}
else
{
comboStringFrame[i].SetActive(false);
}
}
for (int i=0; i<4; i++)
{
......
......@@ -12,6 +12,7 @@ public abstract class Item {
public bool[] attachable = new bool[4]; //0: prop 1: matter 2: component 3:theory
public Addon[] addons = new Addon[4]; //0: prop 1: matter 2: component 3:theory
public Sprite sprite;
public Sprite highlight;
public Vector2 sizeInventory;
public bool ComboAction(string currentCombo)
......@@ -47,6 +48,7 @@ public abstract class Item {
combo = new string[3] { "", "", "" };
attachable = new bool[4] { false, false, false, false };
sprite = null;
highlight = null;
animation[0] = null;
animation[1] = null;
animation[2] = null;
......@@ -62,4 +64,10 @@ public abstract class Item {
{
}
public void AttackCalculation(PlayerAttackInfo attackInfo, Enemy enemyInfo)
{
}
}
......@@ -15,6 +15,7 @@ public class Baculus : Item
combo = new string[3] { "BCB", "ACBC", "" };
attachable = new bool[4] { true, true, false, true };
sprite = Resources.Load<Sprite>("Sprites/Items/Baculus");
highlight = Resources.Load<Sprite>("Sprites/Items/Baculus");
animation[0] = Resources.Load<AnimationClip>("Animations/baculusAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/baculusAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class BambooSpear : Item
combo = new string[3] { "BAA", "BAC", "" };
attachable = new bool[4] { true, false, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/bamboo spear");
highlight = Resources.Load<Sprite>("Sprites/Items/bamboo spear");
animation[0] = Resources.Load<AnimationClip>("Animations/bambooSpearAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/bambooSpearAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class Bow : Item {
combo = new string[3] { "BB", "BC", "" };
attachable = new bool[4] { true, true, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/bow");
highlight = Resources.Load<Sprite>("Sprites/Items/bow");
animation[0] = Resources.Load<AnimationClip>("Animations/bowAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/bowAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class ChainSickle : Item
combo = new string[3] { "AAB", "AABC", "" };
attachable = new bool[4] { true, false, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/chain sickle");
highlight = Resources.Load<Sprite>("Sprites/Items/chain sickle");
animation[0] = Resources.Load<AnimationClip>("Animations/chainSickleAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/chainSickleAttack2");
animation[2] = null;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 아이템명: 단검
/// 번호: 1
/// </summary>
public class Dagger : Item
{
public override void Declare()
{
id = 1; name = "dagger";
quality = ItemQuality.Study;
skillNum = 2;
combo = new string[3] { "A", "AA", "" };
attachable = new bool[4] { true, true, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/dagger");
highlight = Resources.Load<Sprite>("Sprites/Items/dagger_border");
animation[0] = Resources.Load<AnimationClip>("Animations/chainSickleAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/chainSickleAttack2");
animation[2] = null;
sizeInventory = new Vector2(127.5f, 125);
}
}
fileFormatVersion: 2
guid: 5ba206a8812470440974a2c8bd56ca6b
guid: db9d637015c6fae4c86e21cb6fa6a516
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
......@@ -15,6 +15,7 @@ public class ExplosionGloves : Item
combo = new string[3] { "CAC", "CA", "" };
attachable = new bool[4] { true, false, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/explosion gloves");
highlight = Resources.Load<Sprite>("Sprites/Items/explosion gloves");
animation[0] = Resources.Load<AnimationClip>("Animations/explosionGlovesAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/explosionGlovesAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class Festo : Item
combo = new string[3] { "", "", "" };
attachable = new bool[4] { true, true, false, false };
sprite = Resources.Load<Sprite>("Sprites/Items/Festo");
highlight = Resources.Load<Sprite>("Sprites/Items/Festo");
sizeInventory = new Vector2(90, 160);
}
}
......@@ -15,6 +15,7 @@ public class FrostShield : Item
combo = new string[3] { "C", "", "" };
attachable = new bool[4] { true, true, true, false };
sprite = Resources.Load<Sprite>("Sprites/Items/frost shield");
highlight = Resources.Load<Sprite>("Sprites/Items/frost shield");
animation[0] = Resources.Load<AnimationClip>("Animations/frostShieldAttack1");
animation[1] = null;
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class Ksanife : Item
combo = new string[3] { "A", "AABAA", "" };
attachable = new bool[4] { true, true, false, false };
sprite = Resources.Load<Sprite>("Sprites/Items/ksanife");
highlight = Resources.Load<Sprite>("Sprites/Items/ksanife");
animation[0] = Resources.Load<AnimationClip>("Animations/ksanifeAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/ksanifeAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class MeteorSword : Item
combo = new string[3] { "ABAAC", "ABACC", "" };
attachable = new bool[4] { true, false, false, false };
sprite = Resources.Load<Sprite>("Sprites/Items/meteor sword");
highlight = Resources.Load<Sprite>("Sprites/Items/meteor sword");
animation[0] = Resources.Load<AnimationClip>("Animations/meteorSwordAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/meteorSwordAttack2");
animation[2] = null;
......
......@@ -15,6 +15,7 @@ public class Morgenstern : Item
combo = new string[3] { "BBCAA", "BBB", "" };
attachable = new bool[4] { false, true, false, true };
sprite = Resources.Load<Sprite>("Sprites/Items/Morgenstern");
highlight = Resources.Load<Sprite>("Sprites/Items/Morgenstern");
animation[0] = Resources.Load<AnimationClip>("Animations/morgensternAttack1");
animation[1] = Resources.Load<AnimationClip>("Animations/morgensternAttack2");
animation[2] = null;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class SwapTile : MonoBehaviour {
public TileBase[] tileFR;
public TileBase[] tileIT;
public TileBase[] tileWW;
public TileBase[] tileUT;
public Tilemap map;
public RoomInGame roomInGame;
public TileBase[] fillLeftDoor;
public TileBase[] fillRightDoor;
//기본 테마를 숲속 유적으로 하고 if(얼음신전)
public void Init()
{
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileIT[i]);
}
/*
같은 방식으로
if(수로)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileWW[i]);
if(나무아래)
for(int i=0;i<tileFR.Length;i++)
map.SwapTile(tileFR[i], tileUT[i]);
*/
public void FillEmptyDoor(int leftDoorLocation, int rightDoorLocation)
{
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
int[] doorLocations = { 1, 9 ,17};
for (int i = 0; i < 3; i++)
{
//경우를 따지자
/*
* 왼쪽의 경우
* 문 위 타일
* 1. 오른쪽에 타일이 없음 -> [| |] 모양 넣기 0
* 2. 오른쪽에만 타일이 있음 -> [| .] 모양 넣기 2
* 3. 오른쪽이랑 오른쪽 대각선 위에 타일이 있음 -> [| ] 모양 넣기 1
*
* 문 아래 타일
* 1. 오른쪽 타일 없음 -> 문 위랑 동일
* 2. 오른족에만 타일 -> [| '] 모양 넣기 3
* 3. 오른족이랑 오른쪽 대각선 아래에 타일 -> [| ] 모양
*
* 오른쪽의 경우
* 문 위 타일
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [. |]
* 3. 왼쪽이랑 왼쪽 대각선 아래 -> [ |]
*
* 문 아래
* 1. 왼쪽에 X -> [| |]
* 2. 왼쪽에만 -> [' |]
* 3. 왼쪽이랑 왼쪽 대각선 위 -> [ |]
*/
if (i != leftDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), fillLeftDoor[0]);
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), fillLeftDoor[0]);
if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 3, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] + 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[2]);
else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 2, 0), fillLeftDoor[0]);
if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] -1, 0)) && outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[1]);
else if(outerWallMap.HasTile(new Vector3Int(1, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[3]);
else
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] - 1, 0), fillLeftDoor[0]);
}
if (i != rightDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), fillRightDoor[0]);
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), fillRightDoor[0]);
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 3, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[1]);
else if(outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] + 2, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[2]);
else
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 2, 0), fillRightDoor[0]);
if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)) && outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 2, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[1]);
else if (outerWallMap.HasTile(new Vector3Int(22, doorLocations[i] - 1, 0)))
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[3]);
else
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] - 1, 0), fillRightDoor[0]);
}
}
}
}
......@@ -711,14 +711,13 @@ public class MapManager : MonoBehaviour {
}
if(GameManager.gameState == GameState.Tetris)
{
if (Input.GetButtonDown("Vertical"))
if (Input.GetButtonDown("TetriminoVertical"))
{
TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("Vertical"));
TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("TetriminoVertical"));
}
else if (Input.GetButtonDown("Horizontal") && lifeStoneManager.CountType(LifeStoneType.Gold) > 0)
else if (Input.GetButtonDown("TetriminoHorizontal") && lifeStoneManager.CountType(LifeStoneType.Gold) > 0)
{
MoveTetriminoHorizontal(currentTetrimino, new Vector3((int)Input.GetAxisRaw("Horizontal"), 0, 0));
MoveTetriminoHorizontal(currentTetrimino, new Vector3((int)Input.GetAxisRaw("TetriminoHorizontal"), 0, 0));
lifeStoneManager.ChangeToNormal(LifeStoneType.Gold, tetriminoCost);
}
else if (Input.GetKeyDown(KeyCode.Space) && lifeStoneManager.CountType(LifeStoneType.Gold) > 0)
......@@ -786,6 +785,7 @@ public class MapManager : MonoBehaviour {
if (room.mapCoord.x < width - 1 && mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y] != null && mapGrid[(int)room.mapCoord.x + 1, (int)room.mapCoord.y].isRoomCleared == true)
room.OpenDoor("Right");
}
StartCoroutine(GetComponent<TileManager>().SetTetriminoTiles(te));
Destroy(te.gameObject);
}
/// <summary>
......@@ -876,6 +876,10 @@ public class MapManager : MonoBehaviour {
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
if(!room.isRoomCleared)
{
GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemy();
}
}
/// <summary>
/// Make room fade out.
......@@ -1016,6 +1020,10 @@ public class MapManager : MonoBehaviour {
portalDistributedVertical[i] = new List<int>();
for (int i = 0; i < 10; i++)
portalDistributedHorizontal[i] = new List<int>();
TileManager tileManager = GetComponent<TileManager>();
for (int concept = 0; concept < 4; concept++)
for (int leftDoor = 0; leftDoor < 3; leftDoor++)
for (int rightDoor = 0; rightDoor < 3; rightDoor++)
......
......@@ -2,14 +2,16 @@
using System.Collections.Generic;
using UnityEngine;
public class Portal : MonoBehaviour {
public class Portal : MonoBehaviour, IPlayerInteraction {
private void OnTriggerStay2D(Collider2D collision)
public void Apply()
{
if (collision.tag.Equals("Player") && Input.GetKeyDown(KeyCode.F))
{
if(GameManager.gameState == GameState.Ingame)
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Portal));
}
}
public void HighlightSwitch(bool enabled)
{
}
// Use this for initialization
......
......@@ -92,6 +92,10 @@ public class Room : MonoBehaviour
/// Check if room is destroyed.
/// </summary>
public bool isRoomDestroyed = false;
/// <summary>
/// Check if portal is active or not.
/// </summary>
public bool isPortal = false;
/*
* functions
......@@ -116,7 +120,7 @@ public class Room : MonoBehaviour
public void CreateDoors(GameObject _leftTetrisDoor, GameObject _rightTetrisDoor, GameObject _inGameDoorUp, GameObject _inGameDoorDown, GameObject _inGameDoorLeft, GameObject _inGameDoorRight)
{
float standardSize = MapManager.tetrisMapSize / 24;
Tilemap outerWallMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
Tilemap wallTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
leftTetrisDoor = Instantiate(_leftTetrisDoor, transform.position + new Vector3(standardSize, doorLocations[leftDoorLocation], 0), Quaternion.identity, transform);
rightTetrisDoor = Instantiate(_rightTetrisDoor, transform.position + new Vector3(standardSize * 23, doorLocations[rightDoorLocation], 0), Quaternion.identity, transform);
......@@ -128,27 +132,23 @@ public class Room : MonoBehaviour
{
if (i != leftDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(0, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
wallTileMap.SetTile(new Vector3Int(0, doorLocations[i] + 1, 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
wallTileMap.SetTile(new Vector3Int(0, doorLocations[i], 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
}
if (i != rightDoorLocation)
{
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
outerWallMap.SetTile(new Vector3Int(23, doorLocations[i], 0), outerWallMap.GetTile(new Vector3Int(0, 0, 0)));
wallTileMap.SetTile(new Vector3Int(23, doorLocations[i] + 1, 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
wallTileMap.SetTile(new Vector3Int(23, doorLocations[i], 0), wallTileMap.GetTile(new Vector3Int(0, 0, 0)));
}
}
}
public bool isPortal = false;
/// <summary>
/// Create portal in cleared room.
/// </summary>
public void CreatePortal()
{
portal = roomInGame.transform.GetChild(roomInGame.transform.childCount - 1).gameObject;
if(specialRoomType != RoomType.Normal)
GameObject portal = roomInGame.transform.Find("Portal").gameObject;
if (specialRoomType != RoomType.Normal)
{
portal.SetActive(true);
isPortal = true;
......@@ -223,11 +223,6 @@ public class Room : MonoBehaviour
isPortal = true;
}
}
/// <summary>
/// Open selected door of this room.
/// </summary>
......
......@@ -10,4 +10,5 @@ public class RoomInGame : MonoBehaviour {
/// Information for stage.
/// </summary>
public bool[] concept = new bool[4];
public bool[,] tileInfo = new bool[24, 24];
}
......@@ -55,58 +55,9 @@ public class Test : MonoBehaviour {
{
enemyManager.SpawnEnemy();
}
public GameObject upDoor;
public GameObject downDoor;
public GameObject leftDoor;
public GameObject rightDoor;
public void UpOpenTest()
{
Animator animator = upDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", true);
animator.SetBool("doorClose", false);
}
public void UpCloseTest()
{
Animator animator = upDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", false);
animator.SetBool("doorClose", true);
}
public void DownOpenTest()
{
Animator animator = downDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", true);
animator.SetBool("doorClose", false);
}
public void DownCloseTest()
{
Animator animator = downDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", false);
animator.SetBool("doorClose", true);
}
public void LeftOpenTest()
{
Animator animator = leftDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", true);
animator.SetBool("doorClose", false);
}
public void LeftCloseTest()
{
Animator animator = leftDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", false);
animator.SetBool("doorClose", true);
}
public void RightOpenTest()
{
Animator animator = rightDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", true);
animator.SetBool("doorClose", false);
}
public void RightCloseTest()
public void ChangeTile()
{
Animator animator = rightDoor.GetComponent<Animator>();
animator.SetBool("doorOpen", false);
animator.SetBool("doorClose", true);
GameObject.Find("MapManager").GetComponent<TileManager>().SetAllTiles(MapManager.currentRoom.roomInGame);
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
public class TileManager : MonoBehaviour
{
/// <summary>
/// Array of all tiles.
/// </summary>
public TileBase[] allTiles;
/// <summary>
/// Dictionary for distributing all tiles.
/// Each dimensions for stage and concept.
/// </summary>
Dictionary<string, TileBase>[,] tilesDistributed = new Dictionary<string, TileBase>[5, 4];
void Awake()
{
for (int i = 0; i < 5; i++)
for (int j = 0; j < 4; j++)
tilesDistributed[i, j] = new Dictionary<string, TileBase>();
string tileName;
for(int i = 0; i < allTiles.Length; i++)
{
tileName = allTiles[i].name;
tilesDistributed[int.Parse(tileName.Substring(0, 1)) - 1, int.Parse(tileName.Substring(1, 1)) - 1].Add(tileName.Substring(2), allTiles[i]);
}
}
/// <summary>
/// Check room's tilemap's all position that if tile exists there or not.
/// </summary>
/// <param name="roomInGame">Room you want to check.</param>
public void CheckAllTiles(RoomInGame roomInGame)
{
Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
for (int x = 0; x < 24; x++)
for(int y = 0; y < 24; y++)
{
if (roomTileMap.GetTile(new Vector3Int(x, y, 0)))
roomInGame.tileInfo[x, y] = true;
else
roomInGame.tileInfo[x, y] = false;
}
}
/// <summary>
/// Check tile and set name for specified direction.
/// </summary>
/// <param name="roomInGame">Room you want to check.</param>
/// <param name="originPos">Position of tile map you want to check.</param>
/// <param name="checkPos">Direction you want to check.</param>
/// <returns></returns>
public char CheckQuarterTile(RoomInGame roomInGame, Vector2Int originPos, Vector2Int checkPos)
{
int verticalTile = 0, horizontalTile = 0;
bool[,] tileInfo = roomInGame.tileInfo;
if (!IsTileInRoom(originPos.x + checkPos.x))
horizontalTile = 2;
else if (tileInfo[originPos.x + checkPos.x, originPos.y])
horizontalTile = 1;
if (!IsTileInRoom(originPos.y + checkPos.y))
verticalTile = 2;
else if (tileInfo[originPos.x, originPos.y + checkPos.y])
verticalTile = 1;
if ((verticalTile == 2 && horizontalTile == 2) || (verticalTile == 0 && horizontalTile == 2) || (verticalTile == 2 && horizontalTile == 0))
return '3';
else if (verticalTile == 2)
return '1';
else if (horizontalTile == 2)
return '2';
else if (verticalTile == 1 && horizontalTile == 1)
{
if (tileInfo[originPos.x + checkPos.x, originPos.y + checkPos.y])
return 'o';
else
return 's';
}
else if (verticalTile == 1)
return 'v';
else if (horizontalTile == 1)
return 'h';
else
return 'b';
}
/// <summary>
/// Check if it is out of the room or not.
/// </summary>
/// <param name="n">Position you want to check.</param>
/// <returns></returns>
bool IsTileInRoom(int n)
{
return n >= 0 && n < 24;
}
/// <summary>
/// Set all tiles of the room.
/// Cut for every 72 tiles.
/// </summary>
/// <param name="roomInGame">Room you want to set.</param>
/// <returns></returns>
public IEnumerator SetAllTiles(RoomInGame roomInGame)
{
int stage = MapManager.currentStage;
//int concept = room.roomConcept;
int concept = 0;
Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
CheckAllTiles(roomInGame);
for(int y = 0; y < 24; y++)
{
/*if (y % 3 == 0)
yield return null;*/
for(int x = 0; x < 24; x++)
{
if (roomInGame.tileInfo[x, y])
{
string tileName = CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(-1, 1)).ToString() +
CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(1, 1)).ToString() +
CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(-1, -1)).ToString() +
CheckQuarterTile(roomInGame, new Vector2Int(x, y), new Vector2Int(1, -1)).ToString();
//Debug.Log(tileName);
if(tilesDistributed[stage, concept].ContainsKey(tileName))
roomTileMap.SetTile(new Vector3Int(x, y, 0), tilesDistributed[stage, concept][tileName]);
}
}
}
yield return null;
}
/// <summary>
/// Set tiles for all rooms in tetrimino.
/// </summary>
/// <param name="tetrimino">Tetrimino you want to set.</param>
/// <returns></returns>
public IEnumerator SetTetriminoTiles(Tetrimino tetrimino)
{
for(int i = 0; i < tetrimino.rooms.Length; i++)
{
yield return null;
StartCoroutine(SetAllTiles(tetrimino.rooms[i].roomInGame));
}
}
}
fileFormatVersion: 2
guid: adab373df646d5f4fb794a3b6ffdf2d7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class DroppedLifeStone : MonoBehaviour
public class DroppedLifeStone : MonoBehaviour, IPlayerInteraction
{
LifeStoneInfo info;
public Sprite[] sprites;
......@@ -32,7 +32,7 @@ public class DroppedLifeStone : MonoBehaviour
unitObj = new GameObject[inSize.x * inSize.y];
highObj = new GameObject[inSize.x * inSize.y];
transform.position = pos - new Vector3(inSize.x * unitSize, 0, 0);
transform.position = pos - new Vector3(inSize.x * unitSize / 2f, 0, 0);
for (int i = 0; i < inSize.x * inSize.y; i++)
{
......@@ -44,16 +44,16 @@ public class DroppedLifeStone : MonoBehaviour
highObj[i] = Instantiate(highlightSprite, transform);
highObj[i].transform.localPosition = unitObj[i].transform.localPosition;
highObj[i].GetComponent<SpriteRenderer>().enabled = false;
highObj[i].SetActive(false);
}
}
bc2D.offset = new Vector2(unitSize * inSize.x / 2f, unitSize * inSize.y / 2f);
bc2D.size = new Vector2(unitSize * inSize.x, unitSize * inSize.y);
}
public void ApplyLifeStone()
public void Apply()
{
GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info);
Destroy(gameObject);
if(GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info))
Destroy(gameObject);
}
public void HighlightSwitch(bool enabled)
{
......@@ -62,7 +62,12 @@ public class DroppedLifeStone : MonoBehaviour
for (int i = 0; i < inSize.x * inSize.y; i++)
{
if (inFill[i] != ' ')
highObj[i].GetComponent<SpriteRenderer>().enabled = enabled;
{
highObj[i].SetActive(enabled);
highObj[i].GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
unitObj[i].GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
}
}
}
}
\ No newline at end of file
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroppedPotion : MonoBehaviour, IPlayerInteraction {
public GameObject highlight;
public void Apply()
{
GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().ChangeFromNormal(LifeStoneType.Gold, 3);
Destroy(gameObject);
}
public void HighlightSwitch(bool enabled)
{
highlight.SetActive(enabled);
highlight.GetComponent<SpriteRenderer>().sortingOrder = -1 + (enabled ? 2 : 0);
GetComponent<SpriteRenderer>().sortingOrder = (enabled ? 2 : 0);
}
}
fileFormatVersion: 2
guid: 36609b223803b6043b6f1b673d0c8665
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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......@@ -35,6 +35,7 @@ public class LifeStoneManager : MonoBehaviour {
/// lifeStoneUnit Prefab
/// </summary>
public GameObject lifeUnitPrefab;
public GameObject goldPotionPrefab;
/// <summary>
/// strength of vibration when Lifestone falls
/// </summary>
......@@ -57,64 +58,104 @@ public class LifeStoneManager : MonoBehaviour {
public float frameBorder;
void Start () {
public float popoutStrengthMultiplier;
public float popoutTime;
void Start () {
transform.position = new Vector3(lifeStoneLocation.x, lifeStoneLocation.y, 0);
frameSuper.GetComponent<LifeStoneFrame>().Init(frameSuper.transform, standardImage, lifeStoneRowNum, lifeStoneSize, sprites, frameBorder);
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");
}
//StartCoroutine("TestEnumerator");
PushLifeStone(CreateLifeStoneInfo(new Vector2Int(3, 6), 0, 0));
}
IEnumerator TestEnumerator()
{
yield return null;
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 8), "AAAAAAAAAAAAAAAAAAAAAAAA"));
/*
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 1), "AAA"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
PushLifeStone(new LifeStoneInfo(new Vector2Int(3, 2), "AAAA A"));
yield return new WaitForSeconds(2);
/*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));
yield return new WaitForSeconds(2);
ExpandRow(4);
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);*/
}
/// <summary>
/// expand lifestoneframe row
/// </summary>
/// <param name="rowNum"></param>
public void ExpandRow(int rowNum)
{
lifeStoneRowNum += rowNum;
frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum);
}
public void InstantiateDroppedLifeStone(LifeStoneInfo info, Vector3 pos)
public void InstantiatePotion(Vector3 pos, float popoutStrength)
{
PopoutGenerator(Instantiate(goldPotionPrefab, pos, Quaternion.identity), popoutStrength);
}
IEnumerator PopoutCoroutine(GameObject obj)
{
float endTime = Time.time + popoutTime;
Vector2 orgScale = obj.transform.localScale;
SpriteRenderer[] sprtArr = obj.GetComponents<SpriteRenderer>();
while (Time.time < endTime)
{
obj.transform.localScale = (1 - ((endTime - Time.time) / popoutTime)) * orgScale;
foreach (SpriteRenderer sprt in sprtArr)
sprt.color = new Color(sprt.color.r, sprt.color.g, sprt.color.b, 1 - ((endTime - Time.time) / popoutTime));
yield return null;
}
obj.transform.localScale = orgScale;
foreach (SpriteRenderer sprt in sprtArr)
sprt.color = new Color(sprt.color.r, sprt.color.g, sprt.color.b, 1f);
}
void PopoutGenerator(GameObject obj, float popoutStrength)
{
popoutStrength *= popoutStrengthMultiplier;
float angle = Mathf.Deg2Rad * Random.Range(60f, 120f);
obj.GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * popoutStrength;
StartCoroutine(PopoutCoroutine(obj));
}
/// <summary>
/// Instantiate Dropped LifeStone
/// </summary>
/// <param name="info"></param>
/// <param name="pos"></param>
public void InstantiateDroppedLifeStone(Vector2Int size, int num, float goldPer, int ameNum, Vector3 pos, float popoutStrength)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(size, num, goldPer, ameNum), pos);
PopoutGenerator(tmpObj, popoutStrength);
}
public void InstantiateDroppedLifeStone(Vector2Int size, float goldPer, int ameNum, Vector3 pos, float popoutStrength)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(size, goldPer, ameNum), pos);
PopoutGenerator(tmpObj, popoutStrength);
}
public void InstantiateDroppedLifeStone(int num, float goldPer, int ameNum, Vector3 pos, float popoutStrength)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(CreateLifeStoneInfo(num, goldPer, ameNum), pos);
PopoutGenerator(tmpObj, popoutStrength);
}
public void InstantiateDroppedLifeStone(LifeStoneInfo info, Vector3 pos, float popoutStrength)
{
GameObject tmpObj = Instantiate(droppedLifeStonePrefab);
tmpObj.GetComponent<DroppedLifeStone>().Init(info, pos);
PopoutGenerator(tmpObj, popoutStrength);
}
/// <summary>
/// Randomize LifeStone by size, num, gold probablity, number of ametyst
/// </summary>
/// <param name="size"></param>
/// <param name="num"></param>
/// <param name="goldPer"></param>
/// <param name="ameNum"></param>
/// <returns></returns>
public LifeStoneInfo CreateLifeStoneInfo(Vector2Int size, int num, float goldPer, int ameNum)
{
System.Random rnd = new System.Random();
......@@ -227,7 +268,7 @@ public class LifeStoneManager : MonoBehaviour {
/// push LifeStone in LifeStoneFrame
/// </summary>
/// <param name="pushInfo"></param>
public void PushLifeStone(LifeStoneInfo pushInfo)
public bool PushLifeStone(LifeStoneInfo pushInfo)
{
System.Random rnd = new System.Random();
Vector2Int pSize = pushInfo.getSize();
......@@ -258,6 +299,8 @@ public class LifeStoneManager : MonoBehaviour {
for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] < selectedRow) selectedRow = minRow[i];
if (selectedRow == lifeStoneRowNum) return false;
for (int i = 0; i <= 3 - pSize.x; i++)
if (minRow[i] == selectedRow) selColCand.Add(i);
......@@ -314,14 +357,20 @@ public class LifeStoneManager : MonoBehaviour {
}
InstantiateDroppedLifeStone(CreateLifeStoneInfo(
new LifeStoneInfo(new Vector2Int(pSize.x, pSize.y - cutRow), new string(newFill))),
GameObject.Find("Player").transform.position + new Vector3(droppedLifeStonePrefab.GetComponent<DroppedLifeStone>().unitSprite.GetComponent<SpriteRenderer>().bounds.size.x * i,0,0));
GameObject.Find("Player").transform.position + new Vector3(droppedLifeStonePrefab.GetComponent<DroppedLifeStone>().unitSprite.GetComponent<SpriteRenderer>().bounds.size.x * i,0,0),
1f);
}
}
}
return true;
}
/// <summary>
/// count lifestoneunit in lifestoneframe by type
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public int CountType(LifeStoneType type)
{
int count = 0;
......@@ -331,8 +380,26 @@ public class LifeStoneManager : MonoBehaviour {
count++;
return count;
}
/// <summary>
/// count lifestoneunit in lifestoneframe
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public int CountType()
{
int count = 0;
for (int i = 0; i < 3; i++)
for (int j = 0; j < lifeStoneRowNum; j++)
if (lifeStoneArray[j, i] > 0)
count++;
return count;
}
public void DestroyStone(int num)
/// <summary>
/// destroy lifestone by number
/// </summary>
/// <param name="num"></param>
public void DestroyStone(int num)
{
System.Random rnd = new System.Random();
ArrayList candArray = new ArrayList();
......@@ -360,6 +427,11 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(DestroyInPhase(candArray));
}
/// <summary>
/// make term among lifestone destroy
/// </summary>
/// <param name="candArray"></param>
/// <returns></returns>
IEnumerator DestroyInPhase(ArrayList candArray)
{
for (int i = 0; i < candArray.Count; i++)
......@@ -371,6 +443,11 @@ public class LifeStoneManager : MonoBehaviour {
}
}
/// <summary>
/// change normal lifestone unit to type
/// </summary>
/// <param name="type"></param>
/// <param name="num"></param>
public void ChangeFromNormal(LifeStoneType type, int num)
{
System.Random rnd = new System.Random();
......@@ -389,6 +466,11 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(ChangeInPhase(candArray,(int)type));
}
/// <summary>
/// change type lifestone unit to normal
/// </summary>
/// <param name="type"></param>
/// <param name="num"></param>
public void ChangeToNormal(LifeStoneType type, int num)
{
System.Random rnd = new System.Random();
......@@ -407,6 +489,12 @@ public class LifeStoneManager : MonoBehaviour {
StartCoroutine(ChangeInPhase(candArray, 1));
}
/// <summary>
/// make term among changing
/// </summary>
/// <param name="candArray"></param>
/// <param name="type"></param>
/// <returns></returns>
IEnumerator ChangeInPhase(ArrayList candArray, int type)
{
System.Random rnd = new System.Random();
......@@ -420,9 +508,14 @@ public class LifeStoneManager : MonoBehaviour {
}
}
/// <summary>
/// lifestoneframe vibration
/// </summary>
/// <param name="vibration">strength of vibration</param>
/// <returns></returns>
public IEnumerator VibrateEnumerator(float vibration)
{
while(vibration > lifeStoneSize * 0.05f)
while(vibration > lifeStoneSize * 0.005f)
{
Vector2 tmpVector = Random.insideUnitCircle;
transform.position = new Vector3(lifeStoneLocation.x + tmpVector.x * vibration * 0.3f, lifeStoneLocation.y + tmpVector.y * vibration, 0);
......
......@@ -18,7 +18,7 @@ public class LifeStoneTest : MonoBehaviour {
public void push()
{
uii.PushLifeStone(uii.CreateLifeStoneInfo(Convert.ToInt32(numText.GetComponent<InputField>().text), Convert.ToSingle(goldPerText.GetComponent<InputField>().text), Convert.ToInt32(ameNumText.GetComponent<InputField>().text)));
uii.InstantiateDroppedLifeStone(Convert.ToInt32(numText.GetComponent<InputField>().text), Convert.ToSingle(goldPerText.GetComponent<InputField>().text), Convert.ToInt32(ameNumText.GetComponent<InputField>().text),GameObject.Find("Player").transform.position,1f);
}
public void gold()
{
......@@ -40,4 +40,8 @@ public class LifeStoneTest : MonoBehaviour {
{
uii.ExpandRow(Convert.ToInt32(rowText.GetComponent<InputField>().text));
}
public void goldPotion()
{
uii.InstantiatePotion(GameObject.Find("Player").transform.position, 1f);
}
}
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......@@ -9,6 +9,38 @@ InputManager:
m_Name: Horizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: a
positiveButton: d
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical
descriptiveName:
descriptiveNegativeName:
negativeButton: s
positiveButton: w
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: TetriminoHorizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
......@@ -22,7 +54,7 @@ InputManager:
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Vertical
m_Name: TetriminoVertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
......@@ -42,7 +74,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: z
positiveButton: j
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -58,7 +90,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: x
positiveButton: k
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -74,7 +106,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: c
positiveButton: l
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -90,7 +122,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: v
positiveButton: ;
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -106,7 +138,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: up
positiveButton: space
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -133,6 +165,22 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Interaction
descriptiveName:
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snap: 0
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type: 0
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- serializedVersion: 3
m_Name: Mouse X
descriptiveName:
......@@ -293,38 +341,6 @@ InputManager:
type: 0
axis: 0
joyNum: 0
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descriptiveName:
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altNegativeButton:
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altPositiveButton: joystick button 1
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sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Cancel
descriptiveName:
......
......@@ -9,6 +9,8 @@ TagManager:
- TetriminoSpawner
- DroppedLifeStone
- DroppedItem
- Enemy
- DroppedPotion
layers:
- Default
- TransparentFX
......
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