Commit c0813582 authored by 18손재민's avatar 18손재민

문 열리는거 애니메이션으로 완전히 교체했고 이제 클리어된 방과 안 클리어된 방의 안개들을 따로 구분해서 생성함

parent acb8fb1d
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......
......@@ -69,6 +69,9 @@ public class CameraController : MonoBehaviour {
fadeOut = StartCoroutine(mapManager.RoomFadeOut(MapManager.currentRoom));
grid.transform.position = new Vector3(0, 0, 2);
}
while((_gameState == GameManager.GameState.Tetris && GetComponent<Camera>().orthographicSize < sizeDestination - 1) || (_gameState == GameManager.GameState.Ingame && GetComponent<Camera>().orthographicSize > sizeDestination + 0.0001))
{
yield return new WaitForSeconds(0.01f);
......
......@@ -109,9 +109,9 @@ public class MapManager : MonoBehaviour {
/// </summary>
public GameObject fog;
/// <summary>
/// Fog alpha value of cleared room.
/// Fog of the cleared rooms.
/// </summary>
public static float clearedFogAlpha = 0.75f;
public GameObject clearedFog;
/// <summary>
/// Left door in tetris.
/// </summary>
......@@ -793,17 +793,13 @@ public class MapManager : MonoBehaviour {
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
if(!(room.isRoomCleared == true && alpha >= clearedFogAlpha))
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, alpha);
yield return null;
}
room.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.leftTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.rightTetrisDoor.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
if(room.isRoomCleared == true)
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, clearedFogAlpha);
else
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 1);
}
void Awake()
......@@ -825,7 +821,6 @@ public class MapManager : MonoBehaviour {
normalRoomsDistributed[i, j] = new List<RoomInGame>();
for(int i = 0; i < normalRoomList.Length; i++)
{
Debug.Log(i);
int leftDoor = normalRoomList[i].sideDoorInfo[0];
int rightDoor = normalRoomList[i].sideDoorInfo[1];
int leftCount = 0;
......
......@@ -112,13 +112,9 @@ public class Room : MonoBehaviour
rightTetrisDoor = Instantiate(_rightTetrisDoor, transform.position + new Vector3(standardSize * 23, doorLocations[rightDoorLocation], 0), Quaternion.identity, transform);
inGameDoorUp = Instantiate(_inGameDoorUp, transform.position + new Vector3(standardSize * 11, standardSize * 23, 2), Quaternion.identity, transform);
inGameDoorUp.GetComponent<Animator>().SetInteger("doorPosition", 0);
inGameDoorDown = Instantiate(_inGameDoorDown, transform.position + new Vector3(standardSize * 11, 0, 2), Quaternion.identity, transform);
inGameDoorDown.GetComponent<Animator>().SetInteger("doorPosition", 2);
inGameDoorLeft = Instantiate(_inGameDoorLeft, transform.position + new Vector3(0, doorLocations[leftDoorLocation], 2), Quaternion.identity, transform);
inGameDoorLeft.GetComponent<Animator>().SetInteger("doorPosition", 3);
inGameDoorRight = Instantiate(_inGameDoorRight, transform.position + new Vector3(standardSize * 23f, doorLocations[rightDoorLocation], 2), Quaternion.identity, transform);
inGameDoorRight.GetComponent<Animator>().SetInteger("doorPosition", 1);
for (int i = 0; i < 3; i++)
{
if (i != leftDoorLocation)
......@@ -168,7 +164,7 @@ public class Room : MonoBehaviour
if (mapCoord.x < MapManager.width - 1 && MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y] != null)
{
animatorThisRoom = inGameDoorRight.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x - 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>();
animatorNextRoom = MapManager.mapGrid[(int)mapCoord.x + 1, (int)mapCoord.y].inGameDoorLeft.GetComponent<Animator>();
}
break;
}
......@@ -236,6 +232,7 @@ public class Room : MonoBehaviour
/// <summary>
/// Clear the cleared room.
/// Open all the doors and change fog to cleared fog.
/// </summary>
public void ClearRoom()
{
......@@ -245,6 +242,10 @@ public class Room : MonoBehaviour
OpenDoor("Down");
OpenDoor("Left");
OpenDoor("Right");
Vector3 fogPosition = fog.transform.position;
Destroy(fog);
fog = Instantiate(GameObject.Find("MapManager").GetComponent<MapManager>().clearedFog, fogPosition, Quaternion.identity, transform);
fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
isRoomCleared = true;
}
......
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Assets/Sprites/fog.png

829 Bytes | W: | H:

Assets/Sprites/fog.png

13.4 KB | W: | H:

Assets/Sprites/fog.png
Assets/Sprites/fog.png
Assets/Sprites/fog.png
Assets/Sprites/fog.png
  • 2-up
  • Swipe
  • Onion skin
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