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tetra-tower
Commits
c4245b9f
Commit
c4245b9f
authored
Feb 07, 2019
by
15김민규
Committed by
18김상언
Feb 07, 2019
Browse files
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Browse Files
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Plain Diff
Merge remote-tracking branch 'origin/LifeStone' into enemy
# Conflicts: # Assets/Scripts/Characters/Enemy.cs
parents
1840ed85
2395cbda
Changes
9
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Inline
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Showing
9 changed files
with
97 additions
and
49 deletions
+97
-49
DroppedItem.prefab
Assets/Prefabs/UI/In-Game UI/InventoryUI/DroppedItem.prefab
+1
-1
InventoryManager.prefab
...Prefabs/UI/In-Game UI/InventoryUI/InventoryManager.prefab
+2
-2
LifeStoneUI.prefab
Assets/Prefabs/UI/In-Game UI/LifeStoneUI.prefab
+2
-0
goldPotion.prefab
Assets/Prefabs/UI/In-Game UI/LifeStoneUI/goldPotion.prefab
+2
-2
Enemy.cs
Assets/Scripts/Characters/Enemy.cs
+2
-0
DroppedItem.cs
Assets/Scripts/Item/DroppedItem.cs
+1
-1
InventoryManager.cs
Assets/Scripts/Item/InventoryManager.cs
+43
-33
LifeStoneManager.cs
...Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs
+42
-8
LifeStoneTest.cs
...ts/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneTest.cs
+2
-2
No files found.
Assets/Prefabs/UI/In-Game UI/InventoryUI/DroppedItem.prefab
View file @
c4245b9f
...
...
@@ -91,7 +91,7 @@ Rigidbody2D:
m_Material
:
{
fileID
:
0
}
m_Interpolate
:
0
m_SleepingMode
:
1
m_CollisionDetection
:
0
m_CollisionDetection
:
1
m_Constraints
:
4
---
!u!61
&61781846804253628
BoxCollider2D
:
...
...
Assets/Prefabs/UI/In-Game UI/InventoryUI/InventoryManager.prefab
View file @
c4245b9f
...
...
@@ -51,7 +51,7 @@ MonoBehaviour:
m_Script
:
{
fileID
:
11500000
,
guid
:
674793b622d7c184882dfeb8784bbf92
,
type
:
3
}
m_Name
:
m_EditorClassIdentifier
:
itemPool
:
[]
addonPool
:
[]
droppedPrefab
:
{
fileID
:
1610049888013262
,
guid
:
ee63f05b79e18ce4bad2c226aa70a28e
,
type
:
2
}
popoutStrengthMultiplier
:
4
popoutTime
:
0.3
Assets/Prefabs/UI/In-Game UI/LifeStoneUI.prefab
View file @
c4245b9f
...
...
@@ -99,6 +99,8 @@ MonoBehaviour:
droppedLifeStonePrefab
:
{
fileID
:
1149595688849768
,
guid
:
8255a117a93935941b32b4aed9b299a0
,
type
:
2
}
frameBorder
:
0.2
popoutStrengthMultiplier
:
3
popoutTime
:
0.3
---
!u!224
&224255635903845628
RectTransform
:
m_ObjectHideFlags
:
1
...
...
Assets/Prefabs/UI/In-Game UI/LifeStoneUI/goldPotion.prefab
View file @
c4245b9f
...
...
@@ -26,7 +26,7 @@ GameObject:
m_Icon
:
{
fileID
:
0
}
m_NavMeshLayer
:
0
m_StaticEditorFlags
:
0
m_IsActive
:
1
m_IsActive
:
0
---
!u!1
&1778675533210814
GameObject
:
m_ObjectHideFlags
:
0
...
...
@@ -91,7 +91,7 @@ Rigidbody2D:
m_Material
:
{
fileID
:
0
}
m_Interpolate
:
0
m_SleepingMode
:
1
m_CollisionDetection
:
0
m_CollisionDetection
:
1
m_Constraints
:
4
---
!u!61
&61337180976087290
BoxCollider2D
:
...
...
Assets/Scripts/Characters/Enemy.cs
View file @
c4245b9f
...
...
@@ -129,6 +129,8 @@ public class Enemy : MonoBehaviour {
return
;
}
// Coroutine
IEnumerator
DebuffCase
(
EnemyDebuffed
sCase
)
{
...
...
Assets/Scripts/Item/DroppedItem.cs
View file @
c4245b9f
...
...
@@ -9,7 +9,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction
public
Item
item
;
public
Addon
addon
;
public
GameObject
highlight
;
float
itemSizeMultiplier
=
0.007
7
f
;
float
itemSizeMultiplier
=
0.007f
;
Rigidbody2D
rb2D
;
BoxCollider2D
bc2D
;
SpriteRenderer
sprt
;
...
...
Assets/Scripts/Item/InventoryManager.cs
View file @
c4245b9f
...
...
@@ -10,6 +10,8 @@ public class InventoryManager : MonoBehaviour {
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
()
...
...
@@ -83,45 +85,48 @@ public class InventoryManager : MonoBehaviour {
IEnumerator
TestCoroutine
()
{
yield
return
null
;
ItemInstantiate
(
ItemQuality
.
Study
,
player
.
transform
.
position
);
/*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);
*/
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>
public
void
ItemInstantiate
(
ItemQuality
quality
,
Vector3
pos
)
/// <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
);
ItemInstantiate
(
itemPool
[(
int
)
quality
][
0
],
pos
,
popoutStrength
);
itemPool
[(
int
)
quality
].
RemoveAt
(
0
);
}
}
...
...
@@ -130,21 +135,24 @@ public class InventoryManager : MonoBehaviour {
/// </summary>
/// <param name="str"></param>
/// <param name="pos"></param>
public
void
ItemInstantiate
(
string
str
,
Vector3
pos
)
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
);
}
/// <summary>
/// Instantiate item by Item Instance on pos
/// </summary>
/// <param name="item"></param>
/// <param name="pos"></param>
public
void
ItemInstantiate
(
Item
item
,
Vector3
pos
)
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>
...
...
@@ -178,6 +186,7 @@ public class InventoryManager : MonoBehaviour {
GameObject
tmpItem
=
Instantiate
(
droppedPrefab
);
tmpItem
.
GetComponent
<
DroppedItem
>().
Init
(
addon
,
pos
);
}
/// <summary>
/// reset inventory canvas
/// </summary>
...
...
@@ -185,6 +194,7 @@ public class InventoryManager : MonoBehaviour {
{
ui
.
SetOnPosition
(
itemList
,
addonList
);
}
/// <summary>
/// call when item has been clicked
/// </summary>
...
...
@@ -234,7 +244,7 @@ public class InventoryManager : MonoBehaviour {
{
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
;
...
...
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneManager.cs
View file @
c4245b9f
...
...
@@ -58,7 +58,10 @@ 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
];
...
...
@@ -84,9 +87,35 @@ public class LifeStoneManager : MonoBehaviour {
frameSuper
.
GetComponent
<
LifeStoneFrame
>().
AddRow
(
lifeStoneRowNum
);
}
public
void
InstantiatePotion
(
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
)
{
Instantiate
(
goldPotionPrefab
,
pos
,
Quaternion
.
identity
);
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>
...
...
@@ -94,25 +123,29 @@ public class LifeStoneManager : MonoBehaviour {
/// </summary>
/// <param name="info"></param>
/// <param name="pos"></param>
public
void
InstantiateDroppedLifeStone
(
Vector2Int
size
,
int
num
,
float
goldPer
,
int
ameNum
,
Vector3
pos
)
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
)
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
)
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
)
public
void
InstantiateDroppedLifeStone
(
LifeStoneInfo
info
,
Vector3
pos
,
float
popoutStrength
)
{
GameObject
tmpObj
=
Instantiate
(
droppedLifeStonePrefab
);
tmpObj
.
GetComponent
<
DroppedLifeStone
>().
Init
(
info
,
pos
);
PopoutGenerator
(
tmpObj
,
popoutStrength
);
}
/// <summary>
...
...
@@ -324,7 +357,8 @@ 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
);
}
}
}
...
...
Assets/Scripts/UI/In-game UI/LifeStoneScript/LifeStoneTest.cs
View file @
c4245b9f
...
...
@@ -18,7 +18,7 @@ public class LifeStoneTest : MonoBehaviour {
public
void
push
()
{
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
);
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
()
{
...
...
@@ -42,6 +42,6 @@ public class LifeStoneTest : MonoBehaviour {
}
public
void
goldPotion
()
{
uii
.
InstantiatePotion
(
GameObject
.
Find
(
"Player"
).
transform
.
position
);
uii
.
InstantiatePotion
(
GameObject
.
Find
(
"Player"
).
transform
.
position
,
1f
);
}
}
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