Commit f015c152 authored by 18류지석's avatar 18류지석

골드 3 올려주는 골드포션 만듦. 상호작용 방식을 갈아엎음. IPlayerInteraction 인터페이스를 통해 상호작용 가능한 오브젝트를 만들 수 있음.

parent 836db3d1
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......
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......@@ -58,8 +58,7 @@ public class PlayerController : MonoBehaviour
[SerializeField]
private float rayDistance;
[SerializeField]
private DroppedItem lastDropItem;
private DroppedLifeStone lastLifeStone;
private IPlayerInteraction lastDropItem;
private bool interaction;
public PlayerState playerState, previousState;
......@@ -86,27 +85,16 @@ public class PlayerController : MonoBehaviour
jump = true;
}
if (GetItemRay() == false)
if (!GetItemRay() && lastDropItem != null)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
lastLifeStone = null;
}
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastDropItem != null && interaction)
if(lastDropItem != null && interaction)
{
lastDropItem.PushItem();
}
if (lastLifeStone != null && interaction)
{
lastLifeStone.ApplyLifeStone();
lastDropItem.Apply();
lastDropItem = null;
}
}
......@@ -249,69 +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.white);
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?
......
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class DroppedItem : MonoBehaviour
public class DroppedItem : MonoBehaviour, IPlayerInteraction
{
InventoryManager inventoryManager;
public bool itemAddon; //false: item true: addon
......@@ -48,19 +48,16 @@ public class DroppedItem : MonoBehaviour
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)
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IPlayerInteraction {
void HighlightSwitch(bool enabled);
void Apply();
}
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......@@ -34,7 +34,7 @@ public class InventoryManager : MonoBehaviour {
addonPool[i] = new List<string>();
}
itemPool[0].Add("Bow");
//itemPool[0].Add("Bow");
itemPool[0].Add("Dagger");
itemPool[1].Add("Baculus");
......
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class DroppedLifeStone : MonoBehaviour
public class DroppedLifeStone : MonoBehaviour, IPlayerInteraction
{
LifeStoneInfo info;
public Sprite[] sprites;
......@@ -50,7 +50,7 @@ public class DroppedLifeStone : MonoBehaviour
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()
{
if(GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>().PushLifeStone(info))
Destroy(gameObject);
......
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);
}
}
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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>
......@@ -83,6 +84,11 @@ public class LifeStoneManager : MonoBehaviour {
frameSuper.GetComponent<LifeStoneFrame>().AddRow(lifeStoneRowNum);
}
public void InstantiatePotion(Vector3 pos)
{
Instantiate(goldPotionPrefab, pos, Quaternion.identity);
}
/// <summary>
/// Instantiate Dropped LifeStone
/// </summary>
......
......@@ -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);
}
}
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