Commit f1f2c0ff authored by 18손재민's avatar 18손재민

싹다 머지하고 빌드함. 이제 모든 방 타일이 제대로 찍힘.

parent 8230759b
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......
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...@@ -138,7 +138,7 @@ public class CameraController : MonoBehaviour { ...@@ -138,7 +138,7 @@ public class CameraController : MonoBehaviour {
//방의 중심과 비교하여 어느게 더 가까운가 //방의 중심과 비교하여 어느게 더 가까운가
} }
if (MapManager.isRoomFalling != true) if (MapManager.isRoomFalling != true)
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 4f * Time.deltaTime); transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 8f * Time.deltaTime);
else if (MapManager.isRoomFalling == true) else if (MapManager.isRoomFalling == true)
transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 0.9f); transform.position = Vector3.Lerp(transform.position, new Vector3(posx, posy, -1), 0.9f);
transform.position = new Vector3(transform.position.x, transform.position.y, -1); transform.position = new Vector3(transform.position.x, transform.position.y, -1);
......
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor.Animations;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class PlayerAttack : MonoBehaviour { public class PlayerAttack : MonoBehaviour {
......
...@@ -54,4 +54,4 @@ public enum RoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal } ...@@ -54,4 +54,4 @@ public enum RoomType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal }
/// <summary> /// <summary>
/// Enum for room's sprite types. /// Enum for room's sprite types.
/// </summary> /// </summary>
public enum RoomSpriteType { Start, Item, BothSide, Gold, Amethyst, Boss, Normal1, Normal2, Nomal3, Normal4, Current } public enum RoomSpriteType { Item, BothSide, Gold, Amethyst, Boss, Normal1, Normal2, Nomal3, Normal4, Current }
\ No newline at end of file \ No newline at end of file
...@@ -11,6 +11,8 @@ public class GameManager : MonoBehaviour { ...@@ -11,6 +11,8 @@ public class GameManager : MonoBehaviour {
/// </summary> /// </summary>
public static GameState gameState; public static GameState gameState;
Vector3 warpPosition = new Vector3(2, 1, 0);
public Canvas gameOverCanvas; public Canvas gameOverCanvas;
public Canvas inventoryCanvas; public Canvas inventoryCanvas;
...@@ -26,7 +28,7 @@ public class GameManager : MonoBehaviour { ...@@ -26,7 +28,7 @@ public class GameManager : MonoBehaviour {
gameState = GameState.Ingame; gameState = GameState.Ingame;
GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>().MakeInitialTetrimino(); GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>().MakeInitialTetrimino();
Vector2 coord = MapManager.currentRoom.transform.position; Vector2 coord = MapManager.currentRoom.transform.position;
GameObject.Find("Player").transform.position = new Vector2(coord.x, coord.y) + new Vector2(3, 3); GameObject.Find("Player").transform.position = MapManager.currentRoom.portal.transform.position + warpPosition;
GameObject.Find("Main Camera").transform.position = GameObject.Find("Player").transform.position; GameObject.Find("Main Camera").transform.position = GameObject.Find("Player").transform.position;
} }
...@@ -63,7 +65,7 @@ public class GameManager : MonoBehaviour { ...@@ -63,7 +65,7 @@ public class GameManager : MonoBehaviour {
{ {
if (gameState == GameState.Portal && MapManager.currentRoom != MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y]) if (gameState == GameState.Portal && MapManager.currentRoom != MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y])
{ {
GameObject.Find("Player").transform.position = MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y].portal.transform.position + new Vector3(2, 1, 0); GameObject.Find("Player").transform.position = MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y].portal.transform.position + warpPosition;
GameObject.Find("MapManager").GetComponent<MapManager>().ChangeRoom(MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y]); GameObject.Find("MapManager").GetComponent<MapManager>().ChangeRoom(MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y]);
MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y].portalSurface.GetComponent<SpriteRenderer>().sprite = MapManager.mapGrid[(int)MapManager.portalDestination.x, (int)MapManager.portalDestination.y].portalSurface.GetComponent<SpriteRenderer>().sprite =
GameObject.Find("MapManager").GetComponent<MapManager>().portalExist; GameObject.Find("MapManager").GetComponent<MapManager>().portalExist;
...@@ -74,6 +76,8 @@ public class GameManager : MonoBehaviour { ...@@ -74,6 +76,8 @@ public class GameManager : MonoBehaviour {
{ {
if(gameState == GameState.Portal) if(gameState == GameState.Portal)
{ {
MapManager.mapGrid[(int)MapManager.currentRoom.mapCoord.x, (int)MapManager.currentRoom.mapCoord.y].portalSurface.GetComponent<SpriteRenderer>().sprite =
GameObject.Find("MapManager").GetComponent<MapManager>().portalExist;
MapManager.mapGrid[(int)MapManager.currentRoom.mapCoord.x, (int)MapManager.currentRoom.mapCoord.y].portalSurface.GetComponent<SpriteRenderer>().sprite = MapManager.mapGrid[(int)MapManager.currentRoom.mapCoord.x, (int)MapManager.currentRoom.mapCoord.y].portalSurface.GetComponent<SpriteRenderer>().sprite =
GameObject.Find("MapManager").GetComponent<MapManager>().portalExist; GameObject.Find("MapManager").GetComponent<MapManager>().portalExist;
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Ingame)); StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Ingame));
......
...@@ -188,11 +188,13 @@ public class MapManager : MonoBehaviour { ...@@ -188,11 +188,13 @@ public class MapManager : MonoBehaviour {
/*public RoomInGame[] normalRoomList3; /*public RoomInGame[] normalRoomList3;
public RoomInGame[] normalRoomList4; public RoomInGame[] normalRoomList4;
public RoomInGame[] normalRoomList5;*/ public RoomInGame[] normalRoomList5;*/
public RoomInGame[] specialRoomList1; public RoomInGame[] specialRoomList1;
public RoomInGame[] specialRoomList2; public RoomInGame[] specialRoomList2;
/*public RoomInGame[] specialRoomList3; /*public RoomInGame[] specialRoomList3;
public RoomInGame[] specialRoomList4; public RoomInGame[] specialRoomList4;
public RoomInGame[] specialRoomList5;*/ public RoomInGame[] specialRoomList5;*/
/// <summary> /// <summary>
/// Array sorted normal rooms by location of side doors. /// Array sorted normal rooms by location of side doors.
/// Each dimension for stage, concept, left door, right door. /// Each dimension for stage, concept, left door, right door.
...@@ -200,9 +202,9 @@ public class MapManager : MonoBehaviour { ...@@ -200,9 +202,9 @@ public class MapManager : MonoBehaviour {
public List<RoomInGame>[,,,] normalRoomsDistributed = new List<RoomInGame>[5, 4, 3, 3]; public List<RoomInGame>[,,,] normalRoomsDistributed = new List<RoomInGame>[5, 4, 3, 3];
/// <summary> /// <summary>
/// Array sorted normal rooms by location of side doors. /// Array sorted normal rooms by location of side doors.
/// Each dimension for stage, concept, left door, right door. /// Each dimension for stage, concept, room type, left door, right door.
/// </summary> /// </summary>
public List<RoomInGame>[,,,] specialRoomsDistributed = new List<RoomInGame>[5, 4, 3, 3]; public List<RoomInGame>[,,,,] specialRoomsDistributed = new List<RoomInGame>[5, 4, 6, 3, 3];
public List<Sprite>[] roomsSpritesDistributed = new List<Sprite>[5]; public List<Sprite>[] roomsSpritesDistributed = new List<Sprite>[5];
...@@ -715,10 +717,9 @@ public class MapManager : MonoBehaviour { ...@@ -715,10 +717,9 @@ public class MapManager : MonoBehaviour {
{ {
TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("TetriminoVertical")); TetriminoRotate(currentTetrimino, (int)Input.GetAxisRaw("TetriminoVertical"));
} }
else if (Input.GetButtonDown("TetriminoHorizontal") && lifeStoneManager.CountType(LifeStoneType.Gold) >= tetriminoCost) else if (Input.GetButtonDown("TetriminoHorizontal"))
{ {
MoveTetriminoHorizontal(currentTetrimino, new Vector3((int)Input.GetAxisRaw("TetriminoHorizontal"), 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) >= tetriminoCost) else if (Input.GetKeyDown(KeyCode.Space) && lifeStoneManager.CountType(LifeStoneType.Gold) >= tetriminoCost)
{ {
...@@ -747,10 +748,10 @@ public class MapManager : MonoBehaviour { ...@@ -747,10 +748,10 @@ public class MapManager : MonoBehaviour {
public void SetRoomSprite(Room room, int i) public void SetRoomSprite(Room room, int i)
{ {
//When start and special rooms' sprites added, modify this. //When start and special rooms' sprites added, modify this.
if (room.specialRoomType == RoomType.Normal) if (room.specialRoomType == RoomType.Normal || room.specialRoomType == RoomType.Start)
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept]; room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else else
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType]; room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType - 1];
if (currentGhost != null) if (currentGhost != null)
currentGhost.rooms[i].GetComponent<SpriteRenderer>().sprite = room.GetComponent<SpriteRenderer>().sprite; currentGhost.rooms[i].GetComponent<SpriteRenderer>().sprite = room.GetComponent<SpriteRenderer>().sprite;
} }
...@@ -774,8 +775,9 @@ public class MapManager : MonoBehaviour { ...@@ -774,8 +775,9 @@ public class MapManager : MonoBehaviour {
room.roomInGame = Instantiate(normalRoomsDistributed[room.stage, room.roomConcept, left, right] room.roomInGame = Instantiate(normalRoomsDistributed[room.stage, room.roomConcept, left, right]
[Random.Range(0, normalRoomsDistributed[room.stage, room.roomConcept, left, right].Count)], room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform); [Random.Range(0, normalRoomsDistributed[room.stage, room.roomConcept, left, right].Count)], room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform);
else else
room.roomInGame = Instantiate(specialRoomsDistributed[room.stage, room.roomConcept, left, right] room.roomInGame = Instantiate(specialRoomsDistributed[room.stage, room.roomConcept, (int)room.specialRoomType, left, right]
[(int)room.specialRoomType], room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform); [Random.Range(0, specialRoomsDistributed[room.stage, room.roomConcept, (int)room.specialRoomType, left, right].Count)],
room.transform.position + new Vector3(0, 0, 2), Quaternion.identity, room.transform);
room.CreateDoors(leftDoor, rightDoor, inGameDoorUp, inGameDoorDown, inGameDoorLeft, inGameDoorRight); room.CreateDoors(leftDoor, rightDoor, inGameDoorUp, inGameDoorDown, inGameDoorLeft, inGameDoorRight);
room.fog = Instantiate(fog, room.transform.position + new Vector3(12, 12, 2), Quaternion.identity, room.transform); room.fog = Instantiate(fog, room.transform.position + new Vector3(12, 12, 2), Quaternion.identity, room.transform);
if (room.mapCoord.y > 0 && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1] != null && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].isRoomCleared == true) if (room.mapCoord.y > 0 && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1] != null && mapGrid[(int)room.mapCoord.x, (int)room.mapCoord.y - 1].isRoomCleared == true)
...@@ -847,10 +849,10 @@ public class MapManager : MonoBehaviour { ...@@ -847,10 +849,10 @@ public class MapManager : MonoBehaviour {
{ {
Room room = currentRoom; Room room = currentRoom;
StartCoroutine(RoomExit(room)); StartCoroutine(RoomExit(room));
if (room.specialRoomType == RoomType.Normal) if (room.specialRoomType == RoomType.Normal || room.specialRoomType == RoomType.Start)
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept]; room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)RoomSpriteType.Normal1 + room.roomConcept];
else else
room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType]; room.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[room.stage][(int)room.specialRoomType - 1];
currentRoom = newRoom; currentRoom = newRoom;
StartCoroutine(RoomEnter(newRoom)); StartCoroutine(RoomEnter(newRoom));
newRoom.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[newRoom.stage][(int)RoomSpriteType.Current]; newRoom.GetComponent<SpriteRenderer>().sprite = roomsSpritesDistributed[newRoom.stage][(int)RoomSpriteType.Current];
...@@ -878,11 +880,12 @@ public class MapManager : MonoBehaviour { ...@@ -878,11 +880,12 @@ public class MapManager : MonoBehaviour {
room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0); room.fog.GetComponent<SpriteRenderer>().color = new Color(1, 1, 1, 0);
if(!room.isRoomCleared) if(!room.isRoomCleared)
{ {
//GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemy(); if(room.specialRoomType == RoomType.Normal)
GameObject.Find("EnemyManager").GetComponent<EnemyManager>().SpawnEnemy();
else if(room.specialRoomType == RoomType.Item)
{
InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
LifeStoneManager lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>(); LifeStoneManager lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>();
if(room.specialRoomType == RoomType.Item)
{
int probability = Random.Range(0, 100); int probability = Random.Range(0, 100);
Vector3 itemPosition = room.roomInGame.transform.Find("ItemSpawnPoint").position; Vector3 itemPosition = room.roomInGame.transform.Find("ItemSpawnPoint").position;
switch (room.itemRoomType) switch (room.itemRoomType)
...@@ -1134,7 +1137,8 @@ public class MapManager : MonoBehaviour { ...@@ -1134,7 +1137,8 @@ public class MapManager : MonoBehaviour {
for (int rightDoor = 0; rightDoor < 3; rightDoor++) for (int rightDoor = 0; rightDoor < 3; rightDoor++)
{ {
normalRoomsDistributed[stage, concept, leftDoor, rightDoor] = new List<RoomInGame>(); normalRoomsDistributed[stage, concept, leftDoor, rightDoor] = new List<RoomInGame>();
specialRoomsDistributed[stage, concept, leftDoor, rightDoor] = new List<RoomInGame>(); for(int roomType = 0; roomType < 6; roomType++)
specialRoomsDistributed[stage, concept, roomType, leftDoor, rightDoor] = new List<RoomInGame>();
} }
} }
for (int i = 0; i < 20; i++) for (int i = 0; i < 20; i++)
...@@ -1143,8 +1147,6 @@ public class MapManager : MonoBehaviour { ...@@ -1143,8 +1147,6 @@ public class MapManager : MonoBehaviour {
portalDistributedHorizontal[i] = new List<int>(); portalDistributedHorizontal[i] = new List<int>();
TileManager tileManager = GetComponent<TileManager>();
for (int concept = 0; concept < 4; concept++) for (int concept = 0; concept < 4; concept++)
for (int leftDoor = 0; leftDoor < 3; leftDoor++) for (int leftDoor = 0; leftDoor < 3; leftDoor++)
for (int rightDoor = 0; rightDoor < 3; rightDoor++) for (int rightDoor = 0; rightDoor < 3; rightDoor++)
...@@ -1164,12 +1166,12 @@ public class MapManager : MonoBehaviour { ...@@ -1164,12 +1166,12 @@ public class MapManager : MonoBehaviour {
for (int i = 0; i < normalRoomList5.Length; i++) for (int i = 0; i < normalRoomList5.Length; i++)
if (normalRoomList5[i].leftDoorInfo[leftDoor] == true && normalRoomList5[i].rightDoorInfo[rightDoor] == true && normalRoomList5[i].concept[concept] == true) if (normalRoomList5[i].leftDoorInfo[leftDoor] == true && normalRoomList5[i].rightDoorInfo[rightDoor] == true && normalRoomList5[i].concept[concept] == true)
normalRoomsDistributed[4, concept, 2 - leftDoor, 2 - rightDoor].Add(normalRoomList1[i]);*/ normalRoomsDistributed[4, concept, 2 - leftDoor, 2 - rightDoor].Add(normalRoomList1[i]);*/
for (int i = 0; i < specialRoomList1.Length; i++) /*for (int i = 0; i < specialRoomList1.Length; i++)
if (specialRoomList1[i].leftDoorInfo[leftDoor] == true && specialRoomList1[i].rightDoorInfo[rightDoor] == true && specialRoomList1[i].concept[concept] == true) if (specialRoomList1[i].leftDoorInfo[leftDoor] == true && specialRoomList1[i].rightDoorInfo[rightDoor] == true && specialRoomList1[i].concept[concept] == true)
specialRoomsDistributed[0, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]); specialRoomsDistributed[0, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
for (int i = 0; i < specialRoomList2.Length; i++) for (int i = 0; i < specialRoomList2.Length; i++)
if (specialRoomList2[i].leftDoorInfo[leftDoor] == true && specialRoomList2[i].rightDoorInfo[rightDoor] == true && specialRoomList2[i].concept[concept] == true) if (specialRoomList2[i].leftDoorInfo[leftDoor] == true && specialRoomList2[i].rightDoorInfo[rightDoor] == true && specialRoomList2[i].concept[concept] == true)
specialRoomsDistributed[1, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]); specialRoomsDistributed[1, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);*/
/*for (int i = 0; i < specialRoomList3.Length; i++) /*for (int i = 0; i < specialRoomList3.Length; i++)
if (specialRoomList3[i].leftDoorInfo[leftDoor] == true && specialRoomList3[i].rightDoorInfo[rightDoor] == true && specialRoomList3[i].concept[concept] == true) if (specialRoomList3[i].leftDoorInfo[leftDoor] == true && specialRoomList3[i].rightDoorInfo[rightDoor] == true && specialRoomList3[i].concept[concept] == true)
specialRoomsDistributed[2, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList3[i]); specialRoomsDistributed[2, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList3[i]);
...@@ -1180,7 +1182,95 @@ public class MapManager : MonoBehaviour { ...@@ -1180,7 +1182,95 @@ public class MapManager : MonoBehaviour {
if (specialRoomList5[i].leftDoorInfo[leftDoor] == true && specialRoomList5[i].rightDoorInfo[rightDoor] == true && specialRoomList5[i].concept[concept] == true) if (specialRoomList5[i].leftDoorInfo[leftDoor] == true && specialRoomList5[i].rightDoorInfo[rightDoor] == true && specialRoomList5[i].concept[concept] == true)
specialRoomsDistributed[4, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList5[i]);*/ specialRoomsDistributed[4, concept, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList5[i]);*/
} }
for (RoomSpriteType spriteType = 0; (int)spriteType < 11; spriteType++) for (int concept = 0; concept < 4; concept++)
for (int leftDoor = 0; leftDoor < 3; leftDoor++)
for (int rightDoor = 0; rightDoor < 3; rightDoor++)
{
for (int i = 0; i < specialRoomList1.Length; i++)
if (specialRoomList1[i].leftDoorInfo[leftDoor] == true && specialRoomList1[i].rightDoorInfo[rightDoor] == true && specialRoomList1[i].concept[concept] == true)
{
if (specialRoomList1[i].name.Contains("Start"))
specialRoomsDistributed[0, concept, (int)RoomType.Start, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
else if (specialRoomList1[i].name.Contains("Item"))
specialRoomsDistributed[0, concept, (int)RoomType.Item, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
else if (specialRoomList1[i].name.Contains("BothSide"))
specialRoomsDistributed[0, concept, (int)RoomType.BothSide, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
else if (specialRoomList1[i].name.Contains("Gold"))
specialRoomsDistributed[0, concept, (int)RoomType.Gold, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
else if (specialRoomList1[i].name.Contains("Amethyst"))
specialRoomsDistributed[0, concept, (int)RoomType.Amethyst, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
else if (specialRoomList1[i].name.Contains("Boss"))
specialRoomsDistributed[0, concept, (int)RoomType.Boss, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList1[i]);
}
for (int i = 0; i < specialRoomList2.Length; i++)
if (specialRoomList2[i].leftDoorInfo[leftDoor] == true && specialRoomList2[i].rightDoorInfo[rightDoor] == true && specialRoomList2[i].concept[concept] == true)
{
if (specialRoomList2[i].name.Contains("Start"))
specialRoomsDistributed[0, concept, (int)RoomType.Start, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
else if (specialRoomList2[i].name.Contains("Item"))
specialRoomsDistributed[0, concept, (int)RoomType.Item, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
else if (specialRoomList2[i].name.Contains("BothSide"))
specialRoomsDistributed[0, concept, (int)RoomType.BothSide, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
else if (specialRoomList2[i].name.Contains("Gold"))
specialRoomsDistributed[0, concept, (int)RoomType.Gold, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
else if (specialRoomList2[i].name.Contains("Amethyst"))
specialRoomsDistributed[0, concept, (int)RoomType.Amethyst, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
else if (specialRoomList2[i].name.Contains("Boss"))
specialRoomsDistributed[0, concept, (int)RoomType.Boss, 2 - leftDoor, 2 - rightDoor].Add(specialRoomList2[i]);
}
/*for (int i = 0; i < SpecialRoomList3.Length; i++)
if (SpecialRoomList3[i].leftDoorInfo[leftDoor] == true && SpecialRoomList3[i].rightDoorInfo[rightDoor] == true && SpecialRoomList3[i].concept[concept] == true)
{
if (SpecialRoomList3[i].name.Contains("Start"))
specialRoomsDistributed[0, concept, (int)RoomType.Start, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
else if (SpecialRoomList3[i].name.Contains("Item"))
specialRoomsDistributed[0, concept, (int)RoomType.Item, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
else if (SpecialRoomList3[i].name.Contains("BothSide"))
specialRoomsDistributed[0, concept, (int)RoomType.BothSide, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
else if (SpecialRoomList3[i].name.Contains("Gold"))
specialRoomsDistributed[0, concept, (int)RoomType.Gold, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
else if (SpecialRoomList3[i].name.Contains("Amethyst"))
specialRoomsDistributed[0, concept, (int)RoomType.Amethyst, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
else if (SpecialRoomList3[i].name.Contains("Boss"))
specialRoomsDistributed[0, concept, (int)RoomType.Boss, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList3[i]);
}
for (int i = 0; i < SpecialRoomList4.Length; i++)
if (SpecialRoomList4[i].leftDoorInfo[leftDoor] == true && SpecialRoomList4[i].rightDoorInfo[rightDoor] == true && SpecialRoomList4[i].concept[concept] == true)
{
if (SpecialRoomList4[i].name.Contains("Start"))
specialRoomsDistributed[0, concept, (int)RoomType.Start, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
else if (SpecialRoomList4[i].name.Contains("Item"))
specialRoomsDistributed[0, concept, (int)RoomType.Item, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
else if (SpecialRoomList4[i].name.Contains("BothSide"))
specialRoomsDistributed[0, concept, (int)RoomType.BothSide, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
else if (SpecialRoomList4[i].name.Contains("Gold"))
specialRoomsDistributed[0, concept, (int)RoomType.Gold, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
else if (SpecialRoomList4[i].name.Contains("Amethyst"))
specialRoomsDistributed[0, concept, (int)RoomType.Amethyst, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
else if (SpecialRoomList4[i].name.Contains("Boss"))
specialRoomsDistributed[0, concept, (int)RoomType.Boss, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList4[i]);
}
for (int i = 0; i < SpecialRoomList5.Length; i++)
if (SpecialRoomList5[i].leftDoorInfo[leftDoor] == true && SpecialRoomList5[i].rightDoorInfo[rightDoor] == true && SpecialRoomList5[i].concept[concept] == true)
{
if (SpecialRoomList5[i].name.Contains("Start"))
specialRoomsDistributed[0, concept, (int)RoomType.Start, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
else if (SpecialRoomList5[i].name.Contains("Item"))
specialRoomsDistributed[0, concept, (int)RoomType.Item, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
else if (SpecialRoomList5[i].name.Contains("BothSide"))
specialRoomsDistributed[0, concept, (int)RoomType.BothSide, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
else if (SpecialRoomList5[i].name.Contains("Gold"))
specialRoomsDistributed[0, concept, (int)RoomType.Gold, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
else if (SpecialRoomList5[i].name.Contains("Amethyst"))
specialRoomsDistributed[0, concept, (int)RoomType.Amethyst, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
else if (SpecialRoomList5[i].name.Contains("Boss"))
specialRoomsDistributed[0, concept, (int)RoomType.Boss, 2 - leftDoor, 2 - rightDoor].Add(SpecialRoomList5[i]);
}*/
}
for (RoomSpriteType spriteType = 0; (int)spriteType < 10; spriteType++)
{ {
roomsSpritesDistributed[0].Add(roomsSprite1[(int)spriteType]); roomsSpritesDistributed[0].Add(roomsSprite1[(int)spriteType]);
roomsSpritesDistributed[1].Add(roomsSprite2[(int)spriteType]); roomsSpritesDistributed[1].Add(roomsSprite2[(int)spriteType]);
......
...@@ -11,6 +11,9 @@ public class Test : MonoBehaviour { ...@@ -11,6 +11,9 @@ public class Test : MonoBehaviour {
public static Vector3 tetrisCameraCoord = new Vector3(180, 0, -1); public static Vector3 tetrisCameraCoord = new Vector3(180, 0, -1);
public static float tetrisMapSize = 300; public static float tetrisMapSize = 300;
public Text timer; public Text timer;
public GameObject testUI;
public GameObject lifeStoneTestUI;
bool isTestUiActive = true;
public void ChangeTetrimino() public void ChangeTetrimino()
{ {
...@@ -55,10 +58,6 @@ public class Test : MonoBehaviour { ...@@ -55,10 +58,6 @@ public class Test : MonoBehaviour {
{ {
enemyManager.SpawnEnemy(); enemyManager.SpawnEnemy();
} }
public void ChangeTile()
{
GameObject.Find("MapManager").GetComponent<TileManager>().SetAllTiles(MapManager.currentRoom.roomInGame);
}
private void Awake() private void Awake()
...@@ -79,7 +78,22 @@ public class Test : MonoBehaviour { ...@@ -79,7 +78,22 @@ public class Test : MonoBehaviour {
ChangeTetrimino(); ChangeTetrimino();
if (Input.GetKeyDown(KeyCode.Alpha2)) if (Input.GetKeyDown(KeyCode.Alpha2))
SpawnBossTetrimino(); SpawnBossTetrimino();
if(!MapManager.isTetriminoFalling) if (Input.GetKeyDown(KeyCode.BackQuote))
{
if (isTestUiActive)
{
testUI.SetActive(false);
lifeStoneTestUI.SetActive(false);
isTestUiActive = false;
}
else if (!isTestUiActive)
{
testUI.SetActive(true);
lifeStoneTestUI.SetActive(true);
isTestUiActive = true;
}
}
if (!MapManager.isTetriminoFalling)
Timer(); Timer();
} }
} }
...@@ -97,11 +97,12 @@ public class TileManager : MonoBehaviour ...@@ -97,11 +97,12 @@ public class TileManager : MonoBehaviour
/// </summary> /// </summary>
/// <param name="roomInGame">Room you want to set.</param> /// <param name="roomInGame">Room you want to set.</param>
/// <returns></returns> /// <returns></returns>
public IEnumerator SetAllTiles(RoomInGame roomInGame) public IEnumerator SetAllTiles(Room room)
{ {
int stage = MapManager.currentStage; int stage = MapManager.currentStage;
//int concept = room.roomConcept; //int concept = room.roomConcept;
int concept = 0; int concept = room.roomConcept % 2;
RoomInGame roomInGame = room.roomInGame;
Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>(); Tilemap roomTileMap = roomInGame.transform.Find("wall").GetComponent<Tilemap>();
CheckAllTiles(roomInGame); CheckAllTiles(roomInGame);
for(int y = 0; y < 24; y++) for(int y = 0; y < 24; y++)
...@@ -134,7 +135,7 @@ public class TileManager : MonoBehaviour ...@@ -134,7 +135,7 @@ public class TileManager : MonoBehaviour
for(int i = 0; i < tetrimino.rooms.Length; i++) for(int i = 0; i < tetrimino.rooms.Length; i++)
{ {
yield return null; yield return null;
StartCoroutine(SetAllTiles(tetrimino.rooms[i].roomInGame)); StartCoroutine(SetAllTiles(tetrimino.rooms[i]));
} }
} }
} }
......
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fileIDToRecycleName: {} fileIDToRecycleName: {}
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...@@ -45,7 +45,7 @@ TextureImporter: ...@@ -45,7 +45,7 @@ TextureImporter:
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...@@ -45,7 +45,7 @@ TextureImporter: ...@@ -45,7 +45,7 @@ TextureImporter:
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spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
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...@@ -97,7 +97,7 @@ TextureImporter: ...@@ -97,7 +97,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
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TextureImporter: TextureImporter:
fileIDToRecycleName: {} fileIDToRecycleName: {}
externalObjects: {} externalObjects: {}
...@@ -45,7 +45,7 @@ TextureImporter: ...@@ -45,7 +45,7 @@ TextureImporter:
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spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
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spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
...@@ -97,7 +97,7 @@ TextureImporter: ...@@ -97,7 +97,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
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vertices: [] vertices: []
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......
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TextureImporter: TextureImporter:
fileIDToRecycleName: {} fileIDToRecycleName: {}
externalObjects: {} externalObjects: {}
...@@ -45,7 +45,7 @@ TextureImporter: ...@@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1 spriteMeshType: 1
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spritePivot: {x: 0.5, y: 0.5} spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1 spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1 alphaUsage: 1
...@@ -97,7 +97,7 @@ TextureImporter: ...@@ -97,7 +97,7 @@ TextureImporter:
outline: [] outline: []
physicsShape: [] physicsShape: []
bones: [] bones: []
spriteID: 4a3573fda37d698439b98ed5eb3ca2ed spriteID: a697ff3f19ddda2458f17676999c6e6f
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......
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