Commit f38d8a10 authored by 18손재민's avatar 18손재민

인풋 일부랑 코드 정리 함

parent f830a09e
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......
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]);
}
}
}
}
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......@@ -216,6 +216,25 @@ public class MapManager : MonoBehaviour {
* functions
* */
/// <summary>
/// Find and return object's child by child's name.
/// </summary>
/// <param name="parent">Parent object.</param>
/// <param name="name">Name of the child object you want to find.</param>
/// <returns></returns>
public static Transform GetChildByName(Transform parent, string name)
{
Transform child;
for (int i = 0; i < parent.childCount; i++)
{
if (parent.GetChild(i).name.Equals(name))
{
child = parent.GetChild(i);
return child;
}
}
return null;
}
/// <summary>
/// Check if tetrimino is in right x coordinate.
/// </summary>
/// <param name="te">-1 for over left end, 1 for over right end, 2 for over bottom end, 3 for already existing, 0 for right place.</param>
......@@ -711,14 +730,14 @@ 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)
......
......@@ -6,7 +6,7 @@ public class Portal : MonoBehaviour {
private void OnTriggerStay2D(Collider2D collision)
{
if (collision.tag.Equals("Player") && Input.GetKeyDown(KeyCode.F))
if (collision.tag.Equals("Player") && Input.GetButtonDown("Interaction"))
{
StartCoroutine(GameObject.FindGameObjectWithTag("MainCamera").GetComponent<CameraController>().ChangeScene(GameState.Portal));
}
......
......@@ -120,15 +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 wallTileMap = roomInGame.transform.GetChild(4).GetComponent<Tilemap>();
for (int i = 0; i < roomInGame.transform.childCount; i++)
{
if (roomInGame.transform.GetChild(i).name.Equals("wall"))
{
wallTileMap = roomInGame.transform.GetChild(i).GetComponent<Tilemap>();
break;
}
}
Tilemap wallTileMap = MapManager.GetChildByName(roomInGame.transform, "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);
......@@ -155,8 +147,8 @@ public class Room : MonoBehaviour
/// </summary>
public void CreatePortal()
{
portal = roomInGame.transform.GetChild(roomInGame.transform.childCount - 1).gameObject;
if(specialRoomType != RoomType.Normal)
GameObject portal = MapManager.GetChildByName(roomInGame.transform, "Portal").gameObject;
if (specialRoomType != RoomType.Normal)
{
portal.SetActive(true);
isPortal = true;
......
......@@ -57,7 +57,7 @@ public class Test : MonoBehaviour {
}
public void ChangeTile()
{
GameObject.Find("MapManager").GetComponent<TileManager>().ChangeAllTiles(MapManager.currentRoom.roomInGame);
GameObject.Find("MapManager").GetComponent<TileManager>().SetAllTiles(MapManager.currentRoom.roomInGame);
}
......
......@@ -5,8 +5,14 @@ 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()
......@@ -21,19 +27,14 @@ public class TileManager : MonoBehaviour
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 = null;
for(int i = 0; i < roomInGame.transform.childCount; i++)
{
if (roomInGame.transform.GetChild(i).name.Equals("wall"))
{
roomTileMap = roomInGame.transform.GetChild(i).GetComponent<Tilemap>();
break;
}
}
for(int x = 0; x < 24; x++)
Tilemap roomTileMap = MapManager.GetChildByName(roomInGame.transform, "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)))
......@@ -42,7 +43,13 @@ public class TileManager : MonoBehaviour
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;
......@@ -75,30 +82,31 @@ public class TileManager : MonoBehaviour
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;
}
public IEnumerator ChangeAllTiles(RoomInGame roomInGame)
/// <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 = null;
for (int i = 0; i < roomInGame.transform.childCount; i++)
{
if (roomInGame.transform.GetChild(i).name.Equals("wall"))
{
roomTileMap = roomInGame.transform.GetChild(i).GetComponent<Tilemap>();
break;
}
}
Tilemap roomTileMap = MapManager.GetChildByName(roomInGame.transform, "wall").GetComponent<Tilemap>();
CheckAllTiles(roomInGame);
for(int y = 0; y < 24; y++)
{
if (y % 2 == 0)
if (y % 3 == 0)
yield return null;
for(int x = 0; x < 24; x++)
{
......@@ -108,20 +116,25 @@ public class TileManager : MonoBehaviour
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);
//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(ChangeAllTiles(tetrimino.rooms[i].roomInGame));
StartCoroutine(SetAllTiles(tetrimino.rooms[i].roomInGame));
}
}
}
......
......@@ -37,6 +37,38 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: TetriminoHorizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: TetriminoVertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
altNegativeButton:
altPositiveButton:
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 1
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Fire1
descriptiveName:
......
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