Esempio n. 1
0
 public void OnEnterShop(GameObject shopObj, Constant.MapObjects shopType)
 {
     shopScript_.SetShopType(shopType);
     //GameObject.Find("ShopUI").SetActive(true);
     shopScript_.SetShopUIVisible(true);
     playerScript_.SetSpeed(0);
 }
Esempio n. 2
0
    // Shop
    public void OnCollideShop(GameObject collideObj, Constant.MapObjects shopType)
    {
        LastCollideObject_ = collideObj;
        float collidePos = gameObject.transform.position.x - collideObj.transform.position.x;

        //characterPosition_.y = 0.0f;
        if (Mathf.Abs(collidePos) < Constant.Width_INTO_ShopHole)
        {
            //홀에 빠짐
            changeCharacterState(CharacterStates.IN_THE_HOLE);
            //shop이므로 바로 구멍 안으로 들어가는 트리거 발동
            //animator_.SetTrigger("trInOutHole");
            changeCharacterState(CharacterStates.IN_TO_THE_HOLE);
            enterShopType_ = shopType;
        }
        else if (collidePos < 0.0f)
        {
            //왼쪽에 부딪힘
            changeCharacterState(CharacterStates.STOP_LEFT);
        }
        else
        {
            //오른쪽에 부딪힘
            changeCharacterState(CharacterStates.STOP_RIGHT);
        }
    }
Esempio n. 3
0
    float calcObjectZpos(Constant.MapObjects objType, int dist)
    {
        int distFromCurPos = dist - (int)distance_;

        switch (objType)
        {
        case Constant.MapObjects.LHOLE:
        case Constant.MapObjects.SHOP_NORMAL:
        case Constant.MapObjects.SHOP_EXPENSIVE:
        case Constant.MapObjects.SHOP_SANTA:
            return((float)distFromCurPos * 4.0f);

        case Constant.MapObjects.FISH_HOLE:
        case Constant.MapObjects.CRACK:
            return((float)distFromCurPos * 4.0f);

        case Constant.MapObjects.GOAL:
            return((float)distFromCurPos * 4.0f);

        case Constant.MapObjects.ROCK:
            return((float)distFromCurPos * 4.0f);

        default:
            break;
        }
        return(0.0f);
    }
Esempio n. 4
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    public void SetShopType(Constant.MapObjects shopType)
    {
        shopType_ = shopType;
        switch (shopType_)
        {
        case Constant.MapObjects.SHOP_NORMAL:
            //gameObject.GetComponent<SpriteRenderer>().sprite = Resources.Load()
            break;

        case Constant.MapObjects.SHOP_EXPENSIVE:
            break;

        case Constant.MapObjects.SHOP_SANTA:
            break;

        default:
            break;
        }
    }
Esempio n. 5
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    float calcObjectXPos(Constant.MapObjects objType, int hPos, int dist)
    {
        switch (objType)
        {
        case Constant.MapObjects.LHOLE:
            return((float)hPos * 3.0f);

        case Constant.MapObjects.FISH_HOLE:
        case Constant.MapObjects.CRACK:
            return((float)hPos * 3.5f);

        case Constant.MapObjects.SHOP_NORMAL:
        case Constant.MapObjects.SHOP_EXPENSIVE:
        case Constant.MapObjects.SHOP_SANTA:
            return((float)hPos * 4.0f);

        case Constant.MapObjects.ROCK:
            return((float)hPos * 4.8f);

        default:
            break;
        }
        return(0.0f);
    }
Esempio n. 6
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    public GameObject GetMapObjectInstance(Constant.MapObjects objectType)
    {
        switch (objectType)
        {
        case Constant.MapObjects.CRACK:
            foreach (GameObject obj in crackPool_)
            {
                if (obj.activeSelf == false)
                {
                    return(obj);
                }
            }
            break;

        case Constant.MapObjects.FISH_HOLE:
            foreach (GameObject obj in fishHolePool_)
            {
                if (obj.activeSelf == false)
                {
                    return(obj);
                }
            }
            break;

        case Constant.MapObjects.LHOLE:
            foreach (GameObject obj in largeHolePool_)
            {
                if (obj.activeSelf == false)
                {
                    return(obj);
                }
            }
            break;

        case Constant.MapObjects.ROCK:
            foreach (GameObject obj in rockPool_)
            {
                if (obj.activeSelf == false)
                {
                    return(obj);
                }
            }
            break;

        case Constant.MapObjects.SHOP_EXPENSIVE:
        case Constant.MapObjects.SHOP_NORMAL:
        case Constant.MapObjects.SHOP_SANTA:
            foreach (GameObject obj in shopPool_)
            {
                if (obj.activeSelf == false)
                {
                    return(obj);
                }
            }
            break;

        default:
            break;
        }
        return(null);
    }
Esempio n. 7
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 public void SetShopType(Constant.MapObjects shopType)
 {
     shopType_ = shopType;
 }