コード例 #1
0
 void Start()
 {
     FullBlock.SetActive(false);
     CrackedBlock.SetActive(true);
     hitCount++;
 }
コード例 #2
0
    public void Undo()
    {
        /*RETURN TO BEFORE STATE
         * GameController
         * Player(Both)
         */
        Player main_player  = player;       //먼저 움직인 캐릭터
        Player other_player = player.other; //그 다음에 움직인 캐릭터(안 움직였을 수도 있음)

        map.SetBlockData((int)other_player.transform.position.x, (int)other_player.transform.position.z, other_player.temp);
        map.SetBlockData((int)main_player.transform.position.x, (int)main_player.transform.position.z, main_player.temp);


        main_player.transform.position  = beforePosition_move;
        other_player.transform.position = beforePosition_other;

        Debug.Log(player_move_state.state);

        main_player.temp    = player_move_state.temp;
        main_player.onCloud = player_move_state.onCloud;
        main_player.isLock  = player_move_state.isLock;
        main_player.state   = player_move_state.state;

        other_player.temp    = player_other_state.temp;
        other_player.onCloud = player_other_state.onCloud;
        other_player.isLock  = player_other_state.isLock;
        other_player.state   = player_other_state.state;

        if (main_player.state == Player.State.Master)
        {
            other_player.transform.SetParent(main_player.transform);
        }
        else if (main_player.state == Player.State.Slave)
        {
            main_player.transform.SetParent(other_player.transform);
        }
        else
        {
            other_player.transform.SetParent(null);
            main_player.transform.SetParent(null);
        }


        int main_player_data  = (int)main_player.transform.position.y == 1 ? BlockNumber.character : BlockNumber.upperCharacter;
        int other_player_data = (int)other_player.transform.position.y == 1 ? BlockNumber.character : BlockNumber.upperCharacter;

        map.SetBlockData((int)main_player.transform.position.x, (int)main_player.transform.position.z, main_player_data);
        map.SetBlockData((int)other_player.transform.position.x, (int)other_player.transform.position.z, other_player_data);



        //reset check array
        for (int i = 0; i < beforeSnow.Count; i++)
        {
            int height = (int)beforeSnow[i].x;
            int width  = (int)beforeSnow[i].y;
            map.UpdateCheckArray(width, height, false);

            Block block = map.GetBlock(width, height);
            if (block.type == Block.Type.Ground)
            {
                GroundBlock groundBlock = block.GetComponent <GroundBlock>();
                groundBlock.RevertBlock();
            }
        }

        GameController.instance.RemainCheck();
        GameController.instance.moveCount--;
        GameController.instance.UndoCommand();

        if (map.parfait)
        {
            foreach (ParfaitBlock parfaitBlock in GameController.instance.mapLoader.parfaitBlock)
            {
                if (beforeParfaitOrder > parfaitBlock.sequence)                //DeActivate
                {
                    Debug.Log("clear");
                    parfaitBlock.ClearParfait();
                }
                else if (beforeParfaitOrder == parfaitBlock.sequence)                //Activate
                {
                    Debug.Log("active");
                    parfaitBlock.Activate();
                }
                else
                {
                    Debug.Log("deactive");
                    parfaitBlock.DeActivate();
                }
            }

            GameController.ParfaitOrder = beforeParfaitOrder;
        }

        //블럭 리셋
        for (int i = 0; i < stepped_block.Count; i++)
        {
            if (stepped_block[i].type == Block.Type.Cracker)
            {
                CrackedBlock crackBlock = stepped_block[i].GetComponent <CrackedBlock>();

                //TriggerExit 코드를 방지하기 위함
                if (crackBlock.crack_ready)         //아직 깨지지 않음 -> 캐릭터가 크래커 위에 있음
                {
                    crackBlock.crack_ready = false; //움직여도 깨지지 않게 하기 위함
                }
                else                                //깨졌음 -> 캐릭터가 지나간 블럭
                {
                    crackBlock.RevertBlock();
                }
            }
        }
    }