수정사항 내용 참고

+ 타이탄 슬라임 젬스톤 드랍 추가 (관련 excel, json, so 추가)
+ 아이템 프리팹 각도 수정
+ GroundFog Queue 2999
+ FlashAndShadowSeeThroughLit Queue 3001
+ SandMole 가시 던지기 애니메이션 변경
+ SandMole 맵에 부서지는 오브젝트 Spike 배치
This commit is contained in:
Nam Tae Gun 2024-06-29 00:35:10 +09:00
parent ed44b6f168
commit 2c1c80660c
30 changed files with 1722 additions and 909 deletions

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@ -36,7 +36,10 @@ namespace BlueWater.Enemies.Bosses.SandMole
Spin,
SpinReady,
SpinReady2,
Stun
Stun,
ShootingStart,
ShootingIdle,
ShootingEnd
}
public class SandMole : SpineBoss

View File

@ -1,6 +1,5 @@
using BlueWater.Items;
using BlueWater.Maps;
using BlueWater.Uis;
using Sirenix.OdinInspector;
using UnityEngine;

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@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
@ -16,6 +17,15 @@ namespace BlueWater.Items
[SerializeField, Required]
private ItemDropTableSo _itemDropTableSo;
private Dictionary<int, ItemDropTable> _itemDropTableDictionary;
[Title("드롭 아이템 설정")]
[SerializeField]
private float _randomDropRadius = 3f;
[SerializeField]
private float _minSeparationDistance = 1.5f;
private const int MaxAttempts = 1000;
protected override void OnAwake()
{
@ -45,23 +55,37 @@ namespace BlueWater.Items
if (itemDropTable == null) return;
var droppedItemList = itemDropTable.GetDroppedItemList();
var droppedPositions = new List<Vector3>();
foreach (var element in droppedItemList)
{
var newDropPositionX = Random.Range(dropPosition.x - 1f, dropPosition.x + 1f);
var newDropPositionZ = Random.Range(dropPosition.z - 1f, dropPosition.z + 1f);
var newDropPosition = new Vector3(newDropPositionX, dropPosition.y, newDropPositionZ);
Vector3 newDropPosition;
var attempts = 0;
do
{
attempts++;
var newDropPositionX = Random.Range(dropPosition.x - _randomDropRadius, dropPosition.x + _randomDropRadius);
var newDropPositionZ = Random.Range(dropPosition.z - _randomDropRadius, dropPosition.z + _randomDropRadius);
newDropPosition = new Vector3(newDropPositionX, dropPosition.y, newDropPositionZ);
} while (!IsDropPositionAvailable(newDropPosition, droppedPositions) && attempts < MaxAttempts);
droppedPositions.Add(newDropPosition);
var itemPrefab = _itemDictionary[element.Idx].ItemPrefab;
if (!itemPrefab)
{
itemPrefab = _defaultItemPrefab;
}
var instantiateItem = Instantiate(itemPrefab, newDropPosition, Quaternion.identity);
var instantiateItem = Instantiate(itemPrefab, newDropPosition, itemPrefab.transform.rotation);
instantiateItem.Initialize(element);
instantiateItem.AddForce(Vector3.up * 20f, ForceMode.Impulse);
}
}
private bool IsDropPositionAvailable(Vector3 position, List<Vector3> positions)
{
return positions.Any(pos => Vector3.Distance(position, pos) > _minSeparationDistance);
}
public ItemData GetItemDataByIdx(int idx)
{
if (_itemDictionary.TryGetValue(idx, out var itemData)) return itemData;

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View File

@ -36,22 +36,14 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
{
EnableSkill = false;
_spineController.SetSkin(SandMoleSkin.Idle.ToString());
var spinReady2Track = _spineController.PlayAnimation(SandMoleAnimation.SpinReady2.ToString(), false);
if (spinReady2Track == null)
var shootingStartTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingStart.ToString(), false);
if (shootingStartTrack == null)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => spinReady2Track.IsComplete);
_spineController.SetSkin(SandMoleSkin.Spin.ToString());
var spinTrack = _spineController.PlayAnimation(SandMoleAnimation.Spin.ToString(), true);
if (spinTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => shootingStartTrack.IsComplete);
IsUsingSkill = true;
var startPosition = SkillUser.transform.position;
@ -64,6 +56,7 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
yield break;
}
_spineController.PlayAnimation(SandMoleAnimation.ShootingIdle.ToString(), false);
var targetCenterPosition = _targetCollider.bounds.center;
startPosition.y = targetCenterPosition.y;
var targetVector = targetCenterPosition - startPosition;
@ -77,6 +70,15 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
yield return waitForSeconds;
}
var shootingEndTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingEnd.ToString(), true);
if (shootingEndTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => shootingEndTrack.IsComplete);
EndSkill(SkillData.Cooldown, actions[0]);
}

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