#17 Rockfall 무한 루프 버그 수정
+ Rockfall 코루틴 방식 -> Update 방식으로 변경 (간헐적으로 무한 루프에 걸리는 버그 테스트 더 필요)
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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using BlueWater.Audios;
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using BlueWater.Interfaces;
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@ -45,66 +46,86 @@ namespace BlueWater
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private ParticleSystem _groundCrashParticle;
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private Collider[] _hitColliders = new Collider[4];
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private RaycastHit _raycastHit;
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private float _startDistance = float.PositiveInfinity;
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private bool _isGrounded;
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private bool _isAttacked;
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// Hashes
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private static readonly int _fillHash = Shader.PropertyToID("_Fill");
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private IEnumerator Start()
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private void OnDrawGizmos()
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{
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Debug.DrawRay(transform.position, Vector3.down * _checkDistance, _isGrounded ? Color.blue : Color.red);
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}
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private void Start()
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{
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_sphereCollider.enabled = false;
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SpawnLocation = MapManager.Instance.SandMoleMapController.ParticleInstantiateLocation;
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if (!Physics.Raycast(transform.position, Vector3.down, out _raycastHit, 10f, _groundLayer))
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{
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Debug.LogError("땅을 감지하지 못하는 버그");
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return;
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}
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BasicSetting();
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ShowIndicator();
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_startDistance = _raycastHit.distance;
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}
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var startDistance = float.PositiveInfinity;
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while (!_isGrounded)
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private void Update()
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{
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if (!Physics.Raycast(transform.position, Vector3.down, out _raycastHit, 10f, _groundLayer))
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{
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if (!Physics.Raycast(transform.position, Vector3.down, out var hit, 10f, _groundLayer)) continue;
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if (float.IsPositiveInfinity(startDistance))
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{
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startDistance = hit.distance;
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}
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Debug.LogError("땅을 감지하지 못하는 버그");
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return;
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}
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_isGrounded = _raycastHit.distance <= _checkDistance;
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if (!_isGrounded)
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{
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if (_isUsingIndicator && _indicator)
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{
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var fillValue = Mathf.Lerp(1f, 0f, hit.distance / startDistance);
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var fillValue = Mathf.Lerp(1f, 0f, _raycastHit.distance / _startDistance);
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_indicator.material.SetFloat(_fillHash, fillValue);
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}
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_isGrounded = hit.distance <= _checkDistance;
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yield return null;
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}
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_indicator.material.SetFloat(_fillHash, 1f);
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HideIndicator();
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if (_rigidbody)
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else if (_isGrounded && !_isAttacked)
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{
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_rigidbody.isKinematic = true;
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}
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_sphereCollider.enabled = true;
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if (!string.IsNullOrEmpty(_groundCrashSfxName))
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{
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AudioManager.Instance.PlaySfx(_groundCrashSfxName);
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}
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if (_groundCrashParticle && SpawnLocation)
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{
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Instantiate(_groundCrashParticle, transform.position, Quaternion.identity, SpawnLocation);
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}
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var hitCount = Physics.OverlapSphereNonAlloc(_sphereCollider.bounds.center, _sphereCollider.radius,
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_hitColliders, _targetLayer, QueryTriggerInteraction.Collide);
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for (var i = 0; i < hitCount; i++)
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{
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var hitCollider = _hitColliders[i];
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var iDamageable = hitCollider.GetComponentInParent<IDamageable>();
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if (iDamageable == null || !iDamageable.CanDamage()) continue;
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_indicator.material.SetFloat(_fillHash, 1f);
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HideIndicator();
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iDamageable.TakeDamage(_attackDamage);
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if (_rigidbody)
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{
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_rigidbody.isKinematic = true;
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}
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_sphereCollider.enabled = true;
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if (!string.IsNullOrEmpty(_groundCrashSfxName))
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{
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AudioManager.Instance.PlaySfx(_groundCrashSfxName);
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}
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if (_groundCrashParticle && SpawnLocation)
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{
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Instantiate(_groundCrashParticle, transform.position, Quaternion.identity, SpawnLocation);
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}
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var hitCount = Physics.OverlapSphereNonAlloc(_sphereCollider.bounds.center, _sphereCollider.radius,
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_hitColliders, _targetLayer, QueryTriggerInteraction.Collide);
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for (var i = 0; i < hitCount; i++)
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{
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var hitCollider = _hitColliders[i];
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var iDamageable = hitCollider.GetComponentInParent<IDamageable>();
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if (iDamageable == null || !iDamageable.CanDamage()) continue;
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iDamageable.TakeDamage(_attackDamage);
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Die();
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}
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_isAttacked = true;
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}
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}
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