#28 스파인 상호작용 Props (SummerGrass01) 추가

+ BaseSpineProps 스파인을 기반으로 사용되는 Props 프리팹
+ SpineDamageablesProps 공격을 받을 수 있는 스파인 기반 Props 클래스 추가
+ 타이탄 슬라임 맵 테스트용 배치

Closes #28
This commit is contained in:
Nam Tae Gun 2024-06-24 05:37:15 +09:00
parent c9e2a6ab5d
commit 9ae121f396
24 changed files with 1837 additions and 10 deletions

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@ -257,7 +257,7 @@ namespace BlueWater.Players.Combat
if (angleBetween >= ComboAttacks[comboAttackCount - 1].Angle * 0.5f) continue;
var iDamageable = hitCollider.transform.GetComponentInParent<IDamageable>();
if (iDamageable != null)
if (iDamageable != null && iDamageable.CanDamage())
{
iDamageable.TakeDamage(ComboAttacks[comboAttackCount - 1].Damage);
// TODO : Collider에 따라 잘 안보이는 경우가 있음

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@ -1,4 +1,3 @@
using System;
using BlueWater.Audios;
using BlueWater.Interfaces;
using Sirenix.OdinInspector;
@ -22,10 +21,10 @@ namespace BlueWater
[Title("Die 설정")]
[SerializeField]
private string _dieSfxName;
protected string DieSfxName;
[SerializeField]
private ParticleSystem _dieParticle;
protected ParticleSystem DieParticle;
protected Transform SpawnLocation;
@ -41,7 +40,7 @@ namespace BlueWater
public virtual bool CanDamage()
{
return true;
return CurrentHealthPoint > 0;
}
public virtual void TakeDamage(int damageAmount)
@ -65,14 +64,14 @@ namespace BlueWater
public virtual void Die()
{
if (!string.IsNullOrEmpty(_dieSfxName))
if (!string.IsNullOrEmpty(DieSfxName))
{
AudioManager.Instance.PlaySfx(_dieSfxName);
AudioManager.Instance.PlaySfx(DieSfxName);
}
if (_dieParticle && SpawnLocation)
if (DieParticle && SpawnLocation)
{
Instantiate(_dieParticle, transform.position, Quaternion.identity, SpawnLocation);
Instantiate(DieParticle, transform.position, Quaternion.identity, SpawnLocation);
}
Destroy(gameObject);

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@ -0,0 +1,56 @@
using BlueWater.Audios;
using BlueWater.Players;
using UnityEngine;
namespace BlueWater
{
public class SpineDamageableProps : DamageableProps
{
[SerializeField]
private SpineController _spineController;
[SerializeField]
private string _idleAnimationName;
[SerializeField]
private string _touchAnimationName;
[SerializeField]
private string _dieAnimationName;
private void Awake()
{
_spineController = GetComponent<SpineController>();
}
protected override void OnEnable()
{
base.OnEnable();
_spineController.PlayAnimation(_idleAnimationName, true);
}
private void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player") || CurrentHealthPoint <= 0) return;
_spineController.PlayAnimation(_touchAnimationName, false);
}
private void OnTriggerExit(Collider other)
{
if (!other.CompareTag("Player") || CurrentHealthPoint <= 0) return;
_spineController.PlayAnimation(_idleAnimationName, true);
}
public override void Die()
{
if (!string.IsNullOrEmpty(DieSfxName))
{
AudioManager.Instance.PlaySfx(DieSfxName);
}
_spineController.PlayAnimation(_dieAnimationName, false);
}
}
}

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