+ BaseSkillData에서 TargetLayer를 받아오게끔 로직 수정(스킬마다의 Target이 다름) + DamageableProps 태그 추가 + DamageableProps 부모 클래스 추가 + DamageableProps 상속 클래스 Rockfall 추가 + SandMole(모래두더지)가 벽에 박치기 한 뒤에 Rockfall(낙석)을 떨어뜨리는 기능 추가
81 lines
2.5 KiB
C#
81 lines
2.5 KiB
C#
using System.Collections;
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using BlueWater.Audios;
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using BlueWater.Interfaces;
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using BlueWater.Maps;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace BlueWater
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{
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public class Rockfall : DamageableProps
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{
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[Title("컴포넌트")]
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[SerializeField]
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private Rigidbody _rigidbody;
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[SerializeField, Required]
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private SphereCollider _sphereCollider;
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[Title("충돌 설정")]
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[SerializeField]
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private LayerMask _targetLayer;
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[SerializeField]
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private LayerMask _groundLayer;
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[SerializeField, Range(0f, 1f)]
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private float _checkDistance = 0.1f;
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[SerializeField, Range(0, 5)]
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private int _attackDamage = 1;
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[Title("Ground Crash 설정")]
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[SerializeField]
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private string _groundCrashSfxName;
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[SerializeField]
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private ParticleSystem _groundCrashParticle;
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private Collider[] _hitColliders = new Collider[4];
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private bool _isGrounded;
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private bool _isAttacked;
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private IEnumerator 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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while (!_isGrounded)
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{
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_isGrounded = Physics.Raycast(transform.position, Vector3.down, _checkDistance, _groundLayer);
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yield return null;
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}
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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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}
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}
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}
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} |