+ GameManager CurrentCombatPlayer 버그 및 로직 수정 + 타이탄 슬라임 스프라이트 변경 + Tycoon action 추가 + JumpSlam 스프라이트 형식으로 변경 + Npc 레이어 추가
71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace BlueWater.Uis
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{
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public enum TutorialState
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{
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None = 0,
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First,
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Second,
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End
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}
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public class CombatTutorialUi : MonoBehaviour
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{
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[SerializeField]
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private GameObject _firstTutorialUi;
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[SerializeField]
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private GameObject _secondTutorialUi;
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public TutorialState CurrentTutorialState { get; private set; }
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[Button("컴포넌트 초기화")]
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private void InitializeComponents()
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{
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_firstTutorialUi = transform.Find("FirstTutorialUi").gameObject;
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_secondTutorialUi = transform.Find("SecondTutorialUi").gameObject;
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}
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public void ShowFirstTutorialUi()
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{
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PlayerInputKeyManager.Instance.DisableCurrentPlayerInput();
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gameObject.SetActive(true);
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_firstTutorialUi.SetActive(true);
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_secondTutorialUi.SetActive(false);
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CurrentTutorialState = TutorialState.First;
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StartCoroutine(FirstTutorialCoroutine());
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}
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private IEnumerator FirstTutorialCoroutine()
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{
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yield return new WaitForSeconds(0.1f);
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PlayerInputKeyManager.Instance.EnableCurrentPlayerInput();
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PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.CombatUi);
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PlayerInputKeyManager.Instance.DisableAllActionsExcept("InteractionUi");
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}
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public void SecondFirstTutorialUi()
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{
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gameObject.SetActive(true);
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_firstTutorialUi.SetActive(false);
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_secondTutorialUi.SetActive(true);
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CurrentTutorialState = TutorialState.Second;
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}
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public void EndTutorialUi()
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{
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gameObject.SetActive(false);
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_firstTutorialUi.SetActive(false);
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_secondTutorialUi.SetActive(false);
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CurrentTutorialState = TutorialState.End;
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//PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.Combat);
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//PlayerInputKeyManager.Instance.EnableAllActions();
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CombatUiManager.Instance.MoveSelectStage(0);
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}
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}
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} |