115 lines
3.0 KiB
C#
115 lines
3.0 KiB
C#
using System.Collections;
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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.Enemies.Bosses.GhostBarrel
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{
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public enum LavaBarrelSkill
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{
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None = 0,
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}
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public enum LavaBarrelSkin
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{
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}
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public enum LavaBarrelAnimation
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{
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None = 0,
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Empty,
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Idle,
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In,
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Out
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}
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public class LavaBarrel : SpineBoss
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{
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// Variables
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#region Variables
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public LavaBarrelData LavaBarrelData { get; private set; }
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public GhostBarrelMapController GhostBarrelMapController { get; private set; }
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#endregion
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// Unity events
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#region Unity events
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protected override void OnDestroy()
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{
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base.OnDestroy();
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//BossHealthPoint.OnHealthChanged -= SummonMiniSandMole;
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}
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#endregion
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// Initialize methods
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#region Initialize methods
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protected override void InitializeComponents()
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{
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base.InitializeComponents();
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LavaBarrelData = BossData as LavaBarrelData;
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GhostBarrelMapController = MapManager.Instance.GhostBarrelMapController;
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}
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public override void Initialize()
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{
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StartCoroutine(InitializeCoroutine());
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}
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private IEnumerator InitializeCoroutine()
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{
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HitBoxCollider.enabled = false;
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BossHealthPoint.Initialize(true, BossData.MaxHealthPoint,
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BossData.DisplayName, GhostBarrelMapController.ParticleInstanceLocation);
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BossSkillController.Initialize(BossData.SkillDataList);
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SpineController.PlayAnimation(BoomBarrelAnimation.Empty.ToString(), false);
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yield return StartCoroutine(DissolveCoroutine(0f, 1f, SpawnDissolveTime));
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BehaviorTree.EnableBehavior();
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HitBoxCollider.enabled = true;
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}
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#endregion
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// Methods
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#region Methods
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protected override void Die()
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{
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StartCoroutine(DieCoroutine());
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}
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private IEnumerator DieCoroutine()
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{
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BossSkillController.StopAllCoroutine();
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BehaviorTree.DisableBehavior();
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HitBoxCollider.enabled = false;
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if (Rigidbody)
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{
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Rigidbody.linearVelocity = Vector3.zero;
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Rigidbody.isKinematic = true;
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}
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// TODO : 죽는 애니메이션 추가
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//SpineController.SetSkin(SandMoleSkin.Idle.ToString());
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//var dieTrack = SpineController.PlayAnimation(SandMoleAnimation.Die.ToString(), false);
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//await SpineController.WaitForAnimationCompletion(dieTrack);
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yield return StartCoroutine(DissolveCoroutine(1f, 0f, DieDissolveTime));
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Destroy(gameObject);
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}
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#endregion
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}
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} |