+ GameManager CurrentCombatPlayer 버그 및 로직 수정 + 타이탄 슬라임 스프라이트 변경 + Tycoon action 추가 + JumpSlam 스프라이트 형식으로 변경 + Npc 레이어 추가
136 lines
4.1 KiB
C#
136 lines
4.1 KiB
C#
using System;
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using BlueWater.Uis;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace BlueWater.Players.Combat
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{
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public class CombatInput : MonoBehaviour
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{
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// variables
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#region variables
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// Components
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private PlayerInput _playerInput;
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// Events
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public event Action<Vector2> OnMoveInputReceived;
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public event Action OnDashInputReceived;
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public event Action<bool> OnAttackInputReceived;
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public event Action OnActivateMainSkillInputReceived;
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#endregion
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// Initialize methods
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#region Initialize methods
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public void InitializeComponents(PlayerInput playerInput)
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{
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_playerInput = playerInput;
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_playerInput.enabled = true;
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PlayerInputKeyManager.Instance.SetCurrentPlayerInput(_playerInput);
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PlayerInputKeyManager.Instance.SwitchCurrentActionMap(InputActionMaps.Combat);
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}
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#endregion
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// Player input methods
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#region Player input methods
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public void OnMove(InputAction.CallbackContext context)
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{
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var movementInput = context.ReadValue<Vector2>();
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OnMoveInputReceived?.Invoke(movementInput);
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}
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public void OnDash(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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OnDashInputReceived?.Invoke();
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}
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}
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public void OnAttack(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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var device = context.control.device;
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bool usedMouse;
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switch (device)
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{
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case Keyboard:
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usedMouse = false;
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break;
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case Mouse:
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usedMouse = true;
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break;
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default:
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return;
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}
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OnAttackInputReceived?.Invoke(usedMouse);
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}
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}
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public void OnActivateMainSkill(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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OnActivateMainSkillInputReceived?.Invoke();
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}
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}
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public void OnOpenItemInventory(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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CombatUiManager.Instance.CombatItemInventoryUi.Open(CombatUiManager.Instance.PopupUiList);
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}
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}
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public void OnCloseItemInventory(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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if (!CombatUiManager.Instance.CombatItemInventoryUi.gameObject.activeSelf) return;
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CombatUiManager.Instance.CombatItemInventoryUi.Close();
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}
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}
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public void OnOpenMenu(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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CombatUiManager.Instance.CombatMenuPopupUi.Open(CombatUiManager.Instance.PopupUiList);
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}
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}
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public void OnCancel(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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CombatUiManager.Instance.CloseLastPopup();
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}
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}
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public void OnInteractionUi(InputAction.CallbackContext context)
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{
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if (context.performed)
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{
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if (CombatUiManager.Instance.CombatTutorialUi.CurrentTutorialState == TutorialState.First)
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{
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CombatUiManager.Instance.CombatTutorialUi.SecondFirstTutorialUi();
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}
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else if (CombatUiManager.Instance.CombatTutorialUi.CurrentTutorialState == TutorialState.Second)
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{
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CombatUiManager.Instance.CombatTutorialUi.EndTutorialUi();
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}
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}
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}
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#endregion
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}
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} |