#43 FieldBoss01 Test.ver002

+ 필요없는 에셋 삭제
+ 데이터 정리
This commit is contained in:
NTG_Lenovo 2023-11-30 14:35:48 +09:00
parent 2e7348ed52
commit 06955dfecc
321 changed files with 10 additions and 51828 deletions

View File

@ -29,7 +29,6 @@ namespace BlueWaterProject
protected Transform user; protected Transform user;
protected Collider[] hitColliders; protected Collider[] hitColliders;
protected LayerMask floorCheckLayer;
protected float endSkillTime; protected float endSkillTime;
// Hash // Hash
@ -76,7 +75,6 @@ namespace BlueWaterProject
indicator.material = new Material(indicator.material); indicator.material = new Material(indicator.material);
indicator.material.SetFloat(FillHash, 0f); indicator.material.SetFloat(FillHash, 0f);
hitColliders = new Collider[ActiveSkillData.MaxAttackTargets]; hitColliders = new Collider[ActiveSkillData.MaxAttackTargets];
floorCheckLayer = LayerMask.GetMask("Ground") | LayerMask.GetMask("Props");
} }
protected void HideIndicator() protected void HideIndicator()

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@ -1,5 +1,6 @@
using System; using System;
using System.Collections; using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
@ -8,6 +9,7 @@ namespace BlueWaterProject
{ {
public class LavaEruption : ActiveSkill public class LavaEruption : ActiveSkill
{ {
[Title("Extensions Data")]
[SerializeField] private float randomRadius = 3f; [SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f; [SerializeField] private float projectileDelay = 2f;
[SerializeField] private float damageDelay = 0.5f; [SerializeField] private float damageDelay = 0.5f;

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@ -1,13 +1,14 @@
using System; using System;
using System.Collections; using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public class LineRush : ActiveSkill public class LineRush : ActiveSkill
{ {
[Title("Extensions Data")]
[SerializeField] private float rushOffset = 10f; [SerializeField] private float rushOffset = 10f;
[SerializeField] private float rushSpeed = 10f; [SerializeField] private float rushSpeed = 10f;
[SerializeField] private float doubleRushDelay = 0.5f; [SerializeField] private float doubleRushDelay = 0.5f;
@ -16,13 +17,6 @@ namespace BlueWaterProject
{ {
StartCoroutine(SkillCoroutine(targetPos, action1, action2)); StartCoroutine(SkillCoroutine(targetPos, action1, action2));
} }
// protected override void Awake()
// {
// base.Awake();
//
// endSkillTime = ActiveSkillData.CastingTime;
// }
private IEnumerator SkillCoroutine(Vector3 targetPos, Action ghostPlay, Action ghostStop) private IEnumerator SkillCoroutine(Vector3 targetPos, Action ghostPlay, Action ghostStop)
{ {

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@ -1,5 +1,6 @@
using System; using System;
using System.Collections; using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random; using Random = UnityEngine.Random;
@ -8,6 +9,7 @@ namespace BlueWaterProject
{ {
public class VolcanicEruption : ActiveSkill public class VolcanicEruption : ActiveSkill
{ {
[Title("Extensions Data")]
[SerializeField] private float randomRadius = 3f; [SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f; [SerializeField] private float projectileDelay = 2f;
[SerializeField] private float damageDelay = 0.5f; [SerializeField] private float damageDelay = 0.5f;

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@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
@ -8,7 +9,7 @@ namespace BlueWaterProject
[Serializable] [Serializable]
public class SkillController : MonoBehaviour public class SkillController : MonoBehaviour
{ {
[SerializeField] private ActiveSkillSo activeSkillDataSo; [SerializeField] private ActiveSkillSo activeSkillSo;
private Dictionary<string, ActiveSkill> activeSkillDictionary; private Dictionary<string, ActiveSkill> activeSkillDictionary;
private ActiveSkill cachingObj; private ActiveSkill cachingObj;
@ -20,9 +21,9 @@ namespace BlueWaterProject
private void Init() private void Init()
{ {
activeSkillDictionary = new Dictionary<string, ActiveSkill>(activeSkillDataSo.ActiveSkillList.Count); activeSkillDictionary = new Dictionary<string, ActiveSkill>(activeSkillSo.ActiveSkillList.Count);
foreach (var activeSkill in activeSkillDataSo.ActiveSkillList) foreach (var activeSkill in activeSkillSo.ActiveSkillList)
{ {
activeSkillDictionary.Add(activeSkill.ActiveSkillData.Name, activeSkill); activeSkillDictionary.Add(activeSkill.ActiveSkillData.Name, activeSkill);
} }

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPG_Indicator;
public class CodeExample : MonoBehaviour
{
public RpgIndicator PlayerIndicator;
// Note
// ShowRangeIndicator will activate the range indicator before casting
// RpgIndicator.IndicatorAlignement.Ally will determine the color to use when showing the indicator
// Style refer to the array od RPGIndicatorData. It will affect the colors, materials and layer to use
private void Start()
{
Radius();
}
public void Cone()
{
// Cone ability with a 40 degree angle and range of 10
PlayerIndicator.ShowCone(40, 10, true, RpgIndicator.IndicatorColor.Ally, 0);
}
public void Line()
{
// Line ability with a length og 6 and range of 10
PlayerIndicator.ShowLine(6, 10, true, RpgIndicator.IndicatorColor.Ally, 0);
}
public void Area()
{
// Area ability with a radius of 5 and range of 10 and with 2 custom colors
PlayerIndicator.CustomColor("#80989700", "#80989700");
PlayerIndicator.ShowArea(5, 10, true, RpgIndicator.IndicatorColor.Custom, 0);
}
public void Radius()
{
// Radius ability with a radius of 10
PlayerIndicator.ShowRadius(10, false, RpgIndicator.IndicatorColor.Enemy, 0);
}
public void Cast()
{
// Start casting with a casting time of 5 seconds
PlayerIndicator.Casting(5);
}
public void Interrupt()
{
// Interrupt casting
PlayerIndicator.InterruptCasting();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine;
using UnityEngine.Animations;
namespace RPG_Indicator
{
public class RpgIndicator : MonoBehaviour
{
public RpgIndicatorData[] data;
public DecalProjector MainIndicator;
public DecalProjector RangeIndicator;
public float ProjectorHeight = 5;
[Space(10)]
public bool ShowMainIndicator;
public bool ShowRangeIndicator;
[Space(10)]
public bool isPlayer;
public enum IndicatorType
{
Range,
Cone,
Area,
Radius,
Line
}
public enum IndicatorColor
{
Ally,
Neutral,
Enemy,
Custom
}
[Range(0, 1)]
public float Opacity = 0.5f;
[Range(0, 25)]
public float EmissiveStrength = 1f;
private bool isCasting;
private float CastingTime = 5;
private float Range = 15;
private float FillPercentage;
private float endValue = 1;
private float startValue = 0;
private float timeElapsed;
private Color MainColor;
private Color RangeColor;
private LayerMask layermask;
private Transform player;
private new Camera camera;
private GameObject PoleObject;
private RotationConstraint MainRotator;
private RotationConstraint RangeRotator;
private bool followMouse;
private bool lookAtMouse;
private Vector3 initialPosition = new Vector3(0,0,0);
void Start()
{
InitiateIndicator();
}
private void Update()
{
if (followMouse) FollowMouse();
if(lookAtMouse) RotateIndicator();
if (isCasting) Casting(CastingTime);
}
public void ShowCone(float angle, float range, bool showRangeIndicator, IndicatorColor color, int style)
{
MainIndicator.material = new Material(data[style].ConeIndicator);
BasicSetup();
MainIndicator.material.SetFloat("_Angle", angle);
MainIndicator.transform.localScale = new Vector3(range * 2, range * 2, ProjectorHeight);
Range = range;
if (showRangeIndicator) ShowRange(range, color, style);
ColorChange(color, style);
if(isPlayer)
{
lookAtMouse = true;
followMouse = false;
MainRotator.constraintActive = false;
}
}
public void ShowLine(float length, float range, bool showRangeIndicator, IndicatorColor color, int style)
{
MainIndicator.material = new Material(data[style].LineIndicator);
BasicSetup();
MainIndicator.transform.localScale = new Vector3(length, (range * 2), ProjectorHeight);
Range = range;
if (showRangeIndicator) ShowRange(range, color, style);
ColorChange(color, style);
if(isPlayer)
{
lookAtMouse = true;
followMouse = false;
MainRotator.constraintActive = false;
}
}
public void ShowArea(float radius, float range, bool showRangeIndicator, IndicatorColor color, int style)
{
MainIndicator.material = new Material(data[style].AreaIndicator);
BasicSetup();
MainIndicator.transform.localScale = new Vector3(radius * 2, radius * 2, ProjectorHeight);
Range = range;
if (showRangeIndicator) ShowRange(range, color, style);
ColorChange(color, style);
if(isPlayer)
{
followMouse = true;
lookAtMouse = false;
MainRotator.constraintActive = true;
}
}
public void ShowRadius(float radius, bool showRangeIndicator, IndicatorColor color, int style)
{
HideRange();
MainIndicator.material = new Material(data[style].RadiusIndicator);
BasicSetup();
MainIndicator.transform.localScale = new Vector3(radius * 2, radius * 2, ProjectorHeight);
Range = radius;
if (showRangeIndicator) ShowRange(radius, color, style);
ColorChange(color, style);
if(isPlayer)
{
lookAtMouse = false;
followMouse = false;
MainRotator.constraintActive = true;
}
}
public void ShowRange(float range, IndicatorColor color, int style)
{
RangeIndicator.material = new Material(RangeIndicator.material);
ColorChange(color, style);
RangeIndicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
RangeIndicator.enabled = true;
RangeIndicator.transform.localScale = new Vector3(range * 2, range * 2, ProjectorHeight);
Range = range;
if (isPlayer)
{
RangeRotator.constraintActive = true;
}
}
public void HideMain()
{
MainIndicator.enabled = false;
MainIndicator.material.SetFloat("_Fill", 0);
if(isPlayer)
{
if (MainRotator != null) MainRotator.constraintActive = false;
followMouse = false;
lookAtMouse = false;
}
}
public void HideRange()
{
RangeIndicator.enabled = false;
if(isPlayer)
{
if (RangeRotator != null) RangeRotator.constraintActive = false;
}
}
public void Casting(float castingTime)
{
HideRange();
isCasting = true;
CastingTime = castingTime;
if (timeElapsed < castingTime)
{
FillPercentage = Mathf.Lerp(startValue, endValue, timeElapsed / castingTime);
timeElapsed += Time.deltaTime;
MainIndicator.material.SetFloat("_Fill", FillPercentage);
}
if (timeElapsed >= castingTime)
{
HideMain();
isCasting = false;
timeElapsed = 0;
}
}
public void InterruptCasting()
{
HideMain();
HideRange();
isCasting = false;
timeElapsed = 0f;
MainIndicator.material.SetFloat("_Fill", 0f);
}
public void CustomColor(string mainColor, string rangeColor)
{
Color color1;
Color color2;
ColorUtility.TryParseHtmlString(mainColor, out color1);
ColorUtility.TryParseHtmlString(rangeColor, out color2);
MainColor = color1;
RangeColor = color2;
}
private void FollowMouse()
{
RangeIndicator.enabled = true;
if (camera == null)
{
camera = Camera.main;
}
if (player == null)
{
player = GameObject.FindWithTag("Player").transform;
}
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 2000, layermask))
{
Vector3 targetPos = (player.position + raycastHit.point) / 2;
Vector3 Distance = targetPos - player.position;
Distance = Vector3.ClampMagnitude((Distance * 2), Range);
MainIndicator.transform.position = player.position + Distance;
}
}
private void RotateIndicator()
{
RangeIndicator.enabled = true;
if (camera == null)
{
camera = Camera.main;
}
if (player == null)
{
player = GameObject.FindWithTag("Player").transform;
}
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 2000, layermask))
{
Vector3 targetPos = raycastHit.point - transform.position;
Quaternion lookRot = Quaternion.LookRotation(targetPos, Vector3.up);
float eulerY = lookRot.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(90, eulerY, 0);
MainIndicator.transform.rotation = rotation;
}
}
private void BasicSetup()
{
transform.localPosition = new Vector3(0, ProjectorHeight / 2, 0);
MainIndicator.transform.localPosition = initialPosition;
MainIndicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
MainIndicator.enabled = true;
MainIndicator.material.SetFloat("_Fill", 0f);
}
private void ColorChange(IndicatorColor color, int style)
{
layermask = data[style].Layer;
switch (color)
{
case IndicatorColor.Ally:
{
MainColor = data[style].MainAllyColor;
RangeColor = data[style].RangeAllyColor;
}
break;
case IndicatorColor.Neutral:
{
MainColor = data[style].MainNeutralColor;
RangeColor = data[style].RangeNeutralColor;
}
break;
case IndicatorColor.Enemy:
{
MainColor = data[style].MainEnemyColor;
RangeColor = data[style].RangeEnemyColor;
}
break;
case IndicatorColor.Custom:
{
// You need to call CustomColor() before using an indicator
}
break;
default:
break;
}
MainIndicator.material.SetColor("_Color", MainColor);
RangeIndicator.material.SetColor("_Color", RangeColor);
MainIndicator.material.SetFloat("_Opacity", Opacity);
RangeIndicator.material.SetFloat("_Opacity", Opacity);
MainIndicator.material.SetFloat("_Emissive_Strength", EmissiveStrength);
RangeIndicator.material.SetFloat("_Emissive_Strength", EmissiveStrength);
}
private void SetupPole()
{
PoleObject = new GameObject("Indicator Pole - Do not delete");
ConstraintSource MyConstraint = new ConstraintSource();
MyConstraint.sourceTransform = PoleObject.transform;
MyConstraint.weight = 1;
MainRotator = MainIndicator.gameObject.AddComponent<RotationConstraint>();
RangeRotator = RangeIndicator.gameObject.AddComponent<RotationConstraint>();
Vector3 offset = new Vector3(90, 0, 0);
MainRotator.rotationOffset = offset;
RangeRotator.rotationOffset = offset;
MainRotator.AddSource(MyConstraint);
RangeRotator.AddSource(MyConstraint);
}
private void InitiateIndicator()
{
if (isPlayer) SetupPole();
if (!ShowMainIndicator) HideMain();
if (!ShowRangeIndicator) HideRange();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Data", menuName = "Rpg Indicator Data", order = 1)]
public class RpgIndicatorData : ScriptableObject
{
[ColorUsage(true, true)]
public Color MainAllyColor;
[ColorUsage(true, true)]
public Color MainNeutralColor;
[ColorUsage(true, true)]
public Color MainEnemyColor;
[HideInInspector]
[ColorUsage(true, true)]
public Color MainCustomColor;
[Space (10)]
[ColorUsage(true, true)]
public Color RangeAllyColor;
[ColorUsage(true, true)]
public Color RangeNeutralColor;
[ColorUsage(true, true)]
public Color RangeEnemyColor;
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[ColorUsage(true, true)]
public Color RangeCustomColor;
[Space(10)]
public Material RangeIndicator;
public Material ConeIndicator;
public Material AreaIndicator;
public Material RadiusIndicator;
public Material LineIndicator;
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