parent
29380edf79
commit
22de879e35
File diff suppressed because it is too large
Load Diff
@ -1,6 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Blobcreate.ProjectileToolkit;
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using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@ -18,9 +16,12 @@ namespace BlueWaterProject
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[Tooltip("회전 속도")] public float turnSpeed = 10f;
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[Title("캐논")]
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[SerializeField] private Cannon cannon;
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[SerializeField] private float cannonCooldown = 1f;
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[SerializeField] private float chargingSpeed = 1f;
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[SerializeField] private bool isFireMode;
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[SerializeField] private bool chargingCannon;
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[SerializeField] private bool isReloading;
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[SerializeField] private float chargingGauge;
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[SerializeField] private float previousGauge;
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@ -30,12 +31,19 @@ namespace BlueWaterProject
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// public Transform predictedPos;
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private Rigidbody rb;
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private PlayerInput playerInput;
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private GameObject directionIndicator;
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[SerializeField] private LayerMask waterLayer;
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private void Init()
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{
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rb = GetComponent<Rigidbody>();
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playerInput = GetComponent<PlayerInput>();
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directionIndicator = transform.Find("DirectionIndicator").gameObject;
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directionIndicator.SetActive(false);
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waterLayer = LayerMask.GetMask("Water");
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}
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#region Unity Function
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@ -109,7 +117,22 @@ namespace BlueWaterProject
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private void HandleFireCannon()
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{
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if (!isFireMode || !chargingCannon) return;
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if (!isFireMode) return;
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var ray = CameraManager.Inst.MainCam.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out var hit, Mathf.Infinity, waterLayer))
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{
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var directionToMouse = hit.point - directionIndicator.transform.position;
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directionToMouse.y = 0f;
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var lookRotation = Quaternion.LookRotation(directionToMouse);
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var rotationDirection = Quaternion.Euler(0f, lookRotation.eulerAngles.y, 0f);
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directionIndicator.transform.rotation = rotationDirection;
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cannon.transform.rotation = rotationDirection;
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}
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if (!chargingCannon) return;
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if (chargingGauge < 1f)
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{
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@ -164,7 +187,7 @@ namespace BlueWaterProject
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private void ChargeCannon()
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{
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if (!isFireMode) return;
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if (!isFireMode || isReloading) return;
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chargingCannon = true;
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chargingGauge = 0f;
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@ -174,26 +197,40 @@ namespace BlueWaterProject
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{
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if (!isFireMode || !chargingCannon) return;
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// TODO : 대포(작살) 발사 로직 만들기
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print("게이지 : " + chargingGauge);
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previousGauge = chargingGauge;
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chargingCannon = false;
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// TODO : previousGauge 위치에 선 남기기
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previousGauge = chargingGauge;
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chargingGauge = 0f;
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UiManager.Inst.OceanUi.ProcessBar.SetFillAmount(0f);
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UiManager.Inst.OceanUi.ProcessBar.SetRotateZ(previousGauge * -360f);
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cannon.Fire(previousGauge);
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isReloading = true;
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StartCoroutine(CannonCoolDown(cannonCooldown));
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}
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private void ToggleFireMode()
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{
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isFireMode = !isFireMode;
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print("공격 모드 : " + isFireMode);
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directionIndicator.SetActive(isFireMode);
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UiManager.Inst.OceanUi.ProcessBar.SetActive(isFireMode);
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// TODO : 방향 표시 UI 또는 오브젝트 켜고 끄기
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if (!isFireMode)
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{
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UiManager.Inst.OceanUi.ProcessBar.SetRotateZ(0f);
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}
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}
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private IEnumerator CannonCoolDown(float waitTime)
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{
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var time = 0f;
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while (time <= waitTime)
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{
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time += Time.deltaTime;
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yield return null;
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}
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isReloading = false;
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}
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#endregion
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@ -11,11 +11,13 @@ namespace BlueWaterProject
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{
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[field: SerializeField] public GameObject Obj { get; set; }
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[field: SerializeField] public Image Fill { get; set; }
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[field: SerializeField] public Transform PreviousGaugeLine { get; set; }
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public ProcessBar(GameObject obj, Image fill)
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public ProcessBar(GameObject obj, Image fill, Transform previousGaugeLine)
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{
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Obj = obj;
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Fill = fill;
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PreviousGaugeLine = previousGaugeLine;
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SetFillAmount(0f);
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}
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@ -23,11 +25,13 @@ namespace BlueWaterProject
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public void SetActive(bool value) => Obj.SetActive(value);
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public void SetPosition(Vector3 value) => Obj.transform.position = value;
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public void SetFillAmount(float value) => Fill.fillAmount = value;
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public void SetRotateZ(float value) => PreviousGaugeLine.rotation = Quaternion.Euler(0f, 0f, value);
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}
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public class OceanUi : MonoBehaviour
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{
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[field: SerializeField] public ProcessBar ProcessBar { get; set; }
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[field: SerializeField] public Image CannonFill { get; set; }
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private Canvas canvas;
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@ -58,7 +62,8 @@ namespace BlueWaterProject
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var processBar = canvas.transform.Find("ProcessBar").gameObject;
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var fill = processBar.transform.Find("Fill").GetComponent<Image>();
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ProcessBar = new ProcessBar(processBar, fill);
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var previousGaugeLine = processBar.transform.Find("PreviousGaugeLine").transform;
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ProcessBar = new ProcessBar(processBar, fill, previousGaugeLine);
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}
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}
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}
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BlueWater/Assets/02.Scripts/Player/Cannon.cs
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27
BlueWater/Assets/02.Scripts/Player/Cannon.cs
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using Sirenix.OdinInspector;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class Cannon : MonoBehaviour
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{
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[SerializeField] private GameObject projectileObj;
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[SerializeField] private Transform firePos;
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public float speed = 2000f;
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[Button("셋팅 초기화")]
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private void Init()
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{
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projectileObj = Utils.LoadFromFolder<GameObject>("Assets/05.Prefabs/Particles/GrenadeFire", "GrenadeFireOBJ", ".prefab");
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firePos = transform.Find("FirePos");
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}
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public void Fire(float chargingGauge)
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{
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var projectile = Instantiate(projectileObj, firePos.position, Quaternion.identity);
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projectile.GetComponent<Rigidbody>().AddForce(transform.forward * (chargingGauge * speed));
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}
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}
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}
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@ -1,42 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Blobcreate.ProjectileToolkit;
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using UnityEngine;
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using UnityEngine.Animations;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class Canon : MonoBehaviour
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{
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public float power;
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public float reloadTime = 1f;
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private bool isReloading;
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private void Init()
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{
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}
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private void Awake()
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{
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Init();
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}
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private void Update()
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{
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}
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public void Fire()
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{
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}
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public void LookAtTarget()
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{
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}
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}
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}
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return finalDamage;
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}
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public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
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public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete = null)
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{
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var time = 0f;
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@ -0,0 +1,120 @@
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Loading…
Reference in New Issue
Block a user