#78 대포 쏘기 만드는 중

+ cannon 연결 및 발사
+ UI 추가 중
+ 캐논 재장전 기능
This commit is contained in:
NTG_Lenovo 2023-12-15 16:19:02 +09:00
parent 29380edf79
commit 22de879e35
33 changed files with 59410 additions and 764 deletions

File diff suppressed because it is too large Load Diff

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@ -1,6 +1,4 @@
using System;
using System.Collections.Generic;
using Blobcreate.ProjectileToolkit;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
@ -18,9 +16,12 @@ namespace BlueWaterProject
[Tooltip("회전 속도")] public float turnSpeed = 10f;
[Title("캐논")]
[SerializeField] private Cannon cannon;
[SerializeField] private float cannonCooldown = 1f;
[SerializeField] private float chargingSpeed = 1f;
[SerializeField] private bool isFireMode;
[SerializeField] private bool chargingCannon;
[SerializeField] private bool isReloading;
[SerializeField] private float chargingGauge;
[SerializeField] private float previousGauge;
@ -30,12 +31,19 @@ namespace BlueWaterProject
// public Transform predictedPos;
private Rigidbody rb;
private PlayerInput playerInput;
private GameObject directionIndicator;
[SerializeField] private LayerMask waterLayer;
private void Init()
{
rb = GetComponent<Rigidbody>();
playerInput = GetComponent<PlayerInput>();
directionIndicator = transform.Find("DirectionIndicator").gameObject;
directionIndicator.SetActive(false);
waterLayer = LayerMask.GetMask("Water");
}
#region Unity Function
@ -109,7 +117,22 @@ namespace BlueWaterProject
private void HandleFireCannon()
{
if (!isFireMode || !chargingCannon) return;
if (!isFireMode) return;
var ray = CameraManager.Inst.MainCam.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out var hit, Mathf.Infinity, waterLayer))
{
var directionToMouse = hit.point - directionIndicator.transform.position;
directionToMouse.y = 0f;
var lookRotation = Quaternion.LookRotation(directionToMouse);
var rotationDirection = Quaternion.Euler(0f, lookRotation.eulerAngles.y, 0f);
directionIndicator.transform.rotation = rotationDirection;
cannon.transform.rotation = rotationDirection;
}
if (!chargingCannon) return;
if (chargingGauge < 1f)
{
@ -164,7 +187,7 @@ namespace BlueWaterProject
private void ChargeCannon()
{
if (!isFireMode) return;
if (!isFireMode || isReloading) return;
chargingCannon = true;
chargingGauge = 0f;
@ -174,26 +197,40 @@ namespace BlueWaterProject
{
if (!isFireMode || !chargingCannon) return;
// TODO : 대포(작살) 발사 로직 만들기
print("게이지 : " + chargingGauge);
previousGauge = chargingGauge;
chargingCannon = false;
// TODO : previousGauge 위치에 선 남기기
previousGauge = chargingGauge;
chargingGauge = 0f;
UiManager.Inst.OceanUi.ProcessBar.SetFillAmount(0f);
UiManager.Inst.OceanUi.ProcessBar.SetRotateZ(previousGauge * -360f);
cannon.Fire(previousGauge);
isReloading = true;
StartCoroutine(CannonCoolDown(cannonCooldown));
}
private void ToggleFireMode()
{
isFireMode = !isFireMode;
print("공격 모드 : " + isFireMode);
directionIndicator.SetActive(isFireMode);
UiManager.Inst.OceanUi.ProcessBar.SetActive(isFireMode);
// TODO : 방향 표시 UI 또는 오브젝트 켜고 끄기
if (!isFireMode)
{
UiManager.Inst.OceanUi.ProcessBar.SetRotateZ(0f);
}
}
private IEnumerator CannonCoolDown(float waitTime)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
isReloading = false;
}
#endregion

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@ -11,11 +11,13 @@ namespace BlueWaterProject
{
[field: SerializeField] public GameObject Obj { get; set; }
[field: SerializeField] public Image Fill { get; set; }
[field: SerializeField] public Transform PreviousGaugeLine { get; set; }
public ProcessBar(GameObject obj, Image fill)
public ProcessBar(GameObject obj, Image fill, Transform previousGaugeLine)
{
Obj = obj;
Fill = fill;
PreviousGaugeLine = previousGaugeLine;
SetFillAmount(0f);
}
@ -23,11 +25,13 @@ namespace BlueWaterProject
public void SetActive(bool value) => Obj.SetActive(value);
public void SetPosition(Vector3 value) => Obj.transform.position = value;
public void SetFillAmount(float value) => Fill.fillAmount = value;
public void SetRotateZ(float value) => PreviousGaugeLine.rotation = Quaternion.Euler(0f, 0f, value);
}
public class OceanUi : MonoBehaviour
{
[field: SerializeField] public ProcessBar ProcessBar { get; set; }
[field: SerializeField] public Image CannonFill { get; set; }
private Canvas canvas;
@ -58,7 +62,8 @@ namespace BlueWaterProject
var processBar = canvas.transform.Find("ProcessBar").gameObject;
var fill = processBar.transform.Find("Fill").GetComponent<Image>();
ProcessBar = new ProcessBar(processBar, fill);
var previousGaugeLine = processBar.transform.Find("PreviousGaugeLine").transform;
ProcessBar = new ProcessBar(processBar, fill, previousGaugeLine);
}
}
}

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@ -0,0 +1,27 @@
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Cannon : MonoBehaviour
{
[SerializeField] private GameObject projectileObj;
[SerializeField] private Transform firePos;
public float speed = 2000f;
[Button("셋팅 초기화")]
private void Init()
{
projectileObj = Utils.LoadFromFolder<GameObject>("Assets/05.Prefabs/Particles/GrenadeFire", "GrenadeFireOBJ", ".prefab");
firePos = transform.Find("FirePos");
}
public void Fire(float chargingGauge)
{
var projectile = Instantiate(projectileObj, firePos.position, Quaternion.identity);
projectile.GetComponent<Rigidbody>().AddForce(transform.forward * (chargingGauge * speed));
}
}
}

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@ -1,42 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using Blobcreate.ProjectileToolkit;
using UnityEngine;
using UnityEngine.Animations;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Canon : MonoBehaviour
{
public float power;
public float reloadTime = 1f;
private bool isReloading;
private void Init()
{
}
private void Awake()
{
Init();
}
private void Update()
{
}
public void Fire()
{
}
public void LookAtTarget()
{
}
}
}

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@ -117,7 +117,7 @@ namespace BlueWaterProject
return finalDamage;
}
public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete = null)
{
var time = 0f;

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