#34 #35 상세 내용 아래에 기재

+ SPUM 프리팹 회전 값 변경
  (0, 90, 0) -> (0, 0, 0)
+ 프리팹 원본 보존(씬에 Viking 따로 사용)
+ ProjectSetting Physics 수정
  Player <-> Props 충돌 추가
+ IAnimationBridge 인터페이스 추가
+ Crewmate(동료) class 추가
+ Enemy MagicOrk 추가
  Magic particleSystem 기능 추가 중
This commit is contained in:
NTG_Lenovo 2023-10-12 15:32:02 +09:00
parent 59c4b14d1a
commit 2bb986becb
37 changed files with 21871 additions and 788 deletions

View File

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@ -5,13 +5,17 @@ namespace BlueWaterProject
{
public class AnimatorBridge : MonoBehaviour
{
private FieldMinion fieldMinion;
[SerializeField] private IAnimatorBridge iAnimatorBridge;
private void Awake()
{
fieldMinion = GetComponentInParent<FieldMinion>();
iAnimatorBridge = GetComponentInParent<IAnimatorBridge>();
if (iAnimatorBridge == null)
{
print("부모 스크립트 중 IAnimatorBridge 인터페이스를 가지고 있는 스크립트가 없습니다.");
}
}
public void AttackTiming() => fieldMinion.AttackTiming();
public void SetIsAttacking(int boolValue) => fieldMinion.SetIsAttacking(boolValue);
public void AttackTiming() => iAnimatorBridge.AttackTiming();
public void SetIsAttacking(int boolValue) => iAnimatorBridge.SetIsAttacking(boolValue);
}
}

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@ -0,0 +1,15 @@
using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[RequireComponent(typeof(PlayerInput))]
public class Crewmate : BaseCharacter, IDamageable
{
public virtual void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
{
throw new System.NotImplementedException();
}
}
}

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@ -0,0 +1,11 @@
using System;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class TenTen : Crewmate
{
}
}

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@ -242,7 +242,7 @@ namespace BlueWaterProject
return;
}
StartCoroutine(nameof(beAttacked));
StartCoroutine(nameof(BeAttacked));
}
// IAiView
@ -362,7 +362,7 @@ namespace BlueWaterProject
Array.Clear(HelpTargets, 0, MAX_COLLIDERS);
var myCenterPos = MyCollider.bounds.center;
var numResults = Physics.OverlapSphereNonAlloc(myCenterPos, HelpCallRange, Targets, HelpLayer,
var numResults = Physics.OverlapSphereNonAlloc(myCenterPos, HelpCallRange, HelpTargets, HelpLayer,
targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
for (var i = 0; i < numResults; i++)

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@ -4,12 +4,12 @@ using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class FieldMinion : Enemy
public abstract class FieldMinion : Enemy, IAnimatorBridge
{
#region Properties and variables
private bool usedNormalAttackCoroutine;
private WaitForSeconds waitAtkCooldown;
protected bool usedNormalAttackCoroutine;
protected WaitForSeconds waitAtkCooldown;
// Hash
protected static readonly int AttackHash = Animator.StringToHash("Attack");
@ -18,6 +18,12 @@ namespace BlueWaterProject
#endregion
#region abstract
protected abstract IEnumerator NormalAttackCoroutine();
#endregion
#region Unity built-in methods
protected override void Awake()
@ -41,10 +47,10 @@ namespace BlueWaterProject
}
// 2D 스프라이트 뒤집기
if (Mathf.Abs(Agent.velocity.z) <= 0.01f) return;
if (Mathf.Abs(Agent.velocity.x) <= 0.01f) return;
var localScale = transform.localScale;
localScale.x = Agent.velocity.z < 0 ? Mathf.Abs(localScale.x) : -Mathf.Abs(localScale.x);
localScale.x = Agent.velocity.x > 0 ? Mathf.Abs(localScale.x) : -Mathf.Abs(localScale.x);
transform.localScale = localScale;
}
@ -52,39 +58,8 @@ namespace BlueWaterProject
#region Interface
#endregion
#region Custom methods
public void NormalAttack()
{
StartCoroutine(nameof(NormalAttackCoroutine));
}
protected virtual IEnumerator NormalAttackCoroutine()
{
usedNormalAttackCoroutine = true;
myAnimator.SetFloat(AttackStateHash, 0f);
myAnimator.SetFloat(NormalStateHash, 0f);
// Attack 애니메이션에 시작에 isAttacking = true, 끝날 때 isAttacking = false 이벤트 실행
myAnimator.SetTrigger(AttackHash);
var maxWaitTime = 0.5f;
var timer = 0f;
while (isAttacking && timer < maxWaitTime)
{
timer += Time.deltaTime;
yield return null;
}
yield return waitAtkCooldown;
usedNormalAttackCoroutine = false;
}
public void AttackTiming()
// IAnimatorBridge
public virtual void AttackTiming()
{
if (!Target) return;
@ -97,9 +72,19 @@ namespace BlueWaterProject
iDamageable.TakeDamage(Atk);
}
public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1;
#endregion
#region Custom methods
public void NormalAttack()
{
StartCoroutine(nameof(NormalAttackCoroutine));
}
public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine));
public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine;
public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1;
#endregion
}

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@ -0,0 +1,46 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class MagicOrk : FieldMinion
{
#region Properties and variables
[Title("Weapon")]
[SerializeField] private ParticleSystem fireball;
[SerializeField] private float fireballSpd = 10f;
#endregion
#region Custom methods
protected override IEnumerator NormalAttackCoroutine()
{
usedNormalAttackCoroutine = true;
myAnimator.SetFloat(AttackStateHash, 0f);
myAnimator.SetFloat(NormalStateHash, 1f);
// Attack 애니메이션에 시작에 isAttacking = true, 끝날 때 isAttacking = false 이벤트 실행
myAnimator.SetTrigger(AttackHash);
var maxWaitTime = 0.5f;
var timer = 0f;
while (isAttacking && timer < maxWaitTime)
{
timer += Time.deltaTime;
yield return null;
}
yield return waitAtkCooldown;
usedNormalAttackCoroutine = false;
}
#endregion
}
}

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@ -1,10 +1,37 @@
using System;
using System.Collections;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class Ork : FieldMinion
{
#region Custom methods
protected override IEnumerator NormalAttackCoroutine()
{
usedNormalAttackCoroutine = true;
myAnimator.SetFloat(AttackStateHash, 0f);
myAnimator.SetFloat(NormalStateHash, 0f);
// Attack 애니메이션에 시작에 isAttacking = true, 끝날 때 isAttacking = false 이벤트 실행
myAnimator.SetTrigger(AttackHash);
var maxWaitTime = 0.5f;
var timer = 0f;
while (isAttacking && timer < maxWaitTime)
{
timer += Time.deltaTime;
yield return null;
}
yield return waitAtkCooldown;
usedNormalAttackCoroutine = false;
}
#endregion
}
}

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@ -12,11 +12,43 @@ namespace BlueWaterProject
{
#region Properties and variables
[Title("Stat")]
[SerializeField] private float maxHp = 200f;
[SerializeField] private float currentHp;
[SerializeField] private float atkRange = 1.5f;
[SerializeField] private float moveSpd = 5f;
[Title("DrawGizmos")]
[Tooltip("전체 Gizmos 그리기 여부")]
[SerializeField] private bool isDrawGizmos = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟 인식 범위 그리기 여부")]
[SerializeField] private bool isDrawViewRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("이동제한 범위 그리기 여부")]
[SerializeField] private bool isDrawDefenseRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟과의 상태 그리기 여부\n빨간색 = 공격 범위 밖\n파란색 = 공격 범위 안")]
[SerializeField] private bool isDrawTargetRange = true;
[field: Title("Stat")]
[field: Tooltip("최대 체력 설정")]
[field: SerializeField] public float MaxHp { get; private set; } = 100f;
[field: Tooltip("현재 체력")]
[field: SerializeField] public float CurrentHp { get; private set; }
[field: Tooltip("이동 속도 설정")]
[field: SerializeField] public float MoveSpd { get; private set; } = 5f;
[field: Tooltip("공격력 설정")]
[field: SerializeField] public float Atk { get; private set; } = 10f;
[field: Tooltip("공격 속도(다음 공격 주기)\nAtkCooldown = 2f (2초마다 1번 공격)")]
[field: SerializeField] public float AtkCooldown { get; private set; } = 1f;
[field: Tooltip("공격 사거리 설정")]
[field: SerializeField] public float AtkRange { get; private set; } = 1.5f;
[field: Tooltip("이동 제한 범위 설정")]
[field: SerializeField] public float DefenseRange { get; private set; } = 20f;
[Title("Ground")]
[SerializeField] private float groundDistance = 0.2f;
@ -67,7 +99,7 @@ namespace BlueWaterProject
agent.updateRotation = false;
SetAgentSpeed(ESpeedType.DEFAULT);
SetCurrentHp(maxHp);
SetCurrentHp(MaxHp);
}
protected override void Update()
@ -77,7 +109,7 @@ namespace BlueWaterProject
var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
var worldDirection = transform.TransformDirection(localMovement);
var movement = worldDirection * moveSpd;
var movement = worldDirection * MoveSpd;
rb.velocity = new Vector3(movement.x, 0, movement.z);
}
@ -118,7 +150,7 @@ namespace BlueWaterProject
// IDamageable
public override void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
{
var changeHp = Mathf.Max(currentHp - attackerPower, 0);
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
SetCurrentHp(changeHp);
// 죽었는지 체크
@ -210,13 +242,13 @@ namespace BlueWaterProject
print("speedType == NONE error");
break;
case ESpeedType.DEFAULT:
agent.speed = moveSpd;
agent.speed = MoveSpd;
break;
case ESpeedType.SLOW:
agent.speed = moveSpd * 0.5f;
agent.speed = MoveSpd * 0.5f;
break;
case ESpeedType.FAST:
agent.speed = moveSpd * 2f;
agent.speed = MoveSpd * 2f;
break;
default:
throw new ArgumentOutOfRangeException(nameof(speedType), speedType, null);
@ -232,7 +264,7 @@ namespace BlueWaterProject
beAttacked = false;
}
private void SetCurrentHp(float value) => currentHp = value;
private void SetCurrentHp(float value) => CurrentHp = value;
#endregion
}

View File

@ -0,0 +1,9 @@
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public interface IAnimatorBridge
{
void AttackTiming();
void SetIsAttacking(int boolValue);
}
}

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@ -41,6 +41,7 @@ namespace BlueWaterProject
{
var islandPlayer = Instantiate(GameManager.Inst.InIslandPlayer, spawnPos, spawnRotation);
islandPlayer.name = IN_ISLAND_PLAYER_NAME;
islandPlayer.gameObject.SetActive(true);
var playerInput = islandPlayer.GetComponent<PlayerInput>();
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