#43 FieldBoss01 Test.ver001

+ 03.Stage_Test_SJ2 씬 추가 (성진님 테스트용)
+ Layer Skill 추가
+ LavaEruption 스킬 로직 변경, 데미지 공유
+ 플레이어 공격 받을 때, 카메라 쉐이킹 테스트
This commit is contained in:
NTG_Lenovo 2023-11-30 13:16:35 +09:00
parent 2d1ed3f287
commit 2e7348ed52
102 changed files with 21614 additions and 675 deletions

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@ -327,6 +327,11 @@ namespace BlueWaterProject
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
SetCurrentHp(changeHp);
if (InIslandCamera.Inst.InIslandCam)
{
VisualFeedbackManager.Inst.CameraShake(InIslandCamera.Inst.InIslandCam);
}
// 죽었는지 체크
if (changeHp == 0f)
@ -401,8 +406,8 @@ namespace BlueWaterProject
if (!Physics.Raycast(ray, out var hit)) return;
var hitPos = hit.point;
hitPos.y = MyCollider.bounds.center.y;
attackDirection = (hitPos - MyCollider.bounds.center).normalized;
hitPos.y = transform.position.y;
attackDirection = (hitPos - transform.position).normalized;
}
else
{
@ -411,20 +416,22 @@ namespace BlueWaterProject
Array.Clear(hitColliders, 0, MAX_COLLIDERS);
var size = Physics.OverlapSphereNonAlloc(MyCollider.bounds.center, AtkRange, hitColliders, TargetLayer);
var size = Physics.OverlapSphereNonAlloc(transform.position, AtkRange, hitColliders, TargetLayer);
for (var i = 0; i < size; i++)
{
var targetDirection = (hitColliders[i].transform.position - transform.position).normalized;
var angleBetween = Vector3.Angle(attackDirection, targetDirection);
if (angleBetween < attackAngle / 2f) // Checking if the target is within the desired angle range
if (angleBetween < attackAngle / 2f)
{
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(Atk);
TimeManager.Inst.TriggerHitStop(0.1f);
VisualFeedbackManager.Inst.TriggerHitStop(0.1f);
}
}
useMouseAttack = false;
}
private IEnumerator DrawAttackTrail()
@ -438,8 +445,8 @@ namespace BlueWaterProject
if (!Physics.Raycast(ray, out var hit)) yield break;
var hitPos = hit.point;
hitPos.y = MyCollider.bounds.center.y;
attackDirection = (hitPos - MyCollider.bounds.center).normalized;
hitPos.y = transform.position.y;
attackDirection = (hitPos - transform.position).normalized;
}
else
{
@ -492,8 +499,6 @@ namespace BlueWaterProject
{
trail.Stop();
}
useMouseAttack = false;
}
public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1;
@ -588,7 +593,7 @@ namespace BlueWaterProject
usedActiveSkill = true;
myActiveSkill.Execute(TargetLayer, transform.position);
StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
StartCoroutine(Utils.CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
slowMotionCoroutine = StartCoroutine(GameManager.Inst.ApplySlowMotion(1f, 0.2f));
}
@ -763,19 +768,6 @@ namespace BlueWaterProject
isRolling = false;
}
private IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
}
private void GameOver()
{
var overlayCanvas = GameObject.Find("OverlayCanvas");

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@ -7,8 +7,8 @@ namespace BlueWaterProject
{
public class InIslandCamera : Singleton<InIslandCamera>
{
[Required("InIslandCamera를 넣어주세요.")]
[SerializeField] private CinemachineVirtualCamera inIslandCam;
[field: Required("InIslandCamera를 넣어주세요.")]
[field: SerializeField] public CinemachineVirtualCamera InIslandCam { get; private set; }
/// <summary>
/// LookAt target and follow target
@ -16,8 +16,8 @@ namespace BlueWaterProject
/// <param name="obj"></param>
public void SetTarget(Transform obj)
{
inIslandCam.LookAt = obj;
inIslandCam.Follow = obj;
InIslandCam.LookAt = obj;
InIslandCam.Follow = obj;
}
}
}

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@ -10,23 +10,28 @@ namespace BlueWaterProject
{
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
[SerializeField] private float damageDelay = 0.5f;
[SerializeField] private Material lavaMaterial;
[SerializeField] private ParticleSystem lavaEffect;
[SerializeField] private Collider myCollider;
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(transform.position, ActiveSkillData.Range);
}
private static bool isHitting;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos));
StartCoroutine(SkillCoroutine(targetPos));
}
public override void Execute(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos, bossMapVertices));
StartCoroutine(SkillCoroutine(targetPos, bossMapVertices));
}
private void OnDestroy()
{
isHitting = false;
}
protected override void Awake()
{
base.Awake();
@ -34,7 +39,19 @@ namespace BlueWaterProject
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices = null)
private void OnTriggerStay(Collider other)
{
if (isHitting || !other.CompareTag("InIslandPlayer")) return;
var iDamageable = other.GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
isHitting = true;
StartCoroutine(Utils.CoolDown(damageDelay, () => isHitting = false));
}
private IEnumerator SkillCoroutine(Vector3 targetPos, float[] bossMapVertices = null)
{
var destination = Vector3.zero;
for (var i = 0; i < 1000; i++)
@ -71,8 +88,6 @@ namespace BlueWaterProject
yield return null;
}
// TODO : 터지는 효과 추가하기
HideIndicator();
if (ActiveSkillData.ExplodeEffect != null)
{
@ -81,16 +96,14 @@ namespace BlueWaterProject
skillEffect.Play();
}
Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
}
indicator.material = lavaMaterial;
lavaEffect.Clear();
lavaEffect.gameObject.SetActive(true);
lavaEffect.Play();
indicator.enabled = true;
myCollider.enabled = true;
Destroy(gameObject, 1f);
Destroy(gameObject, ActiveSkillData.Duration);
}
}
}

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@ -10,11 +10,12 @@ namespace BlueWaterProject
{
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
[SerializeField] private float damageDelay = 0.5f;
[SerializeField] private Material lavaMaterial;
[SerializeField] private ParticleSystem lavaEffect;
[SerializeField] private Collider myCollider;
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(transform.position, ActiveSkillData.Range);
}
private static bool isHitting;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
@ -23,7 +24,12 @@ namespace BlueWaterProject
public override void Execute(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos, bossMapVertices));
StartCoroutine(SkillCoroutine(targetPos, bossMapVertices));
}
private void OnDestroy()
{
isHitting = false;
}
protected override void Awake()
@ -32,8 +38,20 @@ namespace BlueWaterProject
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
private void OnTriggerStay(Collider other)
{
if (isHitting || !other.CompareTag("InIslandPlayer")) return;
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos, float[] bossMapVertices)
var iDamageable = other.GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
isHitting = true;
StartCoroutine(Utils.CoolDown(damageDelay, () => isHitting = false));
}
private IEnumerator SkillCoroutine(Vector3 targetPos, float[] bossMapVertices)
{
var destination = Vector3.zero;
for (var i = 0; i < 1000; i++)
@ -68,8 +86,6 @@ namespace BlueWaterProject
yield return null;
}
// TODO : 터지는 효과 추가하기
HideIndicator();
if (ActiveSkillData.ExplodeEffect != null)
{
@ -78,16 +94,14 @@ namespace BlueWaterProject
skillEffect.Play();
}
Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
}
indicator.material = lavaMaterial;
lavaEffect.Clear();
lavaEffect.gameObject.SetActive(true);
lavaEffect.Play();
indicator.enabled = true;
myCollider.enabled = true;
Destroy(gameObject, 1f);
Destroy(gameObject, ActiveSkillData.Duration);
}
}
}

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Diagnostics;
using BehaviorDesigner.Runtime;
using UnityEditor;
@ -116,6 +117,19 @@ namespace BlueWaterProject
return finalDamage;
}
public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
}
public static bool SetCloseDestination(NavMeshAgent agent, Vector3 destination, float stopDistance, float maxDistance)
{
var walkableMask = 1 << NavMesh.GetAreaFromName("Walkable");

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