Spine 런타임 에셋 추가
+ iDamageable 관통률 삭제 + #44 스킬 시스템 구성 및 임시 스킬 FireBoom 작업
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@ -62,7 +62,7 @@ namespace BlueWaterProject
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#region IDamageable interface
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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if (attackPos != null && EnemyStat.AttackerType == EAttackerType.DEFENSE && !targetTransform)
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{
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@ -80,19 +80,19 @@ namespace BlueWaterProject
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if (EnemyStat.UsingShield)
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{
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var penetrationChance = attackerShieldPenetrationRate -
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(attackerShieldPenetrationRate * EnemyStat.PenetrationResistivity * 0.01f);
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// 방패를 관통했다면,
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if (Random.Range(0, 100) < penetrationChance)
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{
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finalDamage = attackerPower - EnemyStat.Def;
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finalDamage = Mathf.Max(finalDamage, 0);
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}
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else
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{
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finalDamage = 0f;
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}
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// var penetrationChance = attackerShieldPenetrationRate -
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// (attackerShieldPenetrationRate * EnemyStat.PenetrationResistivity * 0.01f);
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//
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// // 방패를 관통했다면,
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// if (Random.Range(0, 100) < penetrationChance)
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// {
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// finalDamage = attackerPower - EnemyStat.Def;
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// finalDamage = Mathf.Max(finalDamage, 0);
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// }
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// else
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// {
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// finalDamage = 0f;
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// }
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}
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finalDamage = attackerPower - EnemyStat.Def;
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@ -104,7 +104,7 @@ namespace BlueWaterProject
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#region IDamageable interface
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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if (attackPos != null && combatAgent.enabled && PirateStat.AttackerType == EAttackerType.DEFENSE && !targetTransform)
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{
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@ -122,19 +122,19 @@ namespace BlueWaterProject
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if (PirateStat.UsingShield)
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{
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var penetrationChance = attackerShieldPenetrationRate -
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(attackerShieldPenetrationRate * PirateStat.PenetrationResistivity * 0.01f);
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// 방패를 관통했다면,
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if (Random.Range(0, 100) < penetrationChance)
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{
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finalDamage = attackerPower - PirateStat.Def;
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finalDamage = Mathf.Max(finalDamage, 0);
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}
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else
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{
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finalDamage = 0f;
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}
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// var penetrationChance = attackerShieldPenetrationRate -
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// (attackerShieldPenetrationRate * PirateStat.PenetrationResistivity * 0.01f);
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//
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// // 방패를 관통했다면,
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// if (Random.Range(0, 100) < penetrationChance)
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// {
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// finalDamage = attackerPower - PirateStat.Def;
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// finalDamage = Mathf.Max(finalDamage, 0);
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// }
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// else
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// {
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// finalDamage = 0f;
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// }
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}
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finalDamage = attackerPower - PirateStat.Def;
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@ -76,7 +76,7 @@ namespace BlueWaterProject
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#region IDamageable interface
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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var changeHp = Mathf.Max(currentHp - attackerPower, 0);
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SetCurrentHp(changeHp);
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@ -348,7 +348,7 @@ namespace BlueWaterProject
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#region Interfaces
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//IDamageable
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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IsCombated = true;
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@ -278,7 +278,7 @@ namespace BlueWaterProject
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#region Interface
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// IDamageable
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public virtual void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public virtual void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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IsCombated = true;
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@ -19,7 +19,7 @@ namespace BlueWaterProject
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playerInput = GetComponent<PlayerInput>();
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}
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public virtual void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public virtual void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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throw new System.NotImplementedException();
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}
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@ -312,7 +312,7 @@ namespace BlueWaterProject
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#region Interface
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// IDamageable
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public override void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public override void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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if (isRolling) return;
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@ -34,7 +34,7 @@ namespace BlueWaterProject
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#region Interface property and function
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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var changeHp = Mathf.Max(currentHp - attackerPower, 0);
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SetCurrentHp(changeHp);
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@ -5,7 +5,7 @@ namespace BlueWaterProject
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{
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public interface IDamageable
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{
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null);
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public void TakeDamage(float attackerPower, Vector3? attackPos = null);
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public void Die();
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}
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}
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13
BlueWater/Assets/02.Scripts/Interface/ISkill.cs
Normal file
13
BlueWater/Assets/02.Scripts/Interface/ISkill.cs
Normal file
@ -0,0 +1,13 @@
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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 interface ISkill
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{
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string Name { get; }
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string Description { get;}
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void Execute(LayerMask targetLayer, Vector3? targetPos = null);
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: ff73c0c64d6972041bf6baccb2bd008d
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guid: 204bc7ccce8071f4d8aea6de05bb6644
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@ -1,13 +1,19 @@
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using System;
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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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[Serializable]
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public abstract class ActiveSkill : BaseSkill
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public abstract class ActiveSkill : MonoBehaviour, ISkill
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{
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public ActiveSkillData activeSkillData;
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public abstract override void Execute();
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[SerializeField] protected ActiveSkillData activeSkillData;
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public string Name => activeSkillData.Name;
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public string Description => activeSkillData.Description;
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public abstract void Execute(LayerMask targetLayer, Vector3? targetPos = null);
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public ActiveSkillData GetActiveSkillData() => activeSkillData;
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}
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}
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@ -1,4 +1,8 @@
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using System;
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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.Rendering.Universal;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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@ -6,9 +10,56 @@ namespace BlueWaterProject
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[Serializable]
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public class FireBoom : ActiveSkill
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{
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public override void Execute()
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[SerializeField] private DecalProjector outlineDecal;
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[SerializeField] private DecalProjector fillDecal;
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private Collider[] hitColliders;
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private const int MAX_COLLIDER = 30;
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private void Start()
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{
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outlineDecal.enabled = false;
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fillDecal.enabled = false;
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hitColliders = new Collider[MAX_COLLIDER];
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}
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[Button("스킬 실행")]
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public override void Execute(LayerMask targetLayer, Vector3? targetPos = null)
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{
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StartCoroutine(UseSkill(targetLayer, targetPos));
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}
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private IEnumerator UseSkill(LayerMask targetLayer, Vector3? targetPos = null)
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{
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if (targetPos != null)
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{
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transform.position = (Vector3)targetPos;
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}
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outlineDecal.enabled = true;
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fillDecal.enabled = true;
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var updateSize = 0f;
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while (updateSize < activeSkillData.Range)
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{
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updateSize += Time.deltaTime * (activeSkillData.Range / activeSkillData.CastingTime);
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fillDecal.size = new Vector3(updateSize, updateSize, fillDecal.size.z);
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yield return null;
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}
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fillDecal.size = new Vector3(activeSkillData.Range, activeSkillData.Range, fillDecal.size.z);
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Array.Clear(hitColliders, 0,MAX_COLLIDER );
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, activeSkillData.Range, hitColliders, targetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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iDamageable.TakeDamage(activeSkillData.Damage);
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}
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}
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}
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}
|
@ -1,14 +0,0 @@
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using System;
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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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[Serializable]
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public abstract class BaseSkill
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{
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[SerializeField] private SkillData skillData;
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public abstract void Execute();
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}
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}
|
@ -6,8 +6,10 @@ namespace BlueWaterProject
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{
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[Serializable]
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[CreateAssetMenu(fileName = "ActiveSkillData", menuName = "ScriptableObjects/Skills/ActiveSkillData")]
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public class ActiveSkillData : SkillData
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public class ActiveSkillData : ScriptableObject
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{
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[field: SerializeField] public string Name { get; set; }
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[field: SerializeField] public string Description { get; set; }
|
||||
[field: SerializeField] public float Cooldown { get; set; }
|
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[field: SerializeField] public float CastingTime { get; set; }
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[field: SerializeField] public float Duration { get; set; }
|
||||
|
@ -1,14 +0,0 @@
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using System;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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||||
namespace BlueWaterProject
|
||||
{
|
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[Serializable]
|
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[CreateAssetMenu(fileName = "ActiveSkillData", menuName = "ScriptableObjects/Skills/SkillData")]
|
||||
public class SkillData : ScriptableObject
|
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{
|
||||
[field: SerializeField] public string Name { get; set; }
|
||||
[field: SerializeField] public string Description { get; set; }
|
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}
|
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}
|
45
BlueWater/Assets/02.Scripts/Skill/SkillController.cs
Normal file
45
BlueWater/Assets/02.Scripts/Skill/SkillController.cs
Normal file
@ -0,0 +1,45 @@
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using System;
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using System.Collections.Generic;
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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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[Serializable]
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public class SkillController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<GameObject> skillObjList = new(GlobalValue.SKILL_DATA_CAPACITY);
|
||||
private Dictionary<string, ISkill> skillDictionary;
|
||||
|
||||
private ISkill cachingSkill;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Initialize();
|
||||
}
|
||||
|
||||
private void Initialize()
|
||||
{
|
||||
skillDictionary = new Dictionary<string, ISkill>(skillObjList.Count);
|
||||
|
||||
foreach (var skill in skillObjList)
|
||||
{
|
||||
var iSkill = skill.GetComponent<ISkill>();
|
||||
if (iSkill == null)
|
||||
{
|
||||
print(skill + "오브젝트의 ISkill컴포넌트에 접근할 수 없습니다.");
|
||||
continue;
|
||||
}
|
||||
skillDictionary.Add(iSkill.Name, iSkill);
|
||||
}
|
||||
}
|
||||
|
||||
public ISkill GetSkillByName(string skillName)
|
||||
{
|
||||
if (skillDictionary.TryGetValue(skillName, out cachingSkill)) return cachingSkill;
|
||||
|
||||
print(skillName + "은(는) 스킬 딕셔너리에 존재하지 않습니다.");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1fe5a1528bd4d12419c06e66a0c62fcb
|
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|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
@ -3,6 +3,7 @@ namespace BlueWaterProject
|
||||
{
|
||||
public class GlobalValue
|
||||
{
|
||||
public const int SKILL_DATA_CAPACITY = 100;
|
||||
public const int CARD_DATA_CAPACITY = 50;
|
||||
public const int ENEMY_VIEW_DATA_CAPACITY = 50;
|
||||
public const int PIRATE_VIEW_DATA_CAPACITY = 50;
|
||||
|
@ -67,7 +67,7 @@ namespace BlueWaterProject
|
||||
{
|
||||
var iDamageable = other.GetComponentInParent<IDamageable>();
|
||||
|
||||
iDamageable.TakeDamage(atk, shieldPenetrationRate);
|
||||
iDamageable.TakeDamage(atk);
|
||||
isAttacked = true;
|
||||
DestroyObject();
|
||||
}
|
||||
@ -105,7 +105,7 @@ namespace BlueWaterProject
|
||||
|
||||
if (attackerPos != null)
|
||||
{
|
||||
iDamageable.TakeDamage(atk, shieldPenetrationRate, (Vector3)attackerPos);
|
||||
iDamageable.TakeDamage(atk, (Vector3)attackerPos);
|
||||
}
|
||||
isAttacked = true;
|
||||
DestroyObject();
|
||||
|
@ -51,7 +51,7 @@ namespace BlueWaterProject
|
||||
|
||||
var iDamageable = other.GetComponentInParent<IDamageable>();
|
||||
|
||||
iDamageable.TakeDamage(atk, shieldPenetrationRate);
|
||||
iDamageable.TakeDamage(atk);
|
||||
|
||||
isAttacked = true;
|
||||
}
|
||||
@ -63,7 +63,7 @@ namespace BlueWaterProject
|
||||
{
|
||||
var iDamageable = other.GetComponentInParent<IDamageable>();
|
||||
|
||||
iDamageable.TakeDamage(atk, shieldPenetrationRate);
|
||||
iDamageable.TakeDamage(atk);
|
||||
isAttacked = true;
|
||||
}
|
||||
}
|
||||
|
8
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@ -0,0 +1,162 @@
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/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
|
||||
public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
|
||||
|
||||
public bool useOverrideMixDuration;
|
||||
public float overrideMixDuration = 0.2f;
|
||||
|
||||
public bool useOverrideAttachmentThreshold = true;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float attachmentThreshold = 0.5f;
|
||||
|
||||
public bool useOverrideDrawOrderThreshold;
|
||||
[Range(0f, 1f)]
|
||||
public float drawOrderThreshold = 0.5f;
|
||||
|
||||
[System.Serializable]
|
||||
public struct AnimationControl {
|
||||
[SpineAnimation]
|
||||
public string animationName;
|
||||
public bool loop;
|
||||
public KeyCode key;
|
||||
|
||||
[Space]
|
||||
public bool useCustomMixDuration;
|
||||
public float mixDuration;
|
||||
//public bool useChainToControl;
|
||||
//public int chainToControl;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class ControlledTrack {
|
||||
public List<AnimationControl> controls = new List<AnimationControl>();
|
||||
}
|
||||
|
||||
[Space]
|
||||
public List<ControlledTrack> trackControls = new List<ControlledTrack>();
|
||||
|
||||
[Header("UI")]
|
||||
public UnityEngine.UI.Text boundAnimationsText;
|
||||
public UnityEngine.UI.Text skeletonNameText;
|
||||
|
||||
void OnValidate () {
|
||||
// Fill in the SkeletonData asset name
|
||||
if (skeletonNameText != null) {
|
||||
if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
|
||||
skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
|
||||
}
|
||||
}
|
||||
|
||||
// Fill in the control list.
|
||||
if (boundAnimationsText != null) {
|
||||
StringBuilder boundAnimationsStringBuilder = new StringBuilder();
|
||||
boundAnimationsStringBuilder.AppendLine("Animation Controls:");
|
||||
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
if (trackIndex > 0)
|
||||
boundAnimationsStringBuilder.AppendLine();
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
|
||||
foreach (AnimationControl ba in trackControls[trackIndex].controls) {
|
||||
string animationName = ba.animationName;
|
||||
if (string.IsNullOrEmpty(animationName))
|
||||
animationName = "SetEmptyAnimation";
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (useOverrideMixDuration) {
|
||||
skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
|
||||
}
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AnimationState animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
// For each track
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
// For each control in the track
|
||||
foreach (AnimationControl control in trackControls[trackIndex].controls) {
|
||||
|
||||
// Check each control, and play the appropriate animation.
|
||||
if (Input.GetKeyDown(control.key)) {
|
||||
TrackEntry trackEntry;
|
||||
if (!string.IsNullOrEmpty(control.animationName)) {
|
||||
trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
|
||||
|
||||
} else {
|
||||
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
|
||||
trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
|
||||
}
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
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Reference in New Issue
Block a user