Closes #149 CombatPlayer 추가

+ Red Sprite V3(이누야샤) 캐릭터 추가
+ 03.CombatTest Scene(전투 테스트용 씬) 추가
+ 4방향 Idle, Walk, Dash, ComboAttack 구현
+ ComboAttack 애니메이션 복제 및 수정
This commit is contained in:
NTG 2024-01-24 09:48:26 +09:00
parent ea92267817
commit 5f4e88d671
587 changed files with 62924 additions and 18 deletions

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@ -136,7 +136,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
""initialStateCheck"": false
},
{
""name"": ""Roll"",
""name"": ""Dash"",
""type"": ""Button"",
""id"": ""c68960a5-036f-4304-8d05-25778470ecfd"",
""expectedControlType"": ""Button"",
@ -385,7 +385,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
""interactions"": """",
""processors"": """",
""groups"": ""Keyboard&Mouse"",
""action"": ""Roll"",
""action"": ""Dash"",
""isComposite"": false,
""isPartOfComposite"": false
},
@ -618,7 +618,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
m_Player_SpawnInIsladnPlayer = m_Player.FindAction("SpawnInIsladnPlayer", throwIfNotFound: true);
m_Player_CancelHold = m_Player.FindAction("CancelHold", throwIfNotFound: true);
m_Player_Attack = m_Player.FindAction("Attack", throwIfNotFound: true);
m_Player_Roll = m_Player.FindAction("Roll", throwIfNotFound: true);
m_Player_Dash = m_Player.FindAction("Dash", throwIfNotFound: true);
m_Player_UseSkill = m_Player.FindAction("UseSkill", throwIfNotFound: true);
m_Player_Mouse0 = m_Player.FindAction("Mouse0", throwIfNotFound: true);
m_Player_Mouse1 = m_Player.FindAction("Mouse1", throwIfNotFound: true);
@ -706,7 +706,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_SpawnInIsladnPlayer;
private readonly InputAction m_Player_CancelHold;
private readonly InputAction m_Player_Attack;
private readonly InputAction m_Player_Roll;
private readonly InputAction m_Player_Dash;
private readonly InputAction m_Player_UseSkill;
private readonly InputAction m_Player_Mouse0;
private readonly InputAction m_Player_Mouse1;
@ -728,7 +728,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
public InputAction @SpawnInIsladnPlayer => m_Wrapper.m_Player_SpawnInIsladnPlayer;
public InputAction @CancelHold => m_Wrapper.m_Player_CancelHold;
public InputAction @Attack => m_Wrapper.m_Player_Attack;
public InputAction @Roll => m_Wrapper.m_Player_Roll;
public InputAction @Dash => m_Wrapper.m_Player_Dash;
public InputAction @UseSkill => m_Wrapper.m_Player_UseSkill;
public InputAction @Mouse0 => m_Wrapper.m_Player_Mouse0;
public InputAction @Mouse1 => m_Wrapper.m_Player_Mouse1;
@ -779,9 +779,9 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
@Attack.started += instance.OnAttack;
@Attack.performed += instance.OnAttack;
@Attack.canceled += instance.OnAttack;
@Roll.started += instance.OnRoll;
@Roll.performed += instance.OnRoll;
@Roll.canceled += instance.OnRoll;
@Dash.started += instance.OnDash;
@Dash.performed += instance.OnDash;
@Dash.canceled += instance.OnDash;
@UseSkill.started += instance.OnUseSkill;
@UseSkill.performed += instance.OnUseSkill;
@UseSkill.canceled += instance.OnUseSkill;
@ -837,9 +837,9 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
@Attack.started -= instance.OnAttack;
@Attack.performed -= instance.OnAttack;
@Attack.canceled -= instance.OnAttack;
@Roll.started -= instance.OnRoll;
@Roll.performed -= instance.OnRoll;
@Roll.canceled -= instance.OnRoll;
@Dash.started -= instance.OnDash;
@Dash.performed -= instance.OnDash;
@Dash.canceled -= instance.OnDash;
@UseSkill.started -= instance.OnUseSkill;
@UseSkill.performed -= instance.OnUseSkill;
@UseSkill.canceled -= instance.OnUseSkill;
@ -1020,7 +1020,7 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
void OnSpawnInIsladnPlayer(InputAction.CallbackContext context);
void OnCancelHold(InputAction.CallbackContext context);
void OnAttack(InputAction.CallbackContext context);
void OnRoll(InputAction.CallbackContext context);
void OnDash(InputAction.CallbackContext context);
void OnUseSkill(InputAction.CallbackContext context);
void OnMouse0(InputAction.CallbackContext context);
void OnMouse1(InputAction.CallbackContext context);

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@ -114,7 +114,7 @@
"initialStateCheck": false
},
{
"name": "Roll",
"name": "Dash",
"type": "Button",
"id": "c68960a5-036f-4304-8d05-25778470ecfd",
"expectedControlType": "Button",
@ -363,7 +363,7 @@
"interactions": "",
"processors": "",
"groups": "Keyboard&Mouse",
"action": "Roll",
"action": "Dash",
"isComposite": false,
"isPartOfComposite": false
},

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@ -0,0 +1,238 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class CombatPlayer : MonoBehaviour, IDamageable
{
[Title("초기화 방식")]
[SerializeField] private bool autoInit = true;
[Title("캐릭터 변수")]
[SerializeField] private float maxHp = 100f;
[SerializeField] private float currentHp;
[SerializeField] private float moveSpeed = 5f;
[field: Title("대쉬")]
[field: SerializeField] public float DashForce { get; set; } = 20f;
[field: SerializeField] public float DashCooldown { get; set; } = 0.5f;
[field: DisableIf("@true")]
[field: SerializeField] public bool IsDashing { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool EnableDash { get; set; } = true;
[field: Title("공격")]
[field: SerializeField] public int MaxHitNum { get; set; } = 10;
[field: SerializeField] public float AttackDamage { get; set; } = 10f;
[field: SerializeField] public float AttackRange { get; set; } = 1.5f;
[field: SerializeField] public float AttackAngle { get; set; } = 180f;
[field: SerializeField] public float ComboTime { get; set; } = 0.5f;
[field: SerializeField] public LayerMask TargetLayer { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool IsAttacking { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool IsComboAttacking { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool IsComboPossible { get; set; }
[Title("컴포넌트")]
[SerializeField] private PlayerInput playerInput;
[field: SerializeField] public Rigidbody Rb { get; set; }
[SerializeField] private Transform visualLook;
[field: SerializeField] public Animator Animator { get; set; }
private Vector2 movementInput;
public Vector3 PreviousDir { get; set; } = Vector3.back;
[field: SerializeField] public Collider[] HitColliders { get; set; }
private static readonly int XDirectionHash = Animator.StringToHash("xDirection");
private static readonly int ZDirectionHash = Animator.StringToHash("zDirection");
private static readonly int IsMovingHash = Animator.StringToHash("isMoving");
public readonly int isDashingHash = Animator.StringToHash("isDashing");
public readonly int isAttackingHash = Animator.StringToHash("isAttacking");
[Button("셋팅 초기화")]
private void Init()
{
playerInput = GetComponent<PlayerInput>();
Rb = GetComponent<Rigidbody>();
visualLook = transform.Find("VisualLook");
Animator = visualLook.GetComponent<Animator>();
}
private void Awake()
{
if (autoInit)
{
Init();
}
}
private void Start()
{
HitColliders = new Collider[MaxHitNum];
SetCurrentHp(maxHp);
}
private void OnEnable()
{
playerInput.actions.FindAction("Attack").performed += OnAttackEvent;
}
private void OnDisable()
{
playerInput.actions.FindAction("Attack").performed -= OnAttackEvent;
}
private void Update()
{
HandleMovement();
}
public void TakeDamage(float attackerPower, Vector3? attackPos = null)
{
if (IsDashing) return;
var changeHp = Mathf.Max(currentHp - attackerPower, 0);
SetCurrentHp(changeHp);
if (InIslandCamera.Inst.InIslandCam)
{
VisualFeedbackManager.Inst.CameraShake(InIslandCamera.Inst.InIslandCam);
}
// 죽었는지 체크
if (changeHp == 0f)
{
Die();
return;
}
}
public void Die()
{
print("Combat Player Die");
}
private void OnMove(InputValue value)
{
movementInput = value.Get<Vector2>();
}
public void OnDash()
{
if (!EnableDash || IsDashing) return;
Animator.SetBool(isDashingHash, true);
}
private void OnAttackEvent(InputAction.CallbackContext context)
{
if (IsAttacking && !IsComboPossible) return;
// var control = context.control;
//
// if (control.name.Equals("leftButton"))
// {
// UseMouseAttack = true;
// }
// else if (control.name.Equals("k"))
// {
// UseMouseAttack = false;
// }
if (IsComboPossible)
{
IsComboAttacking = true;
return;
}
Animator.SetBool(isAttackingHash, true);
}
private void HandleMovement()
{
if (!IsDashing)
{
var movement = new Vector3(movementInput.x, 0, movementInput.y);
var moveDirection = movement.normalized;
Rb.velocity = moveDirection * moveSpeed;
}
var localScale = visualLook.localScale;
localScale.x = Rb.velocity.x switch
{
> 0.01f => Mathf.Abs(localScale.x),
< -0.01f => -Mathf.Abs(localScale.x),
_ => localScale.x
};
visualLook.localScale = localScale;
if (Rb.velocity != Vector3.zero)
{
PreviousDir = Rb.velocity.normalized;
Animator.SetFloat(XDirectionHash, PreviousDir.x);
Animator.SetFloat(ZDirectionHash, PreviousDir.z);
}
var isMoving = Rb.velocity != Vector3.zero;
Animator.SetBool(IsMovingHash, isMoving);
}
public void AttackTiming()
{
var attackDirection = PreviousDir;
Array.Clear(HitColliders, 0, MaxHitNum);
var size = Physics.OverlapSphereNonAlloc(transform.position, AttackRange, 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 * 0.5f) continue;
if (HitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
{
var iDamageable = HitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(AttackDamage);
VisualFeedbackManager.Inst.TriggerHitStop(0.1f);
}
else if (HitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") &&
HitColliders[i].CompareTag("DestructiveSkill"))
{
var iDamageable = HitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(AttackDamage);
}
}
}
public void CoolDown(float waitTime, Action onCooldownComplete = null)
{
StartCoroutine(CoolDownCoroutine(waitTime, onCooldownComplete));
}
private IEnumerator CoolDownCoroutine(float waitTime, Action onCooldownComplete = null)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
}
private void SetCurrentHp(float value)
{
currentHp = value;
}
}
}

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@ -0,0 +1,27 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class CombatPlayerAnimationEventController : MonoBehaviour
{
private CombatPlayer combatPlayer;
private void Awake()
{
combatPlayer = GetComponentInParent<CombatPlayer>();
}
public void CheckComboAttack()
{
if (combatPlayer.IsComboAttacking) return;
combatPlayer.Animator.SetBool(combatPlayer.isAttackingHash, false);
}
public void AttackTiming()
{
combatPlayer.AttackTiming();
}
}
}

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@ -0,0 +1,36 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class ComboAttack : StateMachineBehaviour
{
private CombatPlayer combatPlayer;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (combatPlayer == null)
{
combatPlayer = animator.GetComponentInParent<CombatPlayer>();
}
combatPlayer.IsAttacking = true;
combatPlayer.IsComboPossible = true;
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1f)
{
animator.SetBool(combatPlayer.isAttackingHash, false);
}
}
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
combatPlayer.IsComboPossible = false;
combatPlayer.IsComboAttacking = false;
combatPlayer.IsAttacking = false;
animator.SetBool(combatPlayer.isAttackingHash, false);
}
}
}

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@ -0,0 +1,38 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Dash : StateMachineBehaviour
{
private CombatPlayer combatPlayer;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (combatPlayer == null)
{
combatPlayer = animator.GetComponentInParent<CombatPlayer>();
}
combatPlayer.IsDashing = true;
combatPlayer.EnableDash = false;
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
combatPlayer.Rb.velocity = combatPlayer.PreviousDir * combatPlayer.DashForce;
if (stateInfo.normalizedTime >= 1.0f)
{
animator.SetBool(combatPlayer.isDashingHash, false);
}
}
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
combatPlayer.IsDashing = false;
animator.SetBool(combatPlayer.isDashingHash, false);
combatPlayer.CoolDown(combatPlayer.DashCooldown, () => combatPlayer.EnableDash = true);
}
}
}

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@ -507,7 +507,7 @@ namespace BlueWaterProject
slowMotionCoroutine = StartCoroutine(GameManager.Inst.ApplySlowMotion(1f, 0.2f));
}
public void OnRoll()
public void OnDash()
{
if (!enableRoll || isRolling) return;

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public interface ISkillUser
{
void UseSkill(SkillBase skill, SkillInputData inputData);
}
}

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@ -0,0 +1,15 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public abstract class SkillBase : MonoBehaviour
{
[field: SerializeField] public float Cooldown { get; set; }
[field: SerializeField] public float Range { get; set; }
public abstract void Activate(SkillInputData inputData);
protected abstract void ApplyEffect(GameObject target);
}
}

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@ -0,0 +1,13 @@
using System;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[Serializable]
public class SkillInputData
{
[field: SerializeField] public Vector3 TargetPosition { get; set; }
[field: SerializeField] public GameObject TargetObject { get; set; }
}
}

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@ -0,0 +1,23 @@
using System.Collections.Generic;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class SkillManager : Singleton<SkillManager>
{
private List<SkillBase> skillList = new();
public void RegisterSkill(SkillBase skill)
{
skillList.Add(skill);
}
public void ActivateSkill(ISkillUser user, int skillIndex, SkillInputData inputData)
{
if (skillIndex >= 0 && skillIndex < skillList.Count)
{
user.UseSkill(skillList[skillIndex], inputData);
}
}
}
}

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