#165 전투 플레이어 및 보스 보완 작업
+ 전투 플레이어도 피격시 FlashWhite 기능이 추가되었습니다. + 전투 플레이어의 기본 속도 10 -> 7로 변경했습니다. + 보스 및 잡몹의 Collider를 통과할 수 있게 변경했습니다. + 보스의 스킬에 피격되면 튕겨내는 기능을 추가했습니다. + 코뿔소 스킬(EarthquakeWave)가 표시하는 것과 다르게 공격하는 오류를 수정했습니다.
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@ -876255,11 +876255,6 @@ PrefabInstance:
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propertyPath: m_TagString
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value: CombatPlayer
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objectReference: {fileID: 0}
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- target: {fileID: 7729150195808218711, guid: d9472bd7185627847ae4d5b1d3d3bb8a,
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type: 3}
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propertyPath: m_Mass
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value: 10
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objectReference: {fileID: 0}
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- target: {fileID: 8934240191915016273, guid: d9472bd7185627847ae4d5b1d3d3bb8a,
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type: 3}
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propertyPath: m_LocalPosition.x
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@ -19,6 +19,7 @@ namespace BlueWaterProject
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{
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public PlayerInput playerInput;
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public Transform visualLook;
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public SpriteRenderer spriteRenderer;
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public Animator animator;
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public PhysicsMovement movement;
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}
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@ -33,8 +34,11 @@ namespace BlueWaterProject
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[Range(1, 21), Tooltip("한 번에 공격 가능한 개체 수")]
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public int maxHitNum = 10;
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[Range(0f, 100f), Tooltip("공격 데미지")]
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public float attackDamage = 10f;
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[Range(0f, 100f), Tooltip("첫 번째 공격 데미지")]
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public float firstAttackDamage = 10f;
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[Range(0f, 100f), Tooltip("두 번째 공격 데미지")]
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public float secondAttackDamage = 15f;
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[Range(0.1f, 2f), Tooltip("콤보 공격 포함 총 걸리는 시간")]
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public float attackTime = 0.7f;
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@ -64,7 +68,6 @@ namespace BlueWaterProject
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public bool isUsingSkill;
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}
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[DisableIf("@true")]
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[Serializable]
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public class CurrentValue
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{
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@ -104,6 +107,8 @@ namespace BlueWaterProject
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public static readonly int ZDirectionHash = Animator.StringToHash("zDirection");
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public static readonly int IsAttackingHash = Animator.StringToHash("isAttacking");
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public static readonly int IsActivateMainSkillHash = Animator.StringToHash("isActivateMainSkill");
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private static readonly int IsHitHash = Shader.PropertyToID("_IsHit");
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#endregion
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@ -247,6 +252,8 @@ namespace BlueWaterProject
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Die();
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return;
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}
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StartCoroutine(nameof(FlashWhiteCoroutine));
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}
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public void Die()
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@ -255,7 +262,7 @@ namespace BlueWaterProject
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}
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public float GetCurrentHp() => MyCurrentValue.currentHp;
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#endregion
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/***********************************************************************
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@ -318,13 +325,13 @@ namespace BlueWaterProject
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if (isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[1])
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{
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MoveToCurrentDirection(10f);
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AttackTiming();
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AttackTiming(MyCharacterOption.secondAttackDamage);
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isAttacked = true;
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}
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else if (!isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[0])
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{
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MoveToCurrentDirection(1f);
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AttackTiming();
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AttackTiming(MyCharacterOption.firstAttackDamage);
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isAttacked = true;
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}
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}
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@ -350,11 +357,11 @@ namespace BlueWaterProject
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CancelComboAttack();
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}
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public void AttackTiming()
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public void AttackTiming(float damage)
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{
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var attackDirection = MyComponents.movement.GetPreviousMoveDirection();
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var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer);
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var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer, QueryTriggerInteraction.Collide);
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for (var i = 0; i < size; i++)
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{
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var targetDirection = (MyCurrentValue.hitColliders[i].transform.position - transform.position).normalized;
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@ -365,7 +372,7 @@ namespace BlueWaterProject
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if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
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{
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var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
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iDamageable.TakeDamage(MyCharacterOption.attackDamage);
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iDamageable?.TakeDamage(damage);
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if (MyCurrentState.isComboAttacking)
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{
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@ -376,7 +383,7 @@ namespace BlueWaterProject
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MyCurrentValue.hitColliders[i].CompareTag("DestructiveSkill"))
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{
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var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
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iDamageable.TakeDamage(MyCharacterOption.attackDamage);
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iDamageable?.TakeDamage(damage);
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}
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}
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}
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@ -416,6 +423,19 @@ namespace BlueWaterProject
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MyComponents.visualLook.localScale = localScale;
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}
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private IEnumerator FlashWhiteCoroutine()
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{
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var spriteRenderer = MyComponents.spriteRenderer;
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for (var i = 0; i < 5; i++)
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{
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spriteRenderer.material.SetInt(IsHitHash, 1);
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yield return new WaitForSeconds(0.05f);
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spriteRenderer.material.SetInt(IsHitHash, 0);
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yield return new WaitForSeconds(0.05f);
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}
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}
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public void CoolDown(float waitTime, Action onCooldownComplete = null)
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{
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StartCoroutine(CoolDownCoroutine(waitTime, onCooldownComplete));
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@ -6,7 +6,7 @@ using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class PhysicsMovement : MonoBehaviour, IStun
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public class PhysicsMovement : MonoBehaviour, ICombatable
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{
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/***********************************************************************
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* Definitions
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@ -120,12 +120,6 @@ namespace BlueWaterProject
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[Title("효과")]
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[SerializeField] private ParticleSystem stunParticle;
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public bool IsStunned
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{
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get => MyCurrentState.isStunned;
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set => MyCurrentState.isStunned = value;
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}
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private Vector3 CapsuleTop => MyComponents.rb.position + (MyComponents.capsuleCollider.center +
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Vector3.up * (MyComponents.capsuleCollider.height * 0.5f - MyComponents.capsuleCollider.radius))
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* transform.localScale.x;
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@ -153,7 +147,7 @@ namespace BlueWaterProject
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private void FixedUpdate()
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{
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if (!MyCurrentState.enableMoving || IsStunned) return;
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if (!MyCurrentState.enableMoving || MyCurrentState.isStunned) return;
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InputMove();
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CheckGround();
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@ -211,11 +205,28 @@ namespace BlueWaterProject
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***********************************************************************/
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#region Interfaces
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public void DisableMove(float time)
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{
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if (MyCurrentState.isDashing) return;
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MyCurrentState.enableMoving = false;
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MyComponents.rb.velocity = Vector3.zero;
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MyCurrentState.isMoving = false;
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StartCoroutine(Utils.CoolDown(time, StopDisableMove));
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}
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private void StopDisableMove()
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{
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MyComponents.rb.velocity = Vector3.zero;
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MyCurrentState.enableMoving = true;
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}
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public void Stun(float stunTime)
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{
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if (MyCurrentState.isDashing) return;
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IsStunned = true;
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MyCurrentState.isStunned = true;
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MyComponents.rb.velocity = Vector3.zero;
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MyCurrentState.isMoving = false;
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@ -227,13 +238,20 @@ namespace BlueWaterProject
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StartCoroutine(Utils.CoolDown(stunTime, StopStun));
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}
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private void StopStun()
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public void AddForceToDirection(Vector3 direction, float power)
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{
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if (MyCurrentState.isDashing) return;
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MyComponents.rb.AddForce(direction * power, ForceMode.Impulse);
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}
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public void StopStun()
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{
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if (stunParticle)
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{
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stunParticle.Stop();
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}
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IsStunned = false;
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MyCurrentState.isStunned = false;
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}
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#endregion
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@ -89,6 +89,11 @@ namespace BlueWaterProject
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{
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Destroy(element);
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}
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if (UiManager.Inst.CombatUi.FieldBossHpSlider.gameObject.activeSelf)
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{
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UiManager.Inst.CombatUi.FieldBossHpSlider.SetActiveHpSlider(false);
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}
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}
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}
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@ -186,8 +191,9 @@ namespace BlueWaterProject
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public void MoveTarget(float stoppingDistance)
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{
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if (agent)
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if (agent && agent.enabled)
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{
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//rb.isKinematic = true;
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agent.isStopped = false;
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agent.stoppingDistance = stoppingDistance;
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agent.SetDestination(Target.transform.position);
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@ -197,7 +203,7 @@ namespace BlueWaterProject
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public bool HasReachedDestination(float limitMovingTime)
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{
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// 경로 계산 중이면 false
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if (!agent || agent.pathPending)
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if (!agent || !agent.enabled || agent.pathPending)
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{
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departureTime = -1f;
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return false;
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@ -210,7 +216,9 @@ namespace BlueWaterProject
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if (departureTime > 0f && Time.time - departureTime >= limitMovingTime)
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{
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agent.velocity = Vector3.zero;
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agent.isStopped = true;
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//rb.isKinematic = false;
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departureTime = -1f;
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return true;
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}
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@ -223,6 +231,7 @@ namespace BlueWaterProject
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agent.velocity = Vector3.zero;
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agent.isStopped = true;
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//rb.isKinematic = false;
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departureTime = -1f;
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return true;
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}
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@ -1,4 +1,3 @@
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using System;
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using Sirenix.OdinInspector;
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using UnityEngine;
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13
BlueWater/Assets/02.Scripts/Interface/ICombatable.cs
Normal file
13
BlueWater/Assets/02.Scripts/Interface/ICombatable.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 ICombatable
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{
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void DisableMove(float time);
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void Stun(float stunTime);
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void StopStun();
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void AddForceToDirection(Vector3 direction, float power);
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}
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}
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@ -1,9 +0,0 @@
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public interface IStun
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{
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bool IsStunned { get; set; }
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void Stun(float stunTime);
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}
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}
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@ -12,7 +12,7 @@ namespace RhinocerosSkill
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[Title("추가 옵션")]
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[SerializeField] private bool isDrawingGizmo = true;
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[SerializeField] private float width = 3f;
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private Vector3 startPosition;
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private Vector3 halfScale;
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private RaycastHit[] hits;
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@ -23,10 +23,8 @@ namespace RhinocerosSkill
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if (!isDrawingGizmo || !isUsingSkill) return;
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Gizmos.color = Color.red;
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var rotation = Quaternion.LookRotation(new Vector3(SkillInputData.PreviousDirection.x, 0, SkillInputData.PreviousDirection.z));
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Gizmos.matrix = Matrix4x4.TRS(startPosition + SkillInputData.PreviousDirection * Range * 0.5f, rotation, Vector3.one);
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Gizmos.DrawWireCube(Vector3.zero, new Vector3(halfScale.x * 2, halfScale.y * 2, Range));
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Gizmos.matrix = Matrix4x4.TRS(startPosition, transform.rotation, Vector3.one);
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Gizmos.DrawWireCube(Vector3.zero, halfScale * 2f);
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Gizmos.matrix = Matrix4x4.identity;
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}
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@ -54,13 +52,14 @@ namespace RhinocerosSkill
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private IEnumerator SkillCoroutine(params Action[] actions)
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{
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isUsingSkill = true;
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startPosition = SkillInputData.PlayerRb.position;
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halfScale = transform.localScale * 0.5f;
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transform.position = startPosition;
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transform.position = SkillInputData.PlayerRb.position;
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var angle = Mathf.Atan2(SkillInputData.PreviousDirection.x, SkillInputData.PreviousDirection.z) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.Euler(0, angle, 0);
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transform.localScale = new Vector3(width, 6f, Range * 2);
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var myLocalScale = transform.localScale;
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halfScale = new Vector3(myLocalScale.x * 0.5f, myLocalScale.y * 0.5f, myLocalScale.z * 0.25f);
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ShowIndicator();
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@ -78,13 +77,21 @@ namespace RhinocerosSkill
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yield return null;
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}
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var maxSize = Physics.BoxCastNonAlloc(startPosition, halfScale, SkillInputData.PreviousDirection,
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hits, Quaternion.identity, 0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
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startPosition = transform.position + transform.forward * halfScale.z;
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var maxSize = Physics.BoxCastNonAlloc(startPosition, halfScale, transform.forward,
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hits, transform.rotation, 0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
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for (var i = 0; i < maxSize; i++)
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{
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var iDamageable = hits[i].transform.GetComponent<IDamageable>();
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iDamageable?.TakeDamage(Damage);
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var iCombatable = hits[i].transform.GetComponent<ICombatable>();
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if (iCombatable != null)
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{
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iCombatable.DisableMove(0.2f);
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iCombatable.AddForceToDirection(transform.forward, 10f);
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}
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}
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HideIndicator();
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@ -47,7 +47,7 @@ namespace RhinocerosSkill
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var targetPosition = SkillInputData.TargetCollider.transform.position;
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var targetToDirection = (targetPosition - skillPlayerPosition).normalized;
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transform.position = skillPlayerPosition + targetToDirection * hammerOffset;
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transform.localScale = Vector3.one * Range;
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transform.localScale = Vector3.one * (Range * 2f);
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actions[1].Invoke();
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ShowIndicator();
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@ -72,6 +72,16 @@ namespace RhinocerosSkill
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{
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var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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iDamageable?.TakeDamage(Damage);
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var iCombatable = hitColliders[i].GetComponent<ICombatable>();
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if (iCombatable != null)
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{
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var targetToVector = hitColliders[i].transform.position - transform.position;
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targetToVector.y = 0f;
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var direction = targetToVector.normalized;
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iCombatable.DisableMove(0.3f);
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iCombatable.AddForceToDirection(direction, 7f);
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}
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}
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HideIndicator();
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@ -83,11 +83,13 @@ namespace RhinocerosSkill
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isUsingSkill = true;
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var skillPlayerPosition = SkillInputData.PlayerRb.position;
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var targetPosition = SkillInputData.TargetCollider.transform.position;
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var targetToDirection = (targetPosition - skillPlayerPosition).normalized;
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var targetToVector = targetPosition - skillPlayerPosition;
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targetToVector.y = 0f;
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var targetToDirection = targetToVector.normalized;
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transform.position = skillPlayerPosition;
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var yAngle = Mathf.Atan2(targetToDirection.x, targetToDirection.z) * Mathf.Rad2Deg;
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transform.rotation = Quaternion.Euler(0, yAngle, 0);
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transform.localScale = Vector3.one * (Range * 2);
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transform.localScale = Vector3.one * (Range * 2f);
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actions[1].Invoke();
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ShowIndicator();
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@ -110,12 +112,22 @@ namespace RhinocerosSkill
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, Range, hitColliders, SkillInputData.TargetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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var angleToTarget = Vector3.Angle(skillPlayerPosition, transform.forward);
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var hitToVector = hitColliders[i].transform.position - transform.position;
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hitToVector.y = 0f;
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var attackDirection = hitToVector.normalized;
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var angleToTarget = Vector3.Angle(attackDirection, targetToDirection);
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if (angleToTarget <= angle * 0.5f)
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{
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var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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iDamageable?.TakeDamage(Damage);
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var iCombatable = hitColliders[i].GetComponent<ICombatable>();
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if (iCombatable != null)
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{
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iCombatable.DisableMove(0.2f);
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iCombatable.AddForceToDirection(attackDirection, 10f);
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}
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}
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}
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@ -23,7 +23,7 @@ namespace RhinocerosSkill
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{
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if (SkillInputData.TargetCollider)
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{
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SkillInputData.TargetCollider.GetComponent<IStun>().IsStunned = false;
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SkillInputData.TargetCollider.GetComponent<ICombatable>().StopStun();
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}
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}
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@ -117,7 +117,7 @@ namespace RhinocerosSkill
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||||
SkillInputData.PlayerRb.useGravity = false;
|
||||
|
||||
var elapsedTime = 0f;
|
||||
var startPosition = SkillInputData.PlayerRb.transform.position;
|
||||
var startPosition = SkillInputData.PlayerRb.position;
|
||||
var endPosition = startPosition + Vector3.up * 15f;
|
||||
|
||||
while (elapsedTime < upTime)
|
||||
@ -165,7 +165,7 @@ namespace RhinocerosSkill
|
||||
yield return null;
|
||||
}
|
||||
|
||||
IgnoreCollision(true);
|
||||
//IgnoreCollision(true);
|
||||
|
||||
elapsedTime = 0f;
|
||||
while (elapsedTime < downTime)
|
||||
@ -182,22 +182,6 @@ namespace RhinocerosSkill
|
||||
SkillInputData.PlayerAgent.enabled = true;
|
||||
|
||||
SkillInputData.PlayerRb.position = endPosition;
|
||||
|
||||
var targetToVector = SkillInputData.TargetCollider.transform.position - SkillInputData.PlayerCollider.transform.position;
|
||||
targetToVector.y = 0f;
|
||||
var playerRadius = ((CapsuleCollider)SkillInputData.PlayerCollider).radius;
|
||||
|
||||
if (targetToVector.magnitude < playerRadius)
|
||||
{
|
||||
var direction = targetToVector.normalized;
|
||||
direction = direction == Vector3.zero ? Vector3.right : direction;
|
||||
SkillInputData.TargetCollider.transform.GetComponent<Rigidbody>().AddForce(direction * 70f, ForceMode.Impulse);
|
||||
CoolDown(1f, () => IgnoreCollision(false));
|
||||
}
|
||||
else
|
||||
{
|
||||
IgnoreCollision(false);
|
||||
}
|
||||
|
||||
HideIndicator();
|
||||
|
||||
@ -207,12 +191,25 @@ namespace RhinocerosSkill
|
||||
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
|
||||
iDamageable?.TakeDamage(Damage);
|
||||
}
|
||||
|
||||
maxSize = Physics.OverlapSphereNonAlloc(transform.position, Range * 2f, hitColliders, SkillInputData.TargetLayer);
|
||||
|
||||
var stunRange = Range * 2f;
|
||||
maxSize = Physics.OverlapSphereNonAlloc(transform.position, stunRange, hitColliders, SkillInputData.TargetLayer);
|
||||
for (var i = 0; i < maxSize; i++)
|
||||
{
|
||||
var iStun = hitColliders[i].GetComponent<IStun>();
|
||||
iStun?.Stun(stunTime);
|
||||
var iCombatable = hitColliders[i].GetComponent<ICombatable>();
|
||||
if (iCombatable != null)
|
||||
{
|
||||
var targetToVector = hitColliders[i].transform.position - transform.position;
|
||||
targetToVector.y = 0f;
|
||||
var direction = targetToVector.normalized;
|
||||
direction = direction == Vector3.zero ? Vector3.right : direction;
|
||||
var distance = targetToVector.magnitude;
|
||||
var powerCoefficient = stunRange - distance;
|
||||
var addForcePower = powerCoefficient / stunRange * 10f;
|
||||
|
||||
iCombatable.Stun(stunTime);
|
||||
iCombatable.AddForceToDirection(direction, addForcePower);
|
||||
}
|
||||
}
|
||||
|
||||
SkillInputData.PlayerAnimator.SetBool("isJump", false);
|
||||
|
@ -126,6 +126,21 @@ namespace RhinocerosSkill
|
||||
var iDamageable = hits[i].transform.GetComponent<IDamageable>();
|
||||
iDamageable?.TakeDamage(Damage);
|
||||
isAttacked = true;
|
||||
|
||||
var iCombatable = hits[i].transform.GetComponent<ICombatable>();
|
||||
if (iCombatable != null)
|
||||
{
|
||||
var targetToVector = hits[i].transform.position - SkillInputData.PlayerRb.position;
|
||||
targetToVector.y = 0f;
|
||||
var hitDirection = targetToVector.normalized;
|
||||
var dot = Vector3.Dot(hitDirection, direction);
|
||||
var addForceDirection = dot >= 0f
|
||||
? Quaternion.Euler(0, 90, 0) * direction
|
||||
: Quaternion.Euler(0, -90, 0) * direction;
|
||||
|
||||
iCombatable.DisableMove(0.1f);
|
||||
iCombatable.AddForceToDirection(addForceDirection, 15f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -12,7 +12,7 @@ namespace BlueWaterProject
|
||||
[SerializeField] private Slider slider;
|
||||
[SerializeField] private TMP_Text nameText;
|
||||
[SerializeField] private Slider damageEffectSlider;
|
||||
[SerializeField] private float damageEffectSpeed = 0.1f;
|
||||
[SerializeField] private float duration = 1f;
|
||||
|
||||
[Button("셋팅 초기화")]
|
||||
private void Init()
|
||||
@ -46,13 +46,18 @@ namespace BlueWaterProject
|
||||
|
||||
private IEnumerator DamageEffect(float value)
|
||||
{
|
||||
var previousHp = slider.value;
|
||||
var tick = (previousHp - value) / duration;
|
||||
|
||||
slider.value = value;
|
||||
|
||||
while (damageEffectSlider.value > value)
|
||||
{
|
||||
damageEffectSlider.value -= damageEffectSpeed;
|
||||
damageEffectSlider.value -= tick * Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
damageEffectSlider.value = value;
|
||||
}
|
||||
|
||||
public void SetActiveHpSlider(bool value) => gameObject.SetActive(value);
|
||||
|
@ -119,9 +119,10 @@ namespace BlueWaterProject
|
||||
}
|
||||
}
|
||||
|
||||
if (onHitAction == null)
|
||||
if (onHitAction.GetPersistentEventCount() <= 0)
|
||||
{
|
||||
hit.transform.GetComponent<IDamageable>()?.TakeDamage(power);
|
||||
var iDamageable = hit.transform.GetComponent<IDamageable>();
|
||||
iDamageable?.TakeDamage(power);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -79,7 +79,7 @@ CapsuleCollider:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_IsTrigger: 1
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
@ -262,7 +262,7 @@ SpriteRenderer:
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
m_SortingOrder: 1
|
||||
m_Sprite: {fileID: 1514449203, guid: 57b6cf5f2c06f364988909964c965ed1, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
|
@ -3178,7 +3178,7 @@ CapsuleCollider:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_IsTrigger: 1
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
|
@ -3372,7 +3372,7 @@ CapsuleCollider:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_IsTrigger: 1
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
|
@ -55,7 +55,7 @@ SpriteRenderer:
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||
- {fileID: 2100000, guid: 8295418fd332b4a4a9a2a8aadededcad, type: 2}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
@ -244,12 +244,14 @@ MonoBehaviour:
|
||||
<MyComponents>k__BackingField:
|
||||
playerInput: {fileID: 6121288256300454469}
|
||||
visualLook: {fileID: 8557381169392297019}
|
||||
spriteRenderer: {fileID: 1564585232883027199}
|
||||
animator: {fileID: 3138574858532492034}
|
||||
movement: {fileID: 803982772767150407}
|
||||
<MyCharacterOption>k__BackingField:
|
||||
maxHp: 100
|
||||
maxHitNum: 10
|
||||
attackDamage: 10
|
||||
firstAttackDamage: 10
|
||||
secondAttackDamage: 15
|
||||
attackTime: 0.7
|
||||
attackRange: 1.5
|
||||
attackAngle: 180
|
||||
@ -305,7 +307,7 @@ MonoBehaviour:
|
||||
groundCheckDistance: 1
|
||||
groundCheckThreshold: 0.5
|
||||
<MyMovementOption>k__BackingField:
|
||||
moveSpeed: 10
|
||||
moveSpeed: 7
|
||||
maxSlopeAngle: 30
|
||||
dashSpeed: 20
|
||||
dashTime: 0.2
|
||||
|
@ -49,7 +49,7 @@ MonoBehaviour:
|
||||
<ReadySkill>k__BackingField: 1
|
||||
<Damage>k__BackingField: 10
|
||||
<Cooldown>k__BackingField: 3
|
||||
<Range>k__BackingField: 7
|
||||
<Range>k__BackingField: 3.5
|
||||
<CastingTime>k__BackingField: 1
|
||||
<SkillDuration>k__BackingField: 0
|
||||
isUsingIndicator: 1
|
||||
|
Loading…
Reference in New Issue
Block a user