#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.
This commit is contained in:
NTG 2024-02-19 08:27:10 +09:00
parent 7b4408247e
commit 5f99f52b4b
20 changed files with 183 additions and 89 deletions

View File

@ -876255,11 +876255,6 @@ PrefabInstance:
propertyPath: m_TagString
value: CombatPlayer
objectReference: {fileID: 0}
- target: {fileID: 7729150195808218711, guid: d9472bd7185627847ae4d5b1d3d3bb8a,
type: 3}
propertyPath: m_Mass
value: 10
objectReference: {fileID: 0}
- target: {fileID: 8934240191915016273, guid: d9472bd7185627847ae4d5b1d3d3bb8a,
type: 3}
propertyPath: m_LocalPosition.x

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@ -19,6 +19,7 @@ namespace BlueWaterProject
{
public PlayerInput playerInput;
public Transform visualLook;
public SpriteRenderer spriteRenderer;
public Animator animator;
public PhysicsMovement movement;
}
@ -33,8 +34,11 @@ namespace BlueWaterProject
[Range(1, 21), Tooltip("한 번에 공격 가능한 개체 수")]
public int maxHitNum = 10;
[Range(0f, 100f), Tooltip("공격 데미지")]
public float attackDamage = 10f;
[Range(0f, 100f), Tooltip("첫 번째 공격 데미지")]
public float firstAttackDamage = 10f;
[Range(0f, 100f), Tooltip("두 번째 공격 데미지")]
public float secondAttackDamage = 15f;
[Range(0.1f, 2f), Tooltip("콤보 공격 포함 총 걸리는 시간")]
public float attackTime = 0.7f;
@ -64,7 +68,6 @@ namespace BlueWaterProject
public bool isUsingSkill;
}
[DisableIf("@true")]
[Serializable]
public class CurrentValue
{
@ -104,6 +107,8 @@ namespace BlueWaterProject
public static readonly int ZDirectionHash = Animator.StringToHash("zDirection");
public static readonly int IsAttackingHash = Animator.StringToHash("isAttacking");
public static readonly int IsActivateMainSkillHash = Animator.StringToHash("isActivateMainSkill");
private static readonly int IsHitHash = Shader.PropertyToID("_IsHit");
#endregion
@ -247,6 +252,8 @@ namespace BlueWaterProject
Die();
return;
}
StartCoroutine(nameof(FlashWhiteCoroutine));
}
public void Die()
@ -255,7 +262,7 @@ namespace BlueWaterProject
}
public float GetCurrentHp() => MyCurrentValue.currentHp;
#endregion
/***********************************************************************
@ -318,13 +325,13 @@ namespace BlueWaterProject
if (isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[1])
{
MoveToCurrentDirection(10f);
AttackTiming();
AttackTiming(MyCharacterOption.secondAttackDamage);
isAttacked = true;
}
else if (!isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[0])
{
MoveToCurrentDirection(1f);
AttackTiming();
AttackTiming(MyCharacterOption.firstAttackDamage);
isAttacked = true;
}
}
@ -350,11 +357,11 @@ namespace BlueWaterProject
CancelComboAttack();
}
public void AttackTiming()
public void AttackTiming(float damage)
{
var attackDirection = MyComponents.movement.GetPreviousMoveDirection();
var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer);
var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer, QueryTriggerInteraction.Collide);
for (var i = 0; i < size; i++)
{
var targetDirection = (MyCurrentValue.hitColliders[i].transform.position - transform.position).normalized;
@ -365,7 +372,7 @@ namespace BlueWaterProject
if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
{
var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(MyCharacterOption.attackDamage);
iDamageable?.TakeDamage(damage);
if (MyCurrentState.isComboAttacking)
{
@ -376,7 +383,7 @@ namespace BlueWaterProject
MyCurrentValue.hitColliders[i].CompareTag("DestructiveSkill"))
{
var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(MyCharacterOption.attackDamage);
iDamageable?.TakeDamage(damage);
}
}
}
@ -416,6 +423,19 @@ namespace BlueWaterProject
MyComponents.visualLook.localScale = localScale;
}
private IEnumerator FlashWhiteCoroutine()
{
var spriteRenderer = MyComponents.spriteRenderer;
for (var i = 0; i < 5; i++)
{
spriteRenderer.material.SetInt(IsHitHash, 1);
yield return new WaitForSeconds(0.05f);
spriteRenderer.material.SetInt(IsHitHash, 0);
yield return new WaitForSeconds(0.05f);
}
}
public void CoolDown(float waitTime, Action onCooldownComplete = null)
{
StartCoroutine(CoolDownCoroutine(waitTime, onCooldownComplete));

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@ -6,7 +6,7 @@ using UnityEngine.InputSystem;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class PhysicsMovement : MonoBehaviour, IStun
public class PhysicsMovement : MonoBehaviour, ICombatable
{
/***********************************************************************
* Definitions
@ -120,12 +120,6 @@ namespace BlueWaterProject
[Title("효과")]
[SerializeField] private ParticleSystem stunParticle;
public bool IsStunned
{
get => MyCurrentState.isStunned;
set => MyCurrentState.isStunned = value;
}
private Vector3 CapsuleTop => MyComponents.rb.position + (MyComponents.capsuleCollider.center +
Vector3.up * (MyComponents.capsuleCollider.height * 0.5f - MyComponents.capsuleCollider.radius))
* transform.localScale.x;
@ -153,7 +147,7 @@ namespace BlueWaterProject
private void FixedUpdate()
{
if (!MyCurrentState.enableMoving || IsStunned) return;
if (!MyCurrentState.enableMoving || MyCurrentState.isStunned) return;
InputMove();
CheckGround();
@ -211,11 +205,28 @@ namespace BlueWaterProject
***********************************************************************/
#region Interfaces
public void DisableMove(float time)
{
if (MyCurrentState.isDashing) return;
MyCurrentState.enableMoving = false;
MyComponents.rb.velocity = Vector3.zero;
MyCurrentState.isMoving = false;
StartCoroutine(Utils.CoolDown(time, StopDisableMove));
}
private void StopDisableMove()
{
MyComponents.rb.velocity = Vector3.zero;
MyCurrentState.enableMoving = true;
}
public void Stun(float stunTime)
{
if (MyCurrentState.isDashing) return;
IsStunned = true;
MyCurrentState.isStunned = true;
MyComponents.rb.velocity = Vector3.zero;
MyCurrentState.isMoving = false;
@ -227,13 +238,20 @@ namespace BlueWaterProject
StartCoroutine(Utils.CoolDown(stunTime, StopStun));
}
private void StopStun()
public void AddForceToDirection(Vector3 direction, float power)
{
if (MyCurrentState.isDashing) return;
MyComponents.rb.AddForce(direction * power, ForceMode.Impulse);
}
public void StopStun()
{
if (stunParticle)
{
stunParticle.Stop();
}
IsStunned = false;
MyCurrentState.isStunned = false;
}
#endregion

View File

@ -89,6 +89,11 @@ namespace BlueWaterProject
{
Destroy(element);
}
if (UiManager.Inst.CombatUi.FieldBossHpSlider.gameObject.activeSelf)
{
UiManager.Inst.CombatUi.FieldBossHpSlider.SetActiveHpSlider(false);
}
}
}
@ -186,8 +191,9 @@ namespace BlueWaterProject
public void MoveTarget(float stoppingDistance)
{
if (agent)
if (agent && agent.enabled)
{
//rb.isKinematic = true;
agent.isStopped = false;
agent.stoppingDistance = stoppingDistance;
agent.SetDestination(Target.transform.position);
@ -197,7 +203,7 @@ namespace BlueWaterProject
public bool HasReachedDestination(float limitMovingTime)
{
// 경로 계산 중이면 false
if (!agent || agent.pathPending)
if (!agent || !agent.enabled || agent.pathPending)
{
departureTime = -1f;
return false;
@ -210,7 +216,9 @@ namespace BlueWaterProject
if (departureTime > 0f && Time.time - departureTime >= limitMovingTime)
{
agent.velocity = Vector3.zero;
agent.isStopped = true;
//rb.isKinematic = false;
departureTime = -1f;
return true;
}
@ -223,6 +231,7 @@ namespace BlueWaterProject
agent.velocity = Vector3.zero;
agent.isStopped = true;
//rb.isKinematic = false;
departureTime = -1f;
return true;
}

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@ -1,4 +1,3 @@
using System;
using Sirenix.OdinInspector;
using UnityEngine;

View File

@ -0,0 +1,13 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public interface ICombatable
{
void DisableMove(float time);
void Stun(float stunTime);
void StopStun();
void AddForceToDirection(Vector3 direction, float power);
}
}

View File

@ -1,9 +0,0 @@
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public interface IStun
{
bool IsStunned { get; set; }
void Stun(float stunTime);
}
}

View File

@ -12,7 +12,7 @@ namespace RhinocerosSkill
[Title("추가 옵션")]
[SerializeField] private bool isDrawingGizmo = true;
[SerializeField] private float width = 3f;
private Vector3 startPosition;
private Vector3 halfScale;
private RaycastHit[] hits;
@ -23,10 +23,8 @@ namespace RhinocerosSkill
if (!isDrawingGizmo || !isUsingSkill) return;
Gizmos.color = Color.red;
var rotation = Quaternion.LookRotation(new Vector3(SkillInputData.PreviousDirection.x, 0, SkillInputData.PreviousDirection.z));
Gizmos.matrix = Matrix4x4.TRS(startPosition + SkillInputData.PreviousDirection * Range * 0.5f, rotation, Vector3.one);
Gizmos.DrawWireCube(Vector3.zero, new Vector3(halfScale.x * 2, halfScale.y * 2, Range));
Gizmos.matrix = Matrix4x4.TRS(startPosition, transform.rotation, Vector3.one);
Gizmos.DrawWireCube(Vector3.zero, halfScale * 2f);
Gizmos.matrix = Matrix4x4.identity;
}
@ -54,13 +52,14 @@ namespace RhinocerosSkill
private IEnumerator SkillCoroutine(params Action[] actions)
{
isUsingSkill = true;
startPosition = SkillInputData.PlayerRb.position;
halfScale = transform.localScale * 0.5f;
transform.position = startPosition;
transform.position = SkillInputData.PlayerRb.position;
var angle = Mathf.Atan2(SkillInputData.PreviousDirection.x, SkillInputData.PreviousDirection.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, angle, 0);
transform.localScale = new Vector3(width, 6f, Range * 2);
var myLocalScale = transform.localScale;
halfScale = new Vector3(myLocalScale.x * 0.5f, myLocalScale.y * 0.5f, myLocalScale.z * 0.25f);
ShowIndicator();
@ -78,13 +77,21 @@ namespace RhinocerosSkill
yield return null;
}
var maxSize = Physics.BoxCastNonAlloc(startPosition, halfScale, SkillInputData.PreviousDirection,
hits, Quaternion.identity, 0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
startPosition = transform.position + transform.forward * halfScale.z;
var maxSize = Physics.BoxCastNonAlloc(startPosition, halfScale, transform.forward,
hits, transform.rotation, 0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hits[i].transform.GetComponent<IDamageable>();
iDamageable?.TakeDamage(Damage);
var iCombatable = hits[i].transform.GetComponent<ICombatable>();
if (iCombatable != null)
{
iCombatable.DisableMove(0.2f);
iCombatable.AddForceToDirection(transform.forward, 10f);
}
}
HideIndicator();

View File

@ -47,7 +47,7 @@ namespace RhinocerosSkill
var targetPosition = SkillInputData.TargetCollider.transform.position;
var targetToDirection = (targetPosition - skillPlayerPosition).normalized;
transform.position = skillPlayerPosition + targetToDirection * hammerOffset;
transform.localScale = Vector3.one * Range;
transform.localScale = Vector3.one * (Range * 2f);
actions[1].Invoke();
ShowIndicator();
@ -72,6 +72,16 @@ namespace RhinocerosSkill
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable?.TakeDamage(Damage);
var iCombatable = hitColliders[i].GetComponent<ICombatable>();
if (iCombatable != null)
{
var targetToVector = hitColliders[i].transform.position - transform.position;
targetToVector.y = 0f;
var direction = targetToVector.normalized;
iCombatable.DisableMove(0.3f);
iCombatable.AddForceToDirection(direction, 7f);
}
}
HideIndicator();

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@ -83,11 +83,13 @@ namespace RhinocerosSkill
isUsingSkill = true;
var skillPlayerPosition = SkillInputData.PlayerRb.position;
var targetPosition = SkillInputData.TargetCollider.transform.position;
var targetToDirection = (targetPosition - skillPlayerPosition).normalized;
var targetToVector = targetPosition - skillPlayerPosition;
targetToVector.y = 0f;
var targetToDirection = targetToVector.normalized;
transform.position = skillPlayerPosition;
var yAngle = Mathf.Atan2(targetToDirection.x, targetToDirection.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, yAngle, 0);
transform.localScale = Vector3.one * (Range * 2);
transform.localScale = Vector3.one * (Range * 2f);
actions[1].Invoke();
ShowIndicator();
@ -110,12 +112,22 @@ namespace RhinocerosSkill
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, Range, hitColliders, SkillInputData.TargetLayer);
for (var i = 0; i < maxSize; i++)
{
var angleToTarget = Vector3.Angle(skillPlayerPosition, transform.forward);
var hitToVector = hitColliders[i].transform.position - transform.position;
hitToVector.y = 0f;
var attackDirection = hitToVector.normalized;
var angleToTarget = Vector3.Angle(attackDirection, targetToDirection);
if (angleToTarget <= angle * 0.5f)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable?.TakeDamage(Damage);
var iCombatable = hitColliders[i].GetComponent<ICombatable>();
if (iCombatable != null)
{
iCombatable.DisableMove(0.2f);
iCombatable.AddForceToDirection(attackDirection, 10f);
}
}
}

View File

@ -23,7 +23,7 @@ namespace RhinocerosSkill
{
if (SkillInputData.TargetCollider)
{
SkillInputData.TargetCollider.GetComponent<IStun>().IsStunned = false;
SkillInputData.TargetCollider.GetComponent<ICombatable>().StopStun();
}
}
@ -117,7 +117,7 @@ namespace RhinocerosSkill
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);

View File

@ -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);
}
}
}

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@ -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);

View File

@ -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
{

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@ -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

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@ -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

View File

@ -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

View File

@ -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

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@ -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