From 6438ca89a08ba5d9f83155ef200ead51ff8c8940 Mon Sep 17 00:00:00 2001 From: NTG Date: Tue, 29 Aug 2023 04:52:23 +0900 Subject: [PATCH] =?UTF-8?q?closed=20#27=20AiView,=20AiStat,=20Unit,=20Card?= =?UTF-8?q?=20SO=20=EC=B6=94=EA=B0=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 1.enum 변수들 NONE = 0 -> NONE = -1 변경 2.meleeWeapon -> closeWeapon 이름 변경 3.BaseCharacter(기본캐릭터) 조립형 프리팹 수정 --- BlueWater/Assets/01.Scenes/02.Main_TG2.unity | 1169 ++++++------ .../Assets/02.Scripts/Ai/AiController.cs | 34 +- BlueWater/Assets/02.Scripts/Ai/AiStat.cs | 137 +- BlueWater/Assets/02.Scripts/Ai/AiView.cs | 88 + BlueWater/Assets/02.Scripts/Ai/AiView.cs.meta | 11 + BlueWater/Assets/02.Scripts/Ai/Type/Archer.cs | 8 +- BlueWater/Assets/02.Scripts/Ai/Type/Axeman.cs | 4 +- .../Assets/02.Scripts/Ai/Type/SpearKnight.cs | 4 +- .../Assets/02.Scripts/Ai/Type/Spearman.cs | 4 +- .../Assets/02.Scripts/Ai/Type/SwordKnight.cs | 4 +- .../Assets/02.Scripts/Ai/Type/Swordman.cs | 4 +- BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs | 79 +- .../02.Scripts/Ai/Unit/UnitController.cs | 16 +- .../Assets/02.Scripts/Ai/Unit/UnitManager.cs | 24 +- .../02.Scripts/Ai/Unit/UnitSelection.cs | 12 +- .../Assets/02.Scripts/Data/AiStatDataSo.cs | 12 + .../02.Scripts/Data/AiStatDataSo.cs.meta | 11 + .../Assets/02.Scripts/Data/AiViewDataSo.cs | 12 + .../02.Scripts/Data/AiViewDataSo.cs.meta | 11 + .../Assets/02.Scripts/Data/CardDataSo.cs | 3 +- .../02.Scripts/Data/So/AiStatDataSo.asset | 275 +++ .../Data/So/AiStatDataSo.asset.meta} | 5 +- .../02.Scripts/Data/So/AiViewDataSo.asset | 175 ++ .../Data/So/AiViewDataSo.asset.meta} | 5 +- .../02.Scripts/Data/So/CardDataSo.asset | 63 +- .../02.Scripts/Data/So/UnitDataSo.asset | 78 + .../Data/So/UnitDataSo.asset.meta} | 5 +- .../Assets/02.Scripts/Data/UnitDataSo.cs | 12 + .../Assets/02.Scripts/Data/UnitDataSo.cs.meta | 11 + BlueWater/Assets/02.Scripts/HouseInfo.cs | 8 +- BlueWater/Assets/02.Scripts/Player/Card.cs | 6 +- .../Assets/02.Scripts/Utility/GlobalValue.cs | 6 +- BlueWater/Assets/02.Scripts/Utility/Utils.cs | 10 +- .../Weapon/{MeleeWeapon.cs => CloseWeapon.cs} | 2 +- ...eleeWeapon.cs.meta => CloseWeapon.cs.meta} | 0 ...eCharacter.prefab => BaseCharacter.prefab} | 1613 ++++++++++++++--- ....prefab.meta => BaseCharacter.prefab.meta} | 0 .../Character/Enemy/SpearKnight_E.prefab | 4 +- .../2DRenderer-URP-Package.unitypackage.meta | 7 - .../NiceVibrations-v-1-7.unitypackage.meta | 7 - .../NiceVibrations-v-2-0-1.unitypackage.meta | 7 - .../NiceVibrations-v-3-9-0.unitypackage.meta | 7 - ...ender Pipeline] Built-In.unitypackage.meta | 14 - ...ipeline] Universal (URP).unitypackage.meta | 14 - ...emple-BuiltInRP-UModeler.unitypackage.meta | 7 - ...LostTemple-HDRP-UModeler.unitypackage.meta | 7 - .../LostTemple-HDRP.unitypackage.meta | 7 - .../LostTemple-URP-UModeler.unitypackage.meta | 7 - .../LostTemple-URP.unitypackage.meta | 7 - ...tom Attribute Processors.unitypackage.meta | 7 - .../Demos/Custom Drawers.unitypackage.meta | 7 - .../Demos/Editor Windows.unitypackage.meta | 7 - .../Sample - RPG Editor.unitypackage.meta | 7 - .../ProjectSettings/ProjectSettings.asset | 4 +- 54 files changed, 2993 insertions(+), 1055 deletions(-) create mode 100644 BlueWater/Assets/02.Scripts/Ai/AiView.cs create mode 100644 BlueWater/Assets/02.Scripts/Ai/AiView.cs.meta create mode 100644 BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs create mode 100644 BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs.meta create mode 100644 BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs create mode 100644 BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs.meta create mode 100644 BlueWater/Assets/02.Scripts/Data/So/AiStatDataSo.asset rename BlueWater/Assets/{Blobcreate/Projectile Toolkit/Materials/URP Unlit Materials.unitypackage.meta => 02.Scripts/Data/So/AiStatDataSo.asset.meta} (52%) create mode 100644 BlueWater/Assets/02.Scripts/Data/So/AiViewDataSo.asset rename BlueWater/Assets/{Feel/FeelDemos/FeelTemplatesDemo.unitypackage.meta => 02.Scripts/Data/So/AiViewDataSo.asset.meta} (52%) create mode 100644 BlueWater/Assets/02.Scripts/Data/So/UnitDataSo.asset rename BlueWater/Assets/{AllIn1SpriteShader/2DRenderer-URP-Package-2021.2+.unitypackage.meta => 02.Scripts/Data/So/UnitDataSo.asset.meta} (52%) create mode 100644 BlueWater/Assets/02.Scripts/Data/UnitDataSo.cs create mode 100644 BlueWater/Assets/02.Scripts/Data/UnitDataSo.cs.meta rename BlueWater/Assets/02.Scripts/Weapon/{MeleeWeapon.cs => CloseWeapon.cs} (97%) rename BlueWater/Assets/02.Scripts/Weapon/{MeleeWeapon.cs.meta => CloseWeapon.cs.meta} (100%) rename BlueWater/Assets/05.Prefabs/Character/{AssetBaseCharacter.prefab => BaseCharacter.prefab} (92%) rename BlueWater/Assets/05.Prefabs/Character/{AssetBaseCharacter.prefab.meta => BaseCharacter.prefab.meta} (100%) delete mode 100644 BlueWater/Assets/AllIn1SpriteShader/2DRenderer-URP-Package.unitypackage.meta delete mode 100644 BlueWater/Assets/Feel/NiceVibrations/OlderVersions/v1.7/NiceVibrations-v-1-7.unitypackage.meta delete mode 100644 BlueWater/Assets/Feel/NiceVibrations/OlderVersions/v2.0.1/NiceVibrations-v-2-0-1.unitypackage.meta delete mode 100644 BlueWater/Assets/Feel/NiceVibrations/OlderVersions/v3.9/NiceVibrations-v-3-9-0.unitypackage.meta delete mode 100644 BlueWater/Assets/FlatKit/[Render Pipeline] Built-In.unitypackage.meta delete mode 100644 BlueWater/Assets/FlatKit/[Render Pipeline] Universal (URP).unitypackage.meta delete mode 100644 BlueWater/Assets/LostTemple-BuiltInRP/UnityPackages/LostTemple-BuiltInRP-UModeler.unitypackage.meta delete mode 100644 BlueWater/Assets/LostTemple-BuiltInRP/UnityPackages/LostTemple-HDRP-UModeler.unitypackage.meta delete mode 100644 BlueWater/Assets/LostTemple-BuiltInRP/UnityPackages/LostTemple-HDRP.unitypackage.meta delete mode 100644 BlueWater/Assets/LostTemple-BuiltInRP/UnityPackages/LostTemple-URP-UModeler.unitypackage.meta delete mode 100644 BlueWater/Assets/LostTemple-BuiltInRP/UnityPackages/LostTemple-URP.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Sirenix/Demos/Custom Attribute Processors.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Sirenix/Demos/Custom Drawers.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Sirenix/Demos/Editor Windows.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Sirenix/Demos/Sample - RPG Editor.unitypackage.meta diff --git a/BlueWater/Assets/01.Scenes/02.Main_TG2.unity b/BlueWater/Assets/01.Scenes/02.Main_TG2.unity index 96328c3d5..dc70cf7c7 100644 --- a/BlueWater/Assets/01.Scenes/02.Main_TG2.unity +++ b/BlueWater/Assets/01.Scenes/02.Main_TG2.unity @@ -67,9 +67,6 @@ LightmapSettings: m_LightmapParameters: {fileID: 0} m_LightmapsBakeMode: 1 m_TextureCompression: 1 - m_FinalGather: 0 - m_FinalGatherFiltering: 1 - m_FinalGatherRayCount: 256 m_ReflectionCompression: 2 m_MixedBakeMode: 2 m_BakeBackend: 1 @@ -6146,17 +6143,19 @@ 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unit.soldierList.Array.data[13] + propertyPath: 'unit.soldierList.Array.data[13]' value: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[14] + propertyPath: 'unit.soldierList.Array.data[14]' value: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[15] + propertyPath: 'unit.soldierList.Array.data[15]' value: objectReference: {fileID: 0} m_RemovedComponents: [] @@ -557971,17 +558103,19 @@ MonoBehaviour: mouseEnterHighlightSkinColor: {r: 1, g: 1, b: 1, a: 1} selectedSkinColor: {r: 0, g: 0, b: 1, a: 1} k__BackingField: - maxHp: 60 - currentHp: 0 - atk: 30 - def: 10 - moveSpd: 2.5 - atkCooldown: 1.5 - atkRange: 1 - shieldPenetrationRate: 50 - avoidanceRate: 10 - usingShield: 1 - penetrationResistivity: 0 + k__BackingField: + k__BackingField: + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 k__BackingField: 1 k__BackingField: serializedVersion: 2 @@ -558096,7 +558230,7 @@ NavMeshAgent: m_ObstacleAvoidanceType: 4 --- !u!95 &1864119623 Animator: - serializedVersion: 5 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -558110,6 +558244,7 @@ Animator: m_ApplyRootMotion: 1 m_LinearVelocityBlending: 0 m_StabilizeFeet: 0 + m_AnimatePhysics: 0 m_WarningMessage: m_HasTransformHierarchy: 1 m_AllowConstantClipSamplingOptimization: 1 @@ -561142,17 +561277,19 @@ MonoBehaviour: mouseEnterHighlightSkinColor: {r: 1, g: 1, b: 1, a: 1} selectedSkinColor: {r: 0, g: 0, b: 1, a: 1} k__BackingField: - maxHp: 60 - currentHp: 0 - atk: 30 - def: 10 - moveSpd: 2.5 - atkCooldown: 1.5 - atkRange: 1 - shieldPenetrationRate: 50 - avoidanceRate: 10 - usingShield: 1 - penetrationResistivity: 0 + k__BackingField: + k__BackingField: + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 k__BackingField: 1 k__BackingField: serializedVersion: 2 @@ -561267,7 +561404,7 @@ NavMeshAgent: m_ObstacleAvoidanceType: 4 --- !u!95 &1873310031 Animator: - serializedVersion: 5 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -561281,6 +561418,7 @@ Animator: m_ApplyRootMotion: 1 m_LinearVelocityBlending: 0 m_StabilizeFeet: 0 + m_AnimatePhysics: 0 m_WarningMessage: m_HasTransformHierarchy: 1 m_AllowConstantClipSamplingOptimization: 1 @@ -590071,7 +590209,7 @@ NavMeshAgent: m_ObstacleAvoidanceType: 4 --- !u!95 &1974115773 Animator: - serializedVersion: 5 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -590085,6 +590223,7 @@ Animator: m_ApplyRootMotion: 1 m_LinearVelocityBlending: 0 m_StabilizeFeet: 0 + m_AnimatePhysics: 0 m_WarningMessage: m_HasTransformHierarchy: 1 m_AllowConstantClipSamplingOptimization: 1 @@ -590110,17 +590249,19 @@ MonoBehaviour: mouseEnterHighlightSkinColor: {r: 1, g: 1, b: 1, a: 1} selectedSkinColor: {r: 0, g: 0, b: 1, a: 1} k__BackingField: - maxHp: 60 - currentHp: 0 - atk: 30 - def: 10 - moveSpd: 2.5 - atkCooldown: 1.5 - atkRange: 1 - shieldPenetrationRate: 50 - avoidanceRate: 10 - usingShield: 1 - penetrationResistivity: 0 + k__BackingField: + k__BackingField: + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 k__BackingField: 1 k__BackingField: serializedVersion: 2 @@ -634418,17 +634559,19 @@ MonoBehaviour: mouseEnterHighlightSkinColor: {r: 1, g: 1, b: 1, a: 1} selectedSkinColor: {r: 0, g: 0, b: 1, a: 1} k__BackingField: - maxHp: 30 - currentHp: 0 - atk: 50 - def: 0 - moveSpd: 2.5 - atkCooldown: 3 - atkRange: 15 - shieldPenetrationRate: 25 - avoidanceRate: 20 - usingShield: 0 - penetrationResistivity: 0 + k__BackingField: + k__BackingField: + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 + k__BackingField: 0 k__BackingField: 1 k__BackingField: serializedVersion: 2 @@ -634631,7 +634774,7 @@ NavMeshAgent: m_ObstacleAvoidanceType: 4 --- !u!95 &2122112644 Animator: - serializedVersion: 5 + serializedVersion: 7 m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} @@ -634645,6 +634788,7 @@ Animator: m_ApplyRootMotion: 1 m_LinearVelocityBlending: 0 m_StabilizeFeet: 0 + m_AnimatePhysics: 0 m_WarningMessage: m_HasTransformHierarchy: 1 m_AllowConstantClipSamplingOptimization: 1 @@ -642235,82 +642379,82 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[0] + propertyPath: 'unit.soldierList.Array.data[0]' value: objectReference: {fileID: 955599425} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[1] + propertyPath: 'unit.soldierList.Array.data[1]' value: objectReference: {fileID: 671922662} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[2] + propertyPath: 'unit.soldierList.Array.data[2]' value: objectReference: {fileID: 979328618} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: 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2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[12] + propertyPath: 'unit.soldierList.Array.data[12]' value: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[13] + propertyPath: 'unit.soldierList.Array.data[13]' value: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[14] + propertyPath: 'unit.soldierList.Array.data[14]' value: objectReference: {fileID: 0} - target: {fileID: 8302608207570708049, guid: 2c88609e9752cd0449589fa539820435, type: 3} - propertyPath: unit.soldierList.Array.data[15] + propertyPath: 'unit.soldierList.Array.data[15]' value: objectReference: {fileID: 0} m_RemovedComponents: [] @@ -642362,6 +642506,7 @@ SceneRoots: - {fileID: 229709262} - {fileID: 301003107} - {fileID: 929776521} + - {fileID: 1295707852} - {fileID: 1438311719} - {fileID: 278557066} - {fileID: 1332541640} diff --git a/BlueWater/Assets/02.Scripts/Ai/AiController.cs b/BlueWater/Assets/02.Scripts/Ai/AiController.cs index 3a28f2ad9..0be776f4c 100644 --- a/BlueWater/Assets/02.Scripts/Ai/AiController.cs +++ b/BlueWater/Assets/02.Scripts/Ai/AiController.cs @@ -12,21 +12,21 @@ namespace BlueWaterProject { public enum AttackerType { - NONE, + NONE = -1, OFFENSE, DEFENSE } public enum OffenseType { - NONE, + NONE = -1, NORMAL, ONLY_HOUSE } public enum DefenseType { - NONE, + NONE = -1, NORMAL, } @@ -74,7 +74,7 @@ namespace BlueWaterProject private CapsuleCollider myCollider; private CapsuleCollider hitBoxCollider; protected Transform weaponLocation; - protected MeleeWeapon meleeWeapon; + protected CloseWeapon closeWeapon; private static readonly int SpeedHash = Animator.StringToHash("Speed"); protected static readonly int AttackHash = Animator.StringToHash("Attack"); @@ -113,8 +113,8 @@ namespace BlueWaterProject private void Start() { - SetCurrentHp(AiStat.maxHp); - SetMoveSpeed(AiStat.moveSpd); + SetCurrentHp(AiStat.MaxHp); + SetMoveSpeed(AiStat.MoveSpd); switch (attackerType) { @@ -155,7 +155,7 @@ namespace BlueWaterProject if (mouseEnterUnitController == unitSelection.SelectedUnitController) return; - foreach (var soldier in mouseEnterUnitController.unit.soldierList) + foreach (var soldier in mouseEnterUnitController.unit.UnitList) { soldier.MouseEnterHighlight(); } @@ -165,7 +165,7 @@ namespace BlueWaterProject { if (!mouseEnterUnitController || mouseEnterUnitController == unitSelection.SelectedUnitController) return; - foreach (var soldier in mouseEnterUnitController.unit.soldierList) + foreach (var soldier in mouseEnterUnitController.unit.UnitList) { soldier.ResetHighlight(); } @@ -183,8 +183,8 @@ namespace BlueWaterProject [field: Title("AiStat")] [field: SerializeField] public AiStat AiStat { get; set; } = new(); - public float GetCurrentHp() => AiStat.currentHp; - public void SetCurrentHp(float value) => AiStat.currentHp = value; + public float GetCurrentHp() => AiStat.CurrentHp; + public void SetCurrentHp(float value) => AiStat.CurrentHp = value; public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null) { @@ -194,7 +194,7 @@ namespace BlueWaterProject } // 회피 성공 체크 - if (Random.Range(0, 100) < defender.avoidanceRate) + if (Random.Range(0, 100) < defender.AvoidanceRate) { // TODO : 회피 처리 return; @@ -208,7 +208,7 @@ namespace BlueWaterProject aiAnimator.SetTrigger(ShieldHash); return; } - var changeHp = Mathf.Max(defender.currentHp - finalDamage, 0); + var changeHp = Mathf.Max(defender.CurrentHp - finalDamage, 0); SetCurrentHp(changeHp); // 죽었는지 체크 @@ -438,7 +438,7 @@ namespace BlueWaterProject case MoveType.FIXED: break; case MoveType.MOVE: - if (Vector3.Distance(transform.position, attackPos) > AiStat.atkRange) + if (Vector3.Distance(transform.position, attackPos) > AiStat.AtkRange) { myUnitController.MoveCommand(attackPos); } @@ -477,8 +477,8 @@ namespace BlueWaterProject } isAttacking = true; - meleeWeapon.SetIsAttacked(false); - meleeWeapon.SetAttackerStat(AiStat); + closeWeapon.SetIsAttacked(false); + closeWeapon.SetAttackerStat(AiStat); aiAnimator.SetTrigger(AttackHash); while (isAttacking) @@ -486,7 +486,7 @@ namespace BlueWaterProject yield return null; } - yield return new WaitForSeconds(AiStat.atkCooldown); + yield return new WaitForSeconds(AiStat.AtkCooldown); } } @@ -495,7 +495,7 @@ namespace BlueWaterProject if (!TargetTransform || !IslandInfo.TargetAllList.Contains(TargetTransform)) return false; var targetInAttackRange = Vector3.Distance(transform.position, TargetTransform.position) <= - AiStat.atkRange; + AiStat.AtkRange; if (targetInAttackRange) { diff --git a/BlueWater/Assets/02.Scripts/Ai/AiStat.cs b/BlueWater/Assets/02.Scripts/Ai/AiStat.cs index 612a3efbf..d797ecb33 100644 --- a/BlueWater/Assets/02.Scripts/Ai/AiStat.cs +++ b/BlueWater/Assets/02.Scripts/Ai/AiStat.cs @@ -1,7 +1,6 @@ using System; using Sirenix.OdinInspector; using UnityEngine; -using UnityEngine.Serialization; // ReSharper disable once CheckNamespace namespace BlueWaterProject @@ -9,38 +8,116 @@ namespace BlueWaterProject [Serializable] public class AiStat { - [Tooltip("캐릭터 최대 체력")] - public float maxHp; - - [Tooltip("캐릭터 현재 체력")] - public float currentHp; - - [Tooltip("공격력")] - public float atk; - - [Tooltip("방어력")] - public float def; - - [Tooltip("이동속도")] - public float moveSpd; - - [Tooltip("공격속도(다음 공격 주기)")] - public float atkCooldown; - - [Tooltip("공격 사거리")] - public float atkRange; + #region Property and variable - [Tooltip("방패 캐릭터를 공격했을 때, 방패 관통률")] - [Range(0, 100)] public int shieldPenetrationRate; + [field: Tooltip("고유 인덱스")] + [field: SerializeField] public string Idx { get; set; } + + [field: Tooltip("캐릭터 모델 인덱스")] + [field: SerializeField] public string ViewIdx { get; set; } + + [field: Tooltip("캐릭터 최대 체력")] + [field: SerializeField] public float MaxHp { get; set; } + + [field: Tooltip("캐릭터 현재 체력")] + [field: SerializeField] public float CurrentHp { get; set; } + + [field: Tooltip("공격력")] + [field: SerializeField] public float Atk { get; set; } + + [field: Tooltip("방어력")] + [field: SerializeField] public float Def { get; set; } + + [field: Tooltip("이동속도")] + [field: SerializeField] public float MoveSpd { get; set; } + + [field: Tooltip("공격속도(다음 공격 주기)")] + [field: SerializeField] public float AtkCooldown { get; set; } + + [field: Tooltip("공격 사거리")] + [field: SerializeField] public float AtkRange { get; set; } - [Tooltip("공격을 피할 수 있는 회피율")] - [Range(0, 100)] public int avoidanceRate; + [field: Tooltip("방패 캐릭터를 공격했을 때, 방패 관통률")] + [field: Range(0, 100)] + [field: SerializeField] public int ShieldPenetrationRate { get; set; } + + [field: Tooltip("공격을 피할 수 있는 회피율")] + [field: Range(0, 100)] + [field: SerializeField] public int AvoidanceRate { get; set; } - [Tooltip("캐릭터의 방패 사용 유무")] - public bool usingShield; + [field: Tooltip("캐릭터의 방패 사용 유무")] + [field: SerializeField] public bool UsingShield { get; set; } - [ShowIf("@usingShield == true")] - [Tooltip("방패 캐릭터가 관통 당할 확률을 줄여주는 관통 저항률")] - [Range(0, 100)] public int penetrationResistivity; + [field: Tooltip("방패 캐릭터가 관통 당할 확률을 줄여주는 관통 저항률")] + [field: ShowIf("@UsingShield == true")] + [field: Range(0, 100)] + [field: SerializeField] public int PenetrationResistivity { get; set; } + + #endregion + + #region Constructor + + /// + /// 기본 생성자 + /// + public AiStat() + { + Idx = null; + ViewIdx = null; + MaxHp = 0f; + CurrentHp = 0f; + Atk = 0f; + Def = 0f; + MoveSpd = 0f; + AtkCooldown = 0f; + AtkRange = 0f; + ShieldPenetrationRate = 0; + AvoidanceRate = 0; + UsingShield = false; + PenetrationResistivity = 0; + } + + /// + /// 일반 생성자 + /// + public AiStat(string idx, string viewIdx, float maxHp, float currentHp, float atk, float def, float moveSpd, + float atkCooldown, float atkRange, int shieldPenetrationRate, int avoidanceRate, bool usingShield, int penetrationResistivity) + { + Idx = idx; + ViewIdx = viewIdx; + MaxHp = maxHp; + CurrentHp = currentHp; + Atk = atk; + Def = def; + MoveSpd = moveSpd; + AtkCooldown = atkCooldown; + AtkRange = atkRange; + ShieldPenetrationRate = shieldPenetrationRate; + AvoidanceRate = avoidanceRate; + UsingShield = usingShield; + PenetrationResistivity = penetrationResistivity; + } + + /// + /// 복사 생성자 + /// + public AiStat(AiStat aiStat) + { + Idx = aiStat.Idx; + ViewIdx = aiStat.ViewIdx; + MaxHp = aiStat.MaxHp; + CurrentHp = aiStat.CurrentHp; + Atk = aiStat.Atk; + Def = aiStat.Def; + MoveSpd = aiStat.MoveSpd; + AtkCooldown = aiStat.AtkCooldown; + AtkRange = aiStat.AtkRange; + ShieldPenetrationRate = aiStat.ShieldPenetrationRate; + AvoidanceRate = aiStat.AvoidanceRate; + UsingShield = aiStat.UsingShield; + PenetrationResistivity = aiStat.PenetrationResistivity; + } + + #endregion } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/AiView.cs b/BlueWater/Assets/02.Scripts/Ai/AiView.cs new file mode 100644 index 000000000..2fb005618 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Ai/AiView.cs @@ -0,0 +1,88 @@ +using System; +using Sirenix.OdinInspector; +using UnityEngine; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + [Serializable] + public class AiView + { + #region Property and variable + + [field: Tooltip("고유 인덱스")] + [field: SerializeField] public string Idx { get; set; } + + [field: Tooltip("등에 메고 다닐 모델\n화살통 등")] + [field: SerializeField] public int BackPack { get; set; } + + [field: Tooltip("왼손 무기 모델\n활, 스태프 등")] + [field: SerializeField] public int LeftWeapon { get; set; } + + [field: Tooltip("왼손 방패 모델")] + [field: SerializeField] public int LeftShield { get; set; } + + [field: Tooltip("머리 전체 모델")] + [field: SerializeField] public int Head { get; set; } + + [field: Tooltip("오른손 무기 모델\n왼손 무기를 제외한 무기 등")] + [field: SerializeField] public int RightWeapon { get; set; } + + [field: Tooltip("몸통 및 팔, 다리 전체 모델")] + [field: SerializeField] public int Body { get; set; } + + [field: Tooltip("부대 깃발 모델")] + [field: SerializeField] public int Flag { get; set; } + + #endregion + + #region Constructor + + /// + /// 기본 생성자 + /// + public AiView() + { + Idx = null; + BackPack = -1; + LeftWeapon = -1; + LeftShield = -1; + Head = -1; + RightWeapon = -1; + Body = -1; + Flag = -1; + } + + /// + /// 일반 생성자 + /// + public AiView(string idx, int backPack, int leftWeapon, int leftShield, int head, int rightWeapon, int body, int flag) + { + Idx = idx; + BackPack = backPack; + LeftWeapon = leftWeapon; + LeftShield = leftShield; + Head = head; + RightWeapon = rightWeapon; + Body = body; + Flag = flag; + } + + /// + /// 복사 생성자 + /// + public AiView(AiView aiView) + { + Idx = aiView.Idx; + BackPack = aiView.BackPack; + LeftWeapon = aiView.LeftWeapon; + LeftShield = aiView.LeftShield; + Head = aiView.Head; + RightWeapon = aiView.RightWeapon; + Body = aiView.Body; + Flag = aiView.Flag; + } + + #endregion + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/AiView.cs.meta b/BlueWater/Assets/02.Scripts/Ai/AiView.cs.meta new file mode 100644 index 000000000..72e198122 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Ai/AiView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 594e11827de1c1b4c8f08e75516453f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/Archer.cs b/BlueWater/Assets/02.Scripts/Ai/Type/Archer.cs index cd3e3d9f5..d765b6ca3 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/Archer.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/Archer.cs @@ -49,7 +49,7 @@ namespace BlueWaterProject var targetPos = TargetTransform.position; var direction = ((targetPos + rayOffset) - (myPos + rayOffset)).normalized; - Debug.DrawRay(myPos + rayOffset, direction * AiStat.atkRange, Color.red); + Debug.DrawRay(myPos + rayOffset, direction * AiStat.AtkRange, Color.red); } protected override void Awake() @@ -95,8 +95,8 @@ namespace BlueWaterProject var targetPos = TargetTransform.position; var direction = ((targetPos + rayOffset) - (myPos + rayOffset)).normalized; - var targetInAttackRange = Vector3.Distance(myPos, targetPos) <= AiStat.atkRange; - var raycastHitTarget = Physics.Raycast(myPos + rayOffset, direction, out var hit, AiStat.atkRange, archerLayer, QueryTriggerInteraction.Collide); + var targetInAttackRange = Vector3.Distance(myPos, targetPos) <= AiStat.AtkRange; + var raycastHitTarget = Physics.Raycast(myPos + rayOffset, direction, out var hit, AiStat.AtkRange, archerLayer, QueryTriggerInteraction.Collide); return targetInAttackRange && raycastHitTarget; } @@ -120,7 +120,7 @@ namespace BlueWaterProject yield return null; } - yield return new WaitForSeconds(AiStat.atkCooldown); + yield return new WaitForSeconds(AiStat.AtkCooldown); } } diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/Axeman.cs b/BlueWater/Assets/02.Scripts/Ai/Type/Axeman.cs index 51f89834d..4c6a41e3a 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/Axeman.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/Axeman.cs @@ -16,10 +16,10 @@ namespace BlueWaterProject { if (!weapon.gameObject.activeSelf) continue; - meleeWeapon = weapon.GetComponent(); + closeWeapon = weapon.GetComponent(); break; } - meleeWeapon.SetAttackerType(attackerType); + closeWeapon.SetAttackerType(attackerType); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/SpearKnight.cs b/BlueWater/Assets/02.Scripts/Ai/Type/SpearKnight.cs index 6d3128bcd..41fbf234d 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/SpearKnight.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/SpearKnight.cs @@ -16,10 +16,10 @@ namespace BlueWaterProject { if (!weapon.gameObject.activeSelf) continue; - meleeWeapon = weapon.GetComponent(); + closeWeapon = weapon.GetComponent(); break; } - meleeWeapon.SetAttackerType(attackerType); + closeWeapon.SetAttackerType(attackerType); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/Spearman.cs b/BlueWater/Assets/02.Scripts/Ai/Type/Spearman.cs index d4d741bef..ac54fbcff 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/Spearman.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/Spearman.cs @@ -16,10 +16,10 @@ namespace BlueWaterProject { if (!weapon.gameObject.activeSelf) continue; - meleeWeapon = weapon.GetComponent(); + closeWeapon = weapon.GetComponent(); break; } - meleeWeapon.SetAttackerType(attackerType); + closeWeapon.SetAttackerType(attackerType); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/SwordKnight.cs b/BlueWater/Assets/02.Scripts/Ai/Type/SwordKnight.cs index 44a054911..48d51a223 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/SwordKnight.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/SwordKnight.cs @@ -16,10 +16,10 @@ namespace BlueWaterProject { if (!weapon.gameObject.activeSelf) continue; - meleeWeapon = weapon.GetComponent(); + closeWeapon = weapon.GetComponent(); break; } - meleeWeapon.SetAttackerType(attackerType); + closeWeapon.SetAttackerType(attackerType); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Type/Swordman.cs b/BlueWater/Assets/02.Scripts/Ai/Type/Swordman.cs index 095f6a4b9..99a5d5088 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Type/Swordman.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Type/Swordman.cs @@ -16,10 +16,10 @@ namespace BlueWaterProject { if (!weapon.gameObject.activeSelf) continue; - meleeWeapon = weapon.GetComponent(); + closeWeapon = weapon.GetComponent(); break; } - meleeWeapon.SetAttackerType(attackerType); + closeWeapon.SetAttackerType(attackerType); } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs b/BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs index 6217796b2..a4b982aad 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Unit/Unit.cs @@ -9,47 +9,93 @@ namespace BlueWaterProject [Serializable] public class Unit { - [field: Tooltip("부대의 이름 또는 영웅의 이름")] + #region Property and variable + + [field: Tooltip("고유 인덱스")] + [field: SerializeField] public string Idx { get; set; } + + [field: Tooltip("선장의 인덱스")] + [field: SerializeField] public string CaptainStatIdx { get; set; } + + [field: Tooltip("선원의 인덱스")] + [field: SerializeField] public string SailorStatIdx { get; set; } + + [field: Tooltip("부대의 이름 또는 선장의 이름")] [field: SerializeField] public string UnitName { get; set; } [field: Tooltip("부대의 종류")] [field: OnValueChanged("AttackerTypeAutoSetting")] [field: SerializeField] public GlobalValue.UnitType UnitType { get; set; } - [field: Tooltip("부대의 병력 수")] - [field: SerializeField] public int SoliderCount { get; set; } + [field: Tooltip("선원의 수")] + [field: Range(0, GlobalValue.ONE_UNIT_CAPACITY - 1)] + [field: SerializeField] public int SailorCount { get; set; } + [field: Tooltip("공격 타입 UnitType에 맞게 자동 설정")] [field: DisableInEditorMode] [field: EnumToggleButtons] [field: SerializeField] public AttackerType AttackerType { get; set; } - [field: ShowIf("AttackerType", AttackerType.OFFENSE)] + //[field: ShowIf("AttackerType", AttackerType.OFFENSE)] [field: SerializeField] public OffenseType OffenseType { get; set; } - [field: ShowIf("AttackerType", AttackerType.DEFENSE)] + //[field: ShowIf("AttackerType", AttackerType.DEFENSE)] [field: SerializeField] public DefenseType DefenseType { get; set; } [field: Tooltip("부대 병력 리스트")] - public List soldierList; + public List UnitList { get; set; } + + #endregion + + #region Constructor public Unit() { + Idx = null; + CaptainStatIdx = null; + SailorStatIdx = null; UnitName = null; UnitType = GlobalValue.UnitType.NONE; - SoliderCount = 0; - soldierList = new List(); + SailorCount = 0; + AttackerType = AttackerType.NONE; + OffenseType = OffenseType.NONE; + DefenseType = DefenseType.NONE; + UnitList = new List(GlobalValue.ONE_UNIT_CAPACITY); + } + + public Unit(string idx, string captainIdx, string sailorIdx, string unitName, GlobalValue.UnitType unitType, + int sailorCount, AttackerType attackerType, OffenseType offenseType, DefenseType defenseType, List unitList) + { + Idx = idx; + CaptainStatIdx = captainIdx; + SailorStatIdx = sailorIdx; + UnitName = unitName; + UnitType = unitType; + SailorCount = sailorCount; + AttackerType = attackerType; + OffenseType = offenseType; + DefenseType = defenseType; + UnitList = unitList; } - public Unit(string unitName, GlobalValue.UnitType unitType, int soliderCount, List soldierList) + public Unit(Unit unit) { - this.UnitName = unitName; - this.UnitType = unitType; - this.SoliderCount = soliderCount; - - this.soldierList = new List(this.SoliderCount); - this.soldierList = soldierList; + Idx = unit.Idx; + CaptainStatIdx = unit.CaptainStatIdx; + SailorStatIdx = unit.SailorStatIdx; + UnitName = unit.UnitName; + UnitType = unit.UnitType; + SailorCount = unit.SailorCount; + AttackerType = unit.AttackerType; + OffenseType = unit.OffenseType; + DefenseType = unit.DefenseType; + UnitList = unit.UnitList; } + #endregion + + #region Custrom method + public void AttackerTypeAutoSetting() { if (UnitType.ToString().Contains("_E")) @@ -69,5 +115,8 @@ namespace BlueWaterProject public void SetAttackerType(AttackerType type) => AttackerType = type; public void SetOffenseType(OffenseType type) => OffenseType = type; public void SetDefenseType(DefenseType type) => DefenseType = type; + + #endregion + } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitController.cs b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitController.cs index 74e2d64bf..c631f96ac 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitController.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitController.cs @@ -25,13 +25,13 @@ namespace BlueWaterProject private void OnDrawGizmosSelected() { - if (unit == null || unit.SoliderCount <= 0) return; + if (unit == null || unit.SailorCount <= 0) return; var unitManager = UnitManager.Inst != null ? UnitManager.Inst : FindObjectOfType(); - var matrix = unitManager.UnitMatrices.Find(um => um.soldiers == unit.SoliderCount); + var matrix = unitManager.UnitMatrices.Find(um => um.soldiers == unit.SailorCount); if (matrix == null) return; - for (var i = 0; i < unit.SoliderCount; i++) + for (var i = 0; i < unit.SailorCount; i++) { var row = i / matrix.columns; var column = i % matrix.columns; @@ -111,7 +111,7 @@ namespace BlueWaterProject [Button("타입 모두 적용")] private void SetTypeAll() { - foreach (var soldier in unit.soldierList) + foreach (var soldier in unit.UnitList) { soldier.SetAttackerType(unit.AttackerType); soldier.SetOffenseType(unit.OffenseType); @@ -123,7 +123,7 @@ namespace BlueWaterProject public void MoveCommand(Vector3 targetPos) { - foreach (var soldier in unit.soldierList) + foreach (var soldier in unit.UnitList) { soldier.MoveTarget(targetPos); } @@ -136,7 +136,7 @@ namespace BlueWaterProject var islandInfo = FindObjectOfType(); attackIslandInfo = islandInfo; - foreach (var soldier in unit.soldierList) + foreach (var soldier in unit.UnitList) { soldier.IslandInfo = attackIslandInfo; } @@ -166,10 +166,10 @@ namespace BlueWaterProject return true; } - private Color GetCreateUnitButtonColor() => unit.soldierList.Count > 0 ? Color.white : Color.green; + private Color GetCreateUnitButtonColor() => unit.UnitList.Count > 0 ? Color.white : Color.green; private Color GetAttackerTypeButtonColor() { - if (unit.soldierList.Count > 0) + if (unit.UnitList.Count > 0) { return unit.AttackerType == AttackerType.NONE ? Color.green : Color.white; } diff --git a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitManager.cs b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitManager.cs index 8ce91fe56..5614d6ffd 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitManager.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitManager.cs @@ -161,7 +161,7 @@ namespace BlueWaterProject { DestroyDeployedSoldiers(unitController); - var baseName = soldierPrefabList[(int)unitController.unit.UnitType - 1].name; + var baseName = soldierPrefabList[(int)unitController.unit.UnitType].name; if (string.IsNullOrEmpty(unitController.unit.UnitName)) { @@ -189,9 +189,9 @@ namespace BlueWaterProject } unitController.gameObject.layer = LayerMask.NameToLayer("Unit"); - unitController.unit.soldierList = new List(unitController.unit.SoliderCount); + unitController.unit.UnitList = new List(unitController.unit.SailorCount); - var matrix = UnitMatrices.Find(um => um.soldiers == unitController.unit.SoliderCount); + var matrix = UnitMatrices.Find(um => um.soldiers == unitController.unit.SailorCount); if (matrix == null) { Debug.LogError("사용할 수 없는 병력의 숫자입니다. UnitManager의 UnitMatrices를 확인해주세요."); @@ -202,7 +202,7 @@ namespace BlueWaterProject var unitControllerRotation = unitControllerTransform.rotation; unitControllerTransform.rotation = Quaternion.identity; - for (var i = 0; i < unitController.unit.SoliderCount; i++) + for (var i = 0; i < unitController.unit.SailorCount; i++) { var row = i / matrix.columns; var column = i % matrix.columns; @@ -211,13 +211,13 @@ namespace BlueWaterProject var zOffset = (row - (matrix.rows - 1) / 2.0f) * SoldierSpacing; var spawnPosition = unitControllerTransform.position + new Vector3(xOffset, 0, zOffset); - var soldierObject = Instantiate(soldierPrefabList[(int)unitController.unit.UnitType - 1], spawnPosition, + var soldierObject = Instantiate(soldierPrefabList[(int)unitController.unit.UnitType], spawnPosition, Quaternion.identity, unitController.transform).GetComponent(); var newSoldierName = $"{baseName}_{i + 1:00}"; soldierObject.name = newSoldierName; - unitController.unit.soldierList.Add(soldierObject); + unitController.unit.UnitList.Add(soldierObject); soldierObject.gameObject.SetActive(false); } unitController.transform.rotation *= unitControllerRotation; @@ -225,7 +225,7 @@ namespace BlueWaterProject if (unitController.unit.UnitType.ToString().Contains("_E")) { unitController.SetAttackerType(AttackerType.DEFENSE); - foreach (var soldier in unitController.unit.soldierList) + foreach (var soldier in unitController.unit.UnitList) { soldier.SetAttackerType(AttackerType.DEFENSE); } @@ -233,7 +233,7 @@ namespace BlueWaterProject else if (unitController.unit.UnitType.ToString().Contains("_P")) { unitController.SetAttackerType(AttackerType.OFFENSE); - foreach (var soldier in unitController.unit.soldierList) + foreach (var soldier in unitController.unit.UnitList) { soldier.SetAttackerType(AttackerType.DEFENSE); } @@ -245,13 +245,13 @@ namespace BlueWaterProject /// public bool CanAssignUnit(UnitController unitController, Vector3 assignPos) { - if (unitController.unit.soldierList.Count <= 0) return false; + if (unitController.unit.UnitList.Count <= 0) return false; unitController.transform.position = assignPos; - for (var i = 0; i < unitController.unit.SoliderCount; i++) + for (var i = 0; i < unitController.unit.SailorCount; i++) { - var soldierPos = unitController.unit.soldierList[i].transform.position; + var soldierPos = unitController.unit.UnitList[i].transform.position; var ray = new Ray(soldierPos, Vector3.down); if (Physics.Raycast(ray, out var hit, MaxGroundDistance, GroundLayer)) { @@ -269,7 +269,7 @@ namespace BlueWaterProject public void AssignUnit(UnitController unitController, Vector3 assignPos) { unitController.transform.position = assignPos; - foreach (var item in unitController.unit.soldierList) + foreach (var item in unitController.unit.UnitList) { item.gameObject.SetActive(true); } diff --git a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitSelection.cs b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitSelection.cs index dae903b52..08461e542 100644 --- a/BlueWater/Assets/02.Scripts/Ai/Unit/UnitSelection.cs +++ b/BlueWater/Assets/02.Scripts/Ai/Unit/UnitSelection.cs @@ -62,7 +62,7 @@ namespace BlueWaterProject // 선택된 부대가 없었을 때, if (SelectedUnitController == null) { - foreach (var soldier in unitController.unit.soldierList) + foreach (var soldier in unitController.unit.UnitList) { soldier.SelectedHighlight(); } @@ -73,7 +73,7 @@ namespace BlueWaterProject // 선택된 부대가 이미 선택된 부대일 때, else if (SelectedUnitController == unitController) { - foreach (var soldier in SelectedUnitController.unit.soldierList) + foreach (var soldier in SelectedUnitController.unit.UnitList) { soldier.ResetHighlight(); } @@ -84,12 +84,12 @@ namespace BlueWaterProject // 다른 부대가 선택될 때, else { - foreach (var soldier in unitController.unit.soldierList) + foreach (var soldier in unitController.unit.UnitList) { soldier.SelectedHighlight(); } - foreach (var soldier in SelectedUnitController.unit.soldierList) + foreach (var soldier in SelectedUnitController.unit.UnitList) { soldier.ResetHighlight(); } @@ -104,7 +104,7 @@ namespace BlueWaterProject if (SelectedUnitController == null) return; // 선택된 부대가 있었을 때, - foreach (var soldier in SelectedUnitController.unit.soldierList) + foreach (var soldier in SelectedUnitController.unit.UnitList) { soldier.ResetHighlight(); } @@ -126,7 +126,7 @@ namespace BlueWaterProject SelectedUnitController.MoveCommand(targetPos); } - foreach (var soldier in SelectedUnitController.unit.soldierList) + foreach (var soldier in SelectedUnitController.unit.UnitList) { soldier.ResetHighlight(); } diff --git a/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs b/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs new file mode 100644 index 000000000..91e9678a8 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs @@ -0,0 +1,12 @@ +using System.Collections.Generic; +using UnityEngine; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + [CreateAssetMenu(fileName = "AiStatDataSo", menuName = "ScriptableObjects/AiStatData", order = 1)] + public class AiStatDataSo : ScriptableObject + { + public List aiStatDataList = new(GlobalValue.AI_STAT_DATA_CAPACITY); + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs.meta b/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs.meta new file mode 100644 index 000000000..f29e72eb9 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Data/AiStatDataSo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b73a9021577a154c991acd5616ad6d9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs b/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs new file mode 100644 index 000000000..e4e071201 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs @@ -0,0 +1,12 @@ +using System.Collections.Generic; +using UnityEngine; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + [CreateAssetMenu(fileName = "AiViewDataSo", menuName = "ScriptableObjects/AiViewData", order = 0)] + public class AiViewDataSo : ScriptableObject + { + public List aiViewDataList = new(GlobalValue.AI_VIEW_DATA_CAPACITY); + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs.meta b/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs.meta new file mode 100644 index 000000000..eee5beba3 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Data/AiViewDataSo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c71fe8f0398eaea4e9a1bee5d4a92a64 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/02.Scripts/Data/CardDataSo.cs b/BlueWater/Assets/02.Scripts/Data/CardDataSo.cs index 026a94af5..f68d099b3 100644 --- a/BlueWater/Assets/02.Scripts/Data/CardDataSo.cs +++ b/BlueWater/Assets/02.Scripts/Data/CardDataSo.cs @@ -1,4 +1,3 @@ -using System.Collections; using System.Collections.Generic; using _02.Scripts.WaterAndShip; using UnityEngine; @@ -6,7 +5,7 @@ using UnityEngine; // ReSharper disable once CheckNamespace namespace BlueWaterProject { - [CreateAssetMenu(fileName = "CardDataSo", menuName = "ScriptableObjects/CardData", order = 0)] + [CreateAssetMenu(fileName = "CardDataSo", menuName = "ScriptableObjects/CardData", order = 10)] public class CardDataSo : ScriptableObject { public List cardDataList = new(GlobalValue.CARD_DATA_CAPACITY); diff --git a/BlueWater/Assets/02.Scripts/Data/So/AiStatDataSo.asset b/BlueWater/Assets/02.Scripts/Data/So/AiStatDataSo.asset new file mode 100644 index 000000000..955bfad2a --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Data/So/AiStatDataSo.asset @@ -0,0 +1,275 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 0b73a9021577a154c991acd5616ad6d9, type: 3} + m_Name: AiStatDataSo + m_EditorClassIdentifier: + aiStatDataList: + - k__BackingField: ai_stat_sailor_e_001 + k__BackingField: ai_view_sailor_e_001 + k__BackingField: 30 + k__BackingField: 0 + k__BackingField: 50 + k__BackingField: 0 + k__BackingField: 2.5 + k__BackingField: 3 + k__BackingField: 15 + k__BackingField: 25 + k__BackingField: 20 + k__BackingField: 0 + k__BackingField: 0 + - 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SetCurrentHp(AiStat.maxHp); + SetCurrentHp(AiStat.MaxHp); } private void OnDisable() @@ -30,13 +30,13 @@ namespace BlueWaterProject [field: SerializeField] public AiStat AiStat { get; set; } - public float GetCurrentHp() => AiStat.currentHp; + public float GetCurrentHp() => AiStat.CurrentHp; - public void SetCurrentHp(float value) => AiStat.currentHp = value; + public void SetCurrentHp(float value) => AiStat.CurrentHp = value; public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null) { - var changeHp = Mathf.Max(defender.currentHp - attacker.atk, 0); + var changeHp = Mathf.Max(defender.CurrentHp - attacker.Atk, 0); SetCurrentHp(changeHp); // 건물 파괴 diff --git a/BlueWater/Assets/02.Scripts/Player/Card.cs b/BlueWater/Assets/02.Scripts/Player/Card.cs index 4d0df7fe2..60aea1f72 100644 --- a/BlueWater/Assets/02.Scripts/Player/Card.cs +++ b/BlueWater/Assets/02.Scripts/Player/Card.cs @@ -1,5 +1,4 @@ using System; -using BlueWaterProject; using UnityEngine; namespace _02.Scripts.WaterAndShip @@ -7,7 +6,10 @@ namespace _02.Scripts.WaterAndShip [Serializable] public class Card { + [field: Tooltip("고유 인덱스")] [field: SerializeField] public string Idx { get; set; } - [field: SerializeField] public Unit Unit { get; set; } + + [field: Tooltip("유닛 인덱스")] + [field: SerializeField] public string UnitIdx { get; set; } } } \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs b/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs index 7a965867e..2c7bc2c6f 100644 --- a/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs +++ b/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs @@ -1,10 +1,14 @@ public class GlobalValue { public const int CARD_DATA_CAPACITY = 50; + public const int AI_VIEW_DATA_CAPACITY = 50; + public const int AI_STAT_DATA_CAPACITY = 50; + public const int UNIT_CAPACITY = 50; + public const int ONE_UNIT_CAPACITY = 16; public enum UnitType { - NONE = 0, + NONE = -1, ARCHER_E, SPEAR_KNIGHT_E, SPEARMAN_E, diff --git a/BlueWater/Assets/02.Scripts/Utility/Utils.cs b/BlueWater/Assets/02.Scripts/Utility/Utils.cs index b35dceadc..603ce825a 100644 --- a/BlueWater/Assets/02.Scripts/Utility/Utils.cs +++ b/BlueWater/Assets/02.Scripts/Utility/Utils.cs @@ -91,15 +91,15 @@ namespace BlueWaterProject { var finalDamage = 0f; - if (defender.usingShield) + if (defender.UsingShield) { - var penetrationChance = attacker.shieldPenetrationRate - - (attacker.shieldPenetrationRate * defender.penetrationResistivity * 0.01f); + var penetrationChance = attacker.ShieldPenetrationRate - + (attacker.ShieldPenetrationRate * defender.PenetrationResistivity * 0.01f); // 방패를 관통했다면, if (Random.Range(0, 100) < penetrationChance) { - finalDamage = attacker.atk - defender.def; + finalDamage = attacker.Atk - defender.Def; finalDamage = Mathf.Max(finalDamage, 0); return finalDamage; } @@ -108,7 +108,7 @@ namespace BlueWaterProject return 0; } - finalDamage = attacker.atk - defender.def; + finalDamage = attacker.Atk - defender.Def; finalDamage = Mathf.Max(finalDamage, 0); return finalDamage; diff --git a/BlueWater/Assets/02.Scripts/Weapon/MeleeWeapon.cs b/BlueWater/Assets/02.Scripts/Weapon/CloseWeapon.cs similarity index 97% rename from BlueWater/Assets/02.Scripts/Weapon/MeleeWeapon.cs rename to BlueWater/Assets/02.Scripts/Weapon/CloseWeapon.cs index 023e5757f..925c58b48 100644 --- a/BlueWater/Assets/02.Scripts/Weapon/MeleeWeapon.cs +++ b/BlueWater/Assets/02.Scripts/Weapon/CloseWeapon.cs @@ -4,7 +4,7 @@ using UnityEngine; // ReSharper disable once CheckNamespace namespace BlueWaterProject { - 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