Closes #206
+ Sprite 피격시 하얗게 변하는 FlashWhite 쉐이더 추가 ㄴ 보스에게만 적용 중 + 전투 플레이어의 HitStop 수정 ㄴ 유니티 애니메이션 이벤트 오류로 인해서 코루틴 방식으로 로직 변경 ㄴ 관련 공격 애니메이션 변경 + POLY Fantasy Town Material URP로 변경 + FieldMinions Agent 추가 + Combat 씬 ForestArea에 임시로 FieldMinions 추가
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@ -1,31 +0,0 @@
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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 class CombatPlayerAnimationEventController : MonoBehaviour
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{
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private CombatPlayerController combatPlayerController;
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private void Awake()
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{
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combatPlayerController = GetComponentInParent<CombatPlayerController>();
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if (!combatPlayerController)
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{
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print("애니메이션 이벤트 컨트롤러가 없습니다.");
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}
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}
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public void CheckComboAttack()
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{
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if (combatPlayerController.GetIsComboAttacking()) return;
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combatPlayerController.MyComponents.animator.SetBool(CombatPlayerController.IsAttackingHash, false);
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}
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public void AttackTiming()
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{
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combatPlayerController.AttackTiming();
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}
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}
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}
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@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: e16f62f7d451b504fae5474be03a6da7
|
@ -47,6 +47,9 @@ namespace BlueWaterProject
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[Tooltip("공격할 레이어 설정")]
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public LayerMask targetLayer = -1;
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[Tooltip("땅 레이어 설정")]
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public LayerMask groundLayer;
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}
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[Serializable]
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@ -84,6 +87,14 @@ namespace BlueWaterProject
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[field: SerializeField] public CurrentState MyCurrentState { get; set; }
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[field: SerializeField] public CurrentValue MyCurrentValue { get; set; }
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[Title("애니메이션")]
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[SerializeField] private float comboAttackSpeed = 1f;
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[SerializeField] private float[] comboAttackTiming = new[] { 0.14f, 0.77f };
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[SerializeField] private float checkComboAttackTiming = 0.49f;
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[Title("효과")]
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[SerializeField] private float comboAttackHitStopDuration = 0.2f;
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public string mainSkillName;
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public GameObject MainSkillObject { get; private set; }
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private ISkill mainSkill;
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@ -193,7 +204,8 @@ namespace BlueWaterProject
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MyCurrentState.isComboAttacking = true;
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return;
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}
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MyComponents.animator.SetBool(IsAttackingHash, true);
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StartCoroutine(ComboAttackCoroutine());
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}
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private void OnActivateMainSkill()
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@ -250,13 +262,97 @@ namespace BlueWaterProject
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* Methods
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***********************************************************************/
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#region Methods
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private IEnumerator ComboAttackCoroutine()
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{
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SetEnableMoving(false);
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if (MyCurrentState.useMouseAttack)
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{
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var mousePos = Mouse.current.position.ReadValue();
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var ray = CameraManager.Inst.MainCam.ScreenPointToRay(mousePos);
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if (!Physics.Raycast(ray, out var hit, float.MaxValue, MyCharacterOption.groundLayer))
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{
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CancelComboAttack();
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yield break;
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}
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var attackDirection = (hit.point - GetCurrentPosition()).normalized;
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attackDirection.y = 0f;
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SetPreviousMoveDirection(attackDirection);
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}
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MyComponents.animator.SetBool(IsAttackingHash, true);
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var elapsedTime = 0f;
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while (!MyComponents.animator.GetCurrentAnimatorStateInfo(0).IsName("ComboAttack"))
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{
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elapsedTime += Time.deltaTime;
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if (elapsedTime >= 2f)
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{
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yield break;
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}
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yield return null;
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}
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var animationLength = MyComponents.animator.GetCurrentAnimatorStateInfo(0).length;
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var attackTimingNormalized = new[]{
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comboAttackTiming[0] / animationLength,
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comboAttackTiming[1] / animationLength };
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var checkComboAttackNormalized = checkComboAttackTiming / animationLength;
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var isAttacked = false;
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var isComboAttacked = false;
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MyComponents.animator.speed = comboAttackSpeed;
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SetIsAttacking(true);
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SetIsComboPossible(true);
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while (MyComponents.animator.GetCurrentAnimatorStateInfo(0).IsName("ComboAttack") &&
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MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
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{
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if (!isAttacked)
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{
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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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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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isAttacked = true;
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}
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}
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if (MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= checkComboAttackNormalized)
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{
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if (!MyCurrentState.isComboAttacking)
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{
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CancelComboAttack();
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yield break;
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}
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if (!isComboAttacked && MyCurrentState.isComboAttacking)
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{
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isAttacked = false;
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isComboAttacked = true;
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}
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}
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yield return null;
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}
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CancelComboAttack();
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}
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public void AttackTiming()
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{
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var attackDirection = MyComponents.movement.GetPreviousMoveDirection();
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Array.Clear(MyCurrentValue.hitColliders, 0, MyCharacterOption.maxHitNum);
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var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer);
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for (var i = 0; i < size; i++)
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@ -270,7 +366,11 @@ namespace BlueWaterProject
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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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VisualFeedbackManager.Inst.TriggerHitStop(0.1f);
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if (MyCurrentState.isComboAttacking)
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{
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VisualFeedbackManager.Inst.TriggerHitStop(comboAttackHitStopDuration);
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}
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}
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else if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") &&
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MyCurrentValue.hitColliders[i].CompareTag("DestructiveSkill"))
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@ -281,6 +381,17 @@ namespace BlueWaterProject
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}
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}
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private void CancelComboAttack()
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{
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SetIsComboPossible(false);
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SetIsComboAttacking(false);
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SetIsAttacking(false);
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SetEnableMoving(true);
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MyComponents.animator.SetBool(IsAttackingHash, false);
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MyComponents.animator.speed = 1f;
|
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}
|
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|
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private void MoveAnimation()
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{
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var isMoving = MyComponents.movement.GetIsMoving();
|
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|
@ -12,6 +12,7 @@ namespace BlueWaterProject
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public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
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{
|
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Debug.Log("애니메이션 실행");
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if (combatPlayerController == null)
|
||||
{
|
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combatPlayerController = animator.GetComponentInParent<CombatPlayerController>();
|
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|
@ -1,4 +1,5 @@
|
||||
using System;
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using BehaviorDesigner.Runtime;
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using Sirenix.OdinInspector;
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@ -23,6 +24,7 @@ namespace BlueWaterProject
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||||
[SerializeField] protected BehaviorTree behaviorTree;
|
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[SerializeField] protected Transform visualLook;
|
||||
[SerializeField] protected Animator animator;
|
||||
[SerializeField] protected SpriteRenderer spriteRenderer;
|
||||
|
||||
// 보스 스탯
|
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[Title("보스 스탯")]
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@ -30,6 +32,19 @@ namespace BlueWaterProject
|
||||
[SerializeField] protected float moveSpeed = 3f;
|
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[SerializeField] protected LayerMask targetLayer;
|
||||
|
||||
// 피격 효과
|
||||
[Title("피격 효과")]
|
||||
[SerializeField] protected float flashWhiteTime = 0.1f;
|
||||
protected float FlashWhiteTime
|
||||
{
|
||||
get => flashWhiteTime;
|
||||
set
|
||||
{
|
||||
flashWhiteTime = value;
|
||||
flashWhiteWaitTime = new WaitForSeconds(flashWhiteTime);
|
||||
}
|
||||
}
|
||||
|
||||
// 스킬
|
||||
[Title("스킬")]
|
||||
[SerializeField] protected List<SkillBase> skillList = new(6);
|
||||
@ -44,9 +59,14 @@ namespace BlueWaterProject
|
||||
|
||||
protected Vector3 PreviousDirection { get; set; } = Vector3.right;
|
||||
|
||||
private Coroutine flashWhiteCoroutine;
|
||||
private WaitForSeconds flashWhiteWaitTime;
|
||||
|
||||
private float departureTime = -1f;
|
||||
protected bool isDead;
|
||||
|
||||
protected static readonly int IsHitHash = Shader.PropertyToID("_IsHit");
|
||||
|
||||
// [SerializeField] private Slider hpSlider;
|
||||
// [SerializeField] private Slider damageEffectSlider;
|
||||
// [SerializeField] private float damageEffectSpeed = 0.1f;
|
||||
@ -91,6 +111,7 @@ namespace BlueWaterProject
|
||||
behaviorTree = GetComponent<BehaviorTree>();
|
||||
visualLook = transform.Find("VisualLook");
|
||||
animator = visualLook.GetComponent<Animator>();
|
||||
spriteRenderer = visualLook.GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
private void InitStart()
|
||||
@ -99,6 +120,7 @@ namespace BlueWaterProject
|
||||
agent.speed = moveSpeed;
|
||||
SetCurrentHp(maxHp);
|
||||
Target = GameObject.FindGameObjectWithTag("CombatPlayer").GetComponent<Collider>();
|
||||
flashWhiteWaitTime = new WaitForSeconds(flashWhiteTime);
|
||||
|
||||
foreach (var element in skillList)
|
||||
{
|
||||
@ -135,6 +157,10 @@ namespace BlueWaterProject
|
||||
}
|
||||
|
||||
// 공격 당함
|
||||
if (spriteRenderer)
|
||||
{
|
||||
flashWhiteCoroutine = StartCoroutine(nameof(FlashWhiteCoroutine));
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Die()
|
||||
@ -214,7 +240,7 @@ namespace BlueWaterProject
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
[Button("스킬 사용")]
|
||||
public virtual void ActivateSkill(string skillName){}
|
||||
|
||||
@ -237,34 +263,13 @@ namespace BlueWaterProject
|
||||
return distance.normalized;
|
||||
}
|
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|
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|
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//
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|
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|
||||
//
|
||||
// protected void CoolDownCoroutine(float waitTime, Action onCooldownComplete)
|
||||
// {
|
||||
// StartCoroutine(Utils.CoolDown(waitTime, onCooldownComplete));
|
||||
// }
|
||||
//
|
||||
// private IEnumerator DamageEffect(float currentHp)
|
||||
// {
|
||||
// while (damageEffectSlider.value > currentHp)
|
||||
// {
|
||||
// damageEffectSlider.value -= damageEffectSpeed;
|
||||
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|
||||
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|
||||
// }
|
||||
//
|
||||
// public bool GetUsedSkillCoroutine() => usedSkillCoroutine;
|
||||
// public List<ActiveSkill> GetActiveSkillList() => activeSkillList;
|
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private IEnumerator FlashWhiteCoroutine()
|
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{
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spriteRenderer.material.SetInt(IsHitHash, 1);
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yield return flashWhiteWaitTime;
|
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userData:
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assetBundleVariant:
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Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user