+ 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
This commit is contained in:
NTG 2024-02-16 16:30:59 +09:00
parent 96ed8f99e7
commit 7fd08cbaa1
160 changed files with 4370 additions and 1682 deletions

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@ -1,31 +0,0 @@
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class CombatPlayerAnimationEventController : MonoBehaviour
{
private CombatPlayerController combatPlayerController;
private void Awake()
{
combatPlayerController = GetComponentInParent<CombatPlayerController>();
if (!combatPlayerController)
{
print("애니메이션 이벤트 컨트롤러가 없습니다.");
}
}
public void CheckComboAttack()
{
if (combatPlayerController.GetIsComboAttacking()) return;
combatPlayerController.MyComponents.animator.SetBool(CombatPlayerController.IsAttackingHash, false);
}
public void AttackTiming()
{
combatPlayerController.AttackTiming();
}
}
}

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@ -47,6 +47,9 @@ namespace BlueWaterProject
[Tooltip("공격할 레이어 설정")]
public LayerMask targetLayer = -1;
[Tooltip("땅 레이어 설정")]
public LayerMask groundLayer;
}
[Serializable]
@ -84,6 +87,14 @@ namespace BlueWaterProject
[field: SerializeField] public CurrentState MyCurrentState { get; set; }
[field: SerializeField] public CurrentValue MyCurrentValue { get; set; }
[Title("애니메이션")]
[SerializeField] private float comboAttackSpeed = 1f;
[SerializeField] private float[] comboAttackTiming = new[] { 0.14f, 0.77f };
[SerializeField] private float checkComboAttackTiming = 0.49f;
[Title("효과")]
[SerializeField] private float comboAttackHitStopDuration = 0.2f;
public string mainSkillName;
public GameObject MainSkillObject { get; private set; }
private ISkill mainSkill;
@ -193,7 +204,8 @@ namespace BlueWaterProject
MyCurrentState.isComboAttacking = true;
return;
}
MyComponents.animator.SetBool(IsAttackingHash, true);
StartCoroutine(ComboAttackCoroutine());
}
private void OnActivateMainSkill()
@ -250,13 +262,97 @@ namespace BlueWaterProject
* Methods
***********************************************************************/
#region Methods
private IEnumerator ComboAttackCoroutine()
{
SetEnableMoving(false);
if (MyCurrentState.useMouseAttack)
{
var mousePos = Mouse.current.position.ReadValue();
var ray = CameraManager.Inst.MainCam.ScreenPointToRay(mousePos);
if (!Physics.Raycast(ray, out var hit, float.MaxValue, MyCharacterOption.groundLayer))
{
CancelComboAttack();
yield break;
}
var attackDirection = (hit.point - GetCurrentPosition()).normalized;
attackDirection.y = 0f;
SetPreviousMoveDirection(attackDirection);
}
MyComponents.animator.SetBool(IsAttackingHash, true);
var elapsedTime = 0f;
while (!MyComponents.animator.GetCurrentAnimatorStateInfo(0).IsName("ComboAttack"))
{
elapsedTime += Time.deltaTime;
if (elapsedTime >= 2f)
{
yield break;
}
yield return null;
}
var animationLength = MyComponents.animator.GetCurrentAnimatorStateInfo(0).length;
var attackTimingNormalized = new[]{
comboAttackTiming[0] / animationLength,
comboAttackTiming[1] / animationLength };
var checkComboAttackNormalized = checkComboAttackTiming / animationLength;
var isAttacked = false;
var isComboAttacked = false;
MyComponents.animator.speed = comboAttackSpeed;
SetIsAttacking(true);
SetIsComboPossible(true);
while (MyComponents.animator.GetCurrentAnimatorStateInfo(0).IsName("ComboAttack") &&
MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
{
if (!isAttacked)
{
if (isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[1])
{
MoveToCurrentDirection(10f);
AttackTiming();
isAttacked = true;
}
else if (!isComboAttacked && MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= attackTimingNormalized[0])
{
MoveToCurrentDirection(1f);
AttackTiming();
isAttacked = true;
}
}
if (MyComponents.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= checkComboAttackNormalized)
{
if (!MyCurrentState.isComboAttacking)
{
CancelComboAttack();
yield break;
}
if (!isComboAttacked && MyCurrentState.isComboAttacking)
{
isAttacked = false;
isComboAttacked = true;
}
}
yield return null;
}
CancelComboAttack();
}
public void AttackTiming()
{
var attackDirection = MyComponents.movement.GetPreviousMoveDirection();
Array.Clear(MyCurrentValue.hitColliders, 0, MyCharacterOption.maxHitNum);
var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer);
for (var i = 0; i < size; i++)
@ -270,7 +366,11 @@ namespace BlueWaterProject
{
var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(MyCharacterOption.attackDamage);
VisualFeedbackManager.Inst.TriggerHitStop(0.1f);
if (MyCurrentState.isComboAttacking)
{
VisualFeedbackManager.Inst.TriggerHitStop(comboAttackHitStopDuration);
}
}
else if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Skill") &&
MyCurrentValue.hitColliders[i].CompareTag("DestructiveSkill"))
@ -281,6 +381,17 @@ namespace BlueWaterProject
}
}
private void CancelComboAttack()
{
SetIsComboPossible(false);
SetIsComboAttacking(false);
SetIsAttacking(false);
SetEnableMoving(true);
MyComponents.animator.SetBool(IsAttackingHash, false);
MyComponents.animator.speed = 1f;
}
private void MoveAnimation()
{
var isMoving = MyComponents.movement.GetIsMoving();

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@ -12,6 +12,7 @@ namespace BlueWaterProject
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Debug.Log("애니메이션 실행");
if (combatPlayerController == null)
{
combatPlayerController = animator.GetComponentInParent<CombatPlayerController>();

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@ -1,4 +1,5 @@
using System;
using System.Collections;
using System.Collections.Generic;
using BehaviorDesigner.Runtime;
using Sirenix.OdinInspector;
@ -23,6 +24,7 @@ namespace BlueWaterProject
[SerializeField] protected BehaviorTree behaviorTree;
[SerializeField] protected Transform visualLook;
[SerializeField] protected Animator animator;
[SerializeField] protected SpriteRenderer spriteRenderer;
// 보스 스탯
[Title("보스 스탯")]
@ -30,6 +32,19 @@ namespace BlueWaterProject
[SerializeField] protected float moveSpeed = 3f;
[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;
}
// private void SetCurrentHp(float value)
// {
// CurrentHp = value;
// if (hpSlider != null)
// {
// hpSlider.value = value;
// }
//
// StartCoroutine(DamageEffect(CurrentHp));
// }
//
// protected void CoolDownCoroutine(float waitTime, Action onCooldownComplete)
// {
// StartCoroutine(Utils.CoolDown(waitTime, onCooldownComplete));
// }
//
// private IEnumerator DamageEffect(float currentHp)
// {
// while (damageEffectSlider.value > currentHp)
// {
// damageEffectSlider.value -= damageEffectSpeed;
// yield return null;
// }
// }
//
// public bool GetUsedSkillCoroutine() => usedSkillCoroutine;
// public List<ActiveSkill> GetActiveSkillList() => activeSkillList;
private IEnumerator FlashWhiteCoroutine()
{
spriteRenderer.material.SetInt(IsHitHash, 1);
yield return flashWhiteWaitTime;
spriteRenderer.material.SetInt(IsHitHash, 0);
}
#endregion
}
}

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