#71 02.Ocean / Tycoon
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BlueWater/Assets/01.Scenes/00.Title.unity
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BlueWater/Assets/01.Scenes/00.Title.unity
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File diff suppressed because it is too large
Load Diff
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Load Diff
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Load Diff
@ -13,30 +13,6 @@ namespace BlueWaterProject
|
|||||||
{
|
{
|
||||||
public Camera MainCam { get; private set; }
|
public Camera MainCam { get; private set; }
|
||||||
|
|
||||||
[Title("Dredge Cam")]
|
|
||||||
[Required("드렛지 카메라를 넣어주세요.")]
|
|
||||||
public CinemachineVirtualCamera dredgeCam;
|
|
||||||
private CinemachineOrbitalTransposer dredgeCamOrbitalTransposer;
|
|
||||||
[Range(0,1000)]
|
|
||||||
public int rotateSpeed = 10;
|
|
||||||
private Coroutine currentCoroutine;
|
|
||||||
|
|
||||||
[Required("보트갑판 카메라를 넣어주세요.")]
|
|
||||||
public CinemachineVirtualCamera shipDeckCam;
|
|
||||||
|
|
||||||
[Required("조준 카메라를 넣어주세요.")]
|
|
||||||
public CinemachineFreeLook takeAimCam;
|
|
||||||
|
|
||||||
[Required("보트안 카메라를 넣어주세요.")]
|
|
||||||
public CinemachineVirtualCamera inShipCam;
|
|
||||||
private Vector3 inShipCamOrigenalOffset;
|
|
||||||
private Vector3 inShipCamOrigenalAimOffset;
|
|
||||||
|
|
||||||
public float sensitivity = 0.01f;
|
|
||||||
|
|
||||||
[MinMaxSlider(2, 50, true)]
|
|
||||||
public Vector2 heightLimits = new Vector2(2, 50);
|
|
||||||
|
|
||||||
[Title("InShip Change Offset")]
|
[Title("InShip Change Offset")]
|
||||||
private Vector3 targetOffset;
|
private Vector3 targetOffset;
|
||||||
private Vector3 startingOffset;
|
private Vector3 startingOffset;
|
||||||
@ -47,163 +23,21 @@ namespace BlueWaterProject
|
|||||||
protected override void OnAwake()
|
protected override void OnAwake()
|
||||||
{
|
{
|
||||||
MainCam = Camera.main;
|
MainCam = Camera.main;
|
||||||
inShipCamOrigenalOffset = inShipCam.GetCinemachineComponent<CinemachineTransposer>().m_FollowOffset;
|
|
||||||
inShipCamOrigenalAimOffset = inShipCam.GetCinemachineComponent<CinemachineComposer>().m_TrackedObjectOffset;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
dredgeCamOrbitalTransposer = dredgeCam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
TakeCamMovement();
|
|
||||||
DredgeCamRotate();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (isTransitioning)
|
|
||||||
{
|
|
||||||
SmoothTransitionFixedUpdate();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CamAssaultMode()
|
|
||||||
{
|
|
||||||
dredgeCam.Priority = 0;
|
|
||||||
shipDeckCam.Priority = 0;
|
|
||||||
inShipCam.Priority = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CamDredgeMode()
|
|
||||||
{
|
|
||||||
dredgeCam.Priority = 1;
|
|
||||||
shipDeckCam.Priority = 0;
|
|
||||||
inShipCam.Priority = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CamShipDeckMode()
|
|
||||||
{
|
|
||||||
shipDeckCam.Priority = 1;
|
|
||||||
dredgeCam.Priority = 0;
|
|
||||||
inShipCam.Priority = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CamInShipMode()
|
|
||||||
{
|
|
||||||
inShipCam.Priority = 1;
|
|
||||||
dredgeCam.Priority = 0;
|
|
||||||
shipDeckCam.Priority = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TakeCamMovement()
|
|
||||||
{
|
|
||||||
var mouseDelta = Mouse.current.delta.ReadValue();
|
|
||||||
|
|
||||||
var newPosition = takeAimCam.transform.position;
|
|
||||||
newPosition.y += mouseDelta.y * sensitivity;
|
|
||||||
newPosition.y = Mathf.Clamp(newPosition.y, heightLimits.x, heightLimits.y);
|
|
||||||
newPosition.x = GameManager.Inst.ShipPlayer.transform.position.x;
|
|
||||||
newPosition.z = GameManager.Inst.ShipPlayer.transform.position.z;
|
|
||||||
takeAimCam.transform.position = newPosition;
|
|
||||||
|
|
||||||
|
|
||||||
// Rotate around Y axis (Up direction)
|
|
||||||
takeAimCam.transform.RotateAround(takeAimCam.transform.position, Vector3.up, mouseDelta.x * sensitivity);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CamTakeAim(bool isTakeAim)
|
|
||||||
{
|
|
||||||
takeAimCam.Priority = isTakeAim ? 2 : 0;
|
|
||||||
float yRotation = dredgeCam.transform.rotation.eulerAngles.y;
|
|
||||||
takeAimCam.transform.rotation =
|
|
||||||
Quaternion.Euler(takeAimCam.transform.rotation.eulerAngles.x, yRotation, takeAimCam.transform.rotation.eulerAngles.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void DredgeCamRotate()
|
|
||||||
{
|
|
||||||
if (Input.GetMouseButtonDown(1))
|
|
||||||
{
|
|
||||||
//dredgeCam의 X Axis의 Speed를 변경
|
|
||||||
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = rotateSpeed;
|
|
||||||
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "Mouse X";
|
|
||||||
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = false;
|
|
||||||
}
|
|
||||||
else if (Input.GetMouseButtonUp(1))
|
|
||||||
{
|
|
||||||
//dredgeCam의 X Axis의 Speed를 원래대로
|
|
||||||
dredgeCamOrbitalTransposer.m_XAxis.m_MaxSpeed = 0;
|
|
||||||
dredgeCamOrbitalTransposer.m_XAxis.m_InputAxisName = "";
|
|
||||||
dredgeCamOrbitalTransposer.m_RecenterToTargetHeading.m_enabled = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StartSmoothTransition(Vector3 newTargetOffset)
|
|
||||||
{
|
|
||||||
targetOffset = newTargetOffset;
|
|
||||||
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
|
|
||||||
if (transposer != null)
|
|
||||||
{
|
|
||||||
startingOffset = transposer.m_FollowOffset;
|
|
||||||
}
|
|
||||||
elapsedTime = 0;
|
|
||||||
isTransitioning = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SmoothTransitionFixedUpdate()
|
|
||||||
{
|
|
||||||
var transposer = inShipCam.GetCinemachineComponent<CinemachineTransposer>();
|
|
||||||
if (transposer != null)
|
|
||||||
{
|
|
||||||
if (elapsedTime < duration)
|
|
||||||
{
|
|
||||||
elapsedTime += Time.fixedDeltaTime;
|
|
||||||
float t = elapsedTime / duration;
|
|
||||||
transposer.m_FollowOffset = Vector3.Lerp(startingOffset, targetOffset, t);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
transposer.m_FollowOffset = targetOffset;
|
|
||||||
isTransitioning = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetInShipCamTrackedObjectOffset(Vector3 newOffset)
|
|
||||||
{
|
|
||||||
var aimComponent = inShipCam.GetCinemachineComponent<CinemachineComposer>();
|
|
||||||
if (aimComponent != null)
|
|
||||||
{
|
|
||||||
aimComponent.m_TrackedObjectOffset = newOffset;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ChangeInShipFollowAndLookAt(Transform npc)
|
|
||||||
{
|
|
||||||
if (!GameManager.Inst.IsInShipMode) return;
|
|
||||||
|
|
||||||
inShipCam.Follow = npc;
|
|
||||||
inShipCam.LookAt = npc;
|
|
||||||
|
|
||||||
var followOffset = new Vector3(0, 6, -10);
|
|
||||||
StartSmoothTransition(followOffset);
|
|
||||||
|
|
||||||
var newAimOffset = new Vector3(0, 2, 0);
|
|
||||||
SetInShipCamTrackedObjectOffset(newAimOffset);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RestoreInShipFollowAndLookAt()
|
|
||||||
{
|
|
||||||
if (!GameManager.Inst.IsInShipMode) return;
|
|
||||||
var player = GameManager.Inst.InShipPlayer.transform;
|
|
||||||
inShipCam.Follow = player;
|
|
||||||
inShipCam.LookAt = player;
|
|
||||||
var followOffset = inShipCamOrigenalOffset;
|
|
||||||
var aimOffset = inShipCamOrigenalAimOffset;
|
|
||||||
StartSmoothTransition(followOffset);
|
|
||||||
SetInShipCamTrackedObjectOffset(aimOffset);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -44,9 +44,6 @@ namespace BlueWaterProject
|
|||||||
base.Start();
|
base.Start();
|
||||||
TargetLayer = LayerMask.GetMask("Npc");
|
TargetLayer = LayerMask.GetMask("Npc");
|
||||||
ProximitySelector.enabled = false;
|
ProximitySelector.enabled = false;
|
||||||
|
|
||||||
UiManager.Inst.ConversationBtn.onClickEvent.AddListener(StartConversation);
|
|
||||||
UiManager.Inst.WorkBtn.onClickEvent.AddListener(OnWorkBtn);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void FixedUpdate()
|
protected override void FixedUpdate()
|
||||||
@ -68,10 +65,7 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void OnCancel(InputValue value)
|
private void OnCancel(InputValue value)
|
||||||
{
|
{
|
||||||
if (GameManager.Inst.IsInteraction && !GameManager.Inst.IsConversation)
|
|
||||||
{
|
|
||||||
EndInteraction();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MoveCharacterPlayer()
|
private void MoveCharacterPlayer()
|
||||||
@ -79,24 +73,13 @@ namespace BlueWaterProject
|
|||||||
var extraGravityForce = (Physics.gravity * rb.mass) * 2f;
|
var extraGravityForce = (Physics.gravity * rb.mass) * 2f;
|
||||||
rb.AddForce(extraGravityForce);
|
rb.AddForce(extraGravityForce);
|
||||||
|
|
||||||
if (GameManager.Inst.IsConversation || GameManager.Inst.IsInteraction) return;
|
|
||||||
Vector3 movement = Vector3.zero;
|
Vector3 movement = Vector3.zero;
|
||||||
|
|
||||||
if (GameManager.Inst.IsShipDeckMode)
|
movement = transform.rotation * new Vector3(movementInput.x, 0, movementInput.y) *
|
||||||
{
|
|
||||||
movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
|
|
||||||
(characterSpeed * Time.deltaTime);
|
|
||||||
|
|
||||||
gameObject.transform.position += movement;
|
|
||||||
}
|
|
||||||
else if (GameManager.Inst.IsInShipMode)
|
|
||||||
{
|
|
||||||
if(!GameManager.Inst.IsInShipMode) return;
|
|
||||||
movement = transform.rotation * new Vector3(movementInput.x, 0, movementInput.y) *
|
|
||||||
(characterSpeed * Time.deltaTime);
|
(characterSpeed * Time.deltaTime);
|
||||||
|
|
||||||
gameObject.transform.position += movement;
|
gameObject.transform.position += movement;
|
||||||
}
|
|
||||||
|
|
||||||
var localScale = visualLook.localScale;
|
var localScale = visualLook.localScale;
|
||||||
// 왼쪽
|
// 왼쪽
|
||||||
@ -133,7 +116,7 @@ namespace BlueWaterProject
|
|||||||
var duration = 1f; // 이동에 걸리는 시간 (초)
|
var duration = 1f; // 이동에 걸리는 시간 (초)
|
||||||
var startingPosition = transform.position;
|
var startingPosition = transform.position;
|
||||||
|
|
||||||
// 방향을 즉시 변경합니다.
|
// 방향 즉시 변경
|
||||||
visualLook.localScale = new Vector3(scaleX, visualLook.localScale.y, visualLook.localScale.z);
|
visualLook.localScale = new Vector3(scaleX, visualLook.localScale.y, visualLook.localScale.z);
|
||||||
|
|
||||||
while (elapsedTime < duration)
|
while (elapsedTime < duration)
|
||||||
@ -155,32 +138,30 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
public void StartInteraction(Transform target)
|
public void StartInteraction(Transform target)
|
||||||
{
|
{
|
||||||
GameManager.Inst.IsInteraction = true;
|
|
||||||
ProximitySelector.enabled = false;
|
ProximitySelector.enabled = false;
|
||||||
interactionTarget = target;
|
interactionTarget = target;
|
||||||
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
|
interactionTarget.GetComponent<InShipNpc>()?.ChangeStateToInteraction();
|
||||||
CameraManager.Inst.ChangeInShipFollowAndLookAt(interactionTarget);
|
|
||||||
|
|
||||||
var targetPosition = interactionTarget.position;
|
var targetPosition = interactionTarget.position;
|
||||||
var playerPosition = transform.position;
|
var playerPosition = transform.position;
|
||||||
|
|
||||||
var directionToTarget = (targetPosition - playerPosition).normalized;
|
var directionToTarget = (targetPosition - playerPosition).normalized;
|
||||||
|
|
||||||
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인합니다.
|
// 캐릭터가 NPC의 왼쪽 또는 오른쪽에 있는지 확인
|
||||||
var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
|
var crossProduct = Vector3.Cross(directionToTarget, transform.forward).y;
|
||||||
|
|
||||||
Vector3 desiredPosition;
|
Vector3 desiredPosition;
|
||||||
float desiredScaleX; // 캐릭터의 방향을 나타냅니다.
|
float desiredScaleX; // 캐릭터의 방
|
||||||
|
|
||||||
if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
|
if (crossProduct > 0) // 캐릭터가 NPC의 왼쪽에 있는 경우
|
||||||
{
|
{
|
||||||
desiredPosition = targetPosition + interactionTarget.right * 2f;
|
desiredPosition = targetPosition + interactionTarget.right * 2f;
|
||||||
desiredScaleX = 1f; // 오른쪽을 바라봅니다.
|
desiredScaleX = 1f; // 오른쪽을 바라봄
|
||||||
}
|
}
|
||||||
else // 캐릭터가 NPC의 오른쪽에 있는 경우
|
else // 캐릭터가 NPC의 오른쪽에 있는 경우
|
||||||
{
|
{
|
||||||
desiredPosition = targetPosition + interactionTarget.right * -2f;
|
desiredPosition = targetPosition + interactionTarget.right * -2f;
|
||||||
desiredScaleX = -1f; // 왼쪽을 바라봅니다.
|
desiredScaleX = -1f; // 왼쪽을 바라봄
|
||||||
}
|
}
|
||||||
|
|
||||||
// 장애물 감지
|
// 장애물 감지
|
||||||
@ -188,7 +169,7 @@ namespace BlueWaterProject
|
|||||||
{
|
{
|
||||||
// 장애물이 감지되면, 반대쪽으로 이동
|
// 장애물이 감지되면, 반대쪽으로 이동
|
||||||
desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
|
desiredPosition = crossProduct > 0 ? targetPosition + interactionTarget.right * -2f : targetPosition + interactionTarget.right * 2f;
|
||||||
desiredScaleX = -desiredScaleX; // 방향을 반전합니다.
|
desiredScaleX = -desiredScaleX; // 방향을 반전
|
||||||
}
|
}
|
||||||
|
|
||||||
// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
|
// 캐릭터를 원하는 위치와 방향으로 부드럽게 이동 및 회전
|
||||||
@ -198,7 +179,6 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
public void StartConversation()
|
public void StartConversation()
|
||||||
{
|
{
|
||||||
GameManager.Inst.IsConversation = true;
|
|
||||||
if (interactionTarget != null)
|
if (interactionTarget != null)
|
||||||
{
|
{
|
||||||
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
|
interactionTarget.GetComponent<DialogueSystemTrigger>().OnConversationStart(interactionTarget);
|
||||||
@ -208,34 +188,16 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
public void EndInteraction()
|
public void EndInteraction()
|
||||||
{
|
{
|
||||||
GameManager.Inst.IsInteraction = false;
|
|
||||||
ProximitySelector.enabled = true;
|
ProximitySelector.enabled = true;
|
||||||
|
|
||||||
CameraManager.Inst.RestoreInShipFollowAndLookAt();
|
|
||||||
|
|
||||||
interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
|
interactionTarget.GetComponent<InShipNpc>()?.RestoreState();
|
||||||
|
|
||||||
UiManager.Inst.InShipInteraction.gameObject.SetActive(false);
|
|
||||||
UiManager.Inst.InShipInteractionInit();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void EndConversation()
|
public void EndConversation()
|
||||||
{
|
{
|
||||||
GameManager.Inst.IsConversation = false;
|
|
||||||
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
|
UiManager.Inst.InShipInteraction.gameObject.SetActive(true);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OrderToJail()
|
|
||||||
{
|
|
||||||
EndInteraction();
|
|
||||||
interactionTarget.GetComponent<InShipNpc>().ChangeStateToOrderToJail();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnWorkBtn()
|
|
||||||
{
|
|
||||||
UiManager.Inst.DefaultInShipInteractionOnOff(false);
|
|
||||||
UiManager.Inst.WorkInteractionOnOff(true);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
126
BlueWater/Assets/02.Scripts/Character/Player/Type/ShipPlayer.cs
Normal file
126
BlueWater/Assets/02.Scripts/Character/Player/Type/ShipPlayer.cs
Normal file
@ -0,0 +1,126 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Blobcreate.ProjectileToolkit;
|
||||||
|
using Sirenix.OdinInspector;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
|
// ReSharper disable once CheckNamespace
|
||||||
|
namespace BlueWaterProject
|
||||||
|
{
|
||||||
|
[SelectionBase]
|
||||||
|
public class ShipPlayer : Player
|
||||||
|
{
|
||||||
|
[Title("쉽의 기본 설정")]
|
||||||
|
private Rigidbody rb;
|
||||||
|
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
|
||||||
|
[Tooltip("가속 수치")] public float acceleration = 2f;
|
||||||
|
[Tooltip("감속 수치")] public float deceleration = 2f;
|
||||||
|
[Tooltip("회전 속도")] public float turnSpeed = 10f;
|
||||||
|
|
||||||
|
[Title("캐논")]
|
||||||
|
public Rigidbody projectilePrefab;
|
||||||
|
public Transform launchPoint;
|
||||||
|
public float timeOfFlight;
|
||||||
|
public Transform predictedPos;
|
||||||
|
|
||||||
|
private void Init()
|
||||||
|
{
|
||||||
|
rb = GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Unity Function
|
||||||
|
|
||||||
|
protected override void Awake()
|
||||||
|
{
|
||||||
|
base.Awake();
|
||||||
|
Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void FixedUpdate()
|
||||||
|
{
|
||||||
|
HandleMovement();
|
||||||
|
}
|
||||||
|
|
||||||
|
protected override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Movement
|
||||||
|
|
||||||
|
private void MoveShipPlayer()
|
||||||
|
{
|
||||||
|
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
|
||||||
|
var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
|
||||||
|
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void RotatePlayer()
|
||||||
|
{
|
||||||
|
var turn = movementInput.x;
|
||||||
|
var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
|
||||||
|
rb.MoveRotation(rb.rotation * turnRotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleMovement()
|
||||||
|
{
|
||||||
|
MoveShipPlayer();
|
||||||
|
RotatePlayer();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void StopShipMovement()
|
||||||
|
{
|
||||||
|
rb.velocity = Vector3.zero;
|
||||||
|
rb.angularVelocity = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Interaction Key
|
||||||
|
|
||||||
|
private void OnTargeting(InputValue value) //Q
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTargetingHold(InputValue value) //Q Hold
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnCancel(InputValue value) //F
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnInteraction(InputValue value) //E
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnInteractionHold(InputValue value) //E Hold
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAssaultMode(InputValue value) // V
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private void OnZkey(InputValue value)
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -32,17 +32,6 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
|
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
|
||||||
|
|
||||||
// Game State
|
|
||||||
[field: Title("Game State")]
|
|
||||||
[field: SerializeField] public bool IsInShipMode { get; set; }
|
|
||||||
[field: SerializeField] public bool IsDredgeMode { get; set; }
|
|
||||||
[field: SerializeField] public bool IsTakeAim { get; set; }
|
|
||||||
[field: SerializeField] public bool IsShipDeckMode { get; set; }
|
|
||||||
|
|
||||||
[field: SerializeField] public bool IsConversation { get; set; }
|
|
||||||
[field: SerializeField] public bool IsInteraction { get; set; }
|
|
||||||
[field: SerializeField] public GlobalValue.PlayerMode CurrentPlayerMode { get; set; }
|
|
||||||
|
|
||||||
private void Init()
|
private void Init()
|
||||||
{
|
{
|
||||||
ShipPlayer = FindAnyObjectByType<ShipPlayer>();
|
ShipPlayer = FindAnyObjectByType<ShipPlayer>();
|
||||||
@ -108,87 +97,5 @@ namespace BlueWaterProject
|
|||||||
currentPlayerInput.enabled = true;
|
currentPlayerInput.enabled = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Player Mode State switch
|
|
||||||
|
|
||||||
public void SwitchDredgeMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
SwitchShipDeckMode(false);
|
|
||||||
CameraManager.Inst.CamDredgeMode();
|
|
||||||
IsDredgeMode = true;
|
|
||||||
CurrentPlayerMode = GlobalValue.PlayerMode.DREDGE;
|
|
||||||
}
|
|
||||||
else if (IsDredgeMode)
|
|
||||||
{
|
|
||||||
IsDredgeMode = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SwitchShipDeckMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
CameraManager.Inst.CamShipDeckMode();
|
|
||||||
IsShipDeckMode = true;
|
|
||||||
CurrentPlayerMode = GlobalValue.PlayerMode.IN_DECK;
|
|
||||||
}
|
|
||||||
else if (IsShipDeckMode)
|
|
||||||
{
|
|
||||||
CameraManager.Inst.CamDredgeMode();
|
|
||||||
IsInShipMode = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SwitchTakeAim(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchInShipMode(false);
|
|
||||||
SwitchShipDeckMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
CameraManager.Inst.CamTakeAim(true);
|
|
||||||
Cursor.visible = false;
|
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
|
||||||
IsTakeAim = true;
|
|
||||||
CurrentPlayerMode = GlobalValue.PlayerMode.TAKE_AIM;
|
|
||||||
}
|
|
||||||
else if (IsTakeAim)
|
|
||||||
{
|
|
||||||
CameraManager.Inst.CamTakeAim(false);
|
|
||||||
Cursor.visible = true;
|
|
||||||
Cursor.lockState = CursorLockMode.Confined;
|
|
||||||
IsTakeAim = false;
|
|
||||||
}
|
|
||||||
UiManager.Inst.AimOnOff(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SwitchInShipMode(bool isOn)
|
|
||||||
{
|
|
||||||
if (isOn)
|
|
||||||
{
|
|
||||||
SwitchTakeAim(false);
|
|
||||||
SwitchShipDeckMode(false);
|
|
||||||
SwitchDredgeMode(false);
|
|
||||||
CameraManager.Inst.CamInShipMode();
|
|
||||||
IsInShipMode = true;
|
|
||||||
CurrentPlayerMode = GlobalValue.PlayerMode.IN_SHIP;
|
|
||||||
InShipPlayer.ProximitySelector.enabled = true;
|
|
||||||
}
|
|
||||||
else if (IsInShipMode)
|
|
||||||
{
|
|
||||||
CameraManager.Inst.CamDredgeMode();
|
|
||||||
IsInShipMode = false;
|
|
||||||
InShipPlayer.ProximitySelector.enabled = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -12,21 +12,11 @@ namespace BlueWaterProject
|
|||||||
{
|
{
|
||||||
public float power;
|
public float power;
|
||||||
public float reloadTime = 1f;
|
public float reloadTime = 1f;
|
||||||
public RadarTargetUI radarTargetUI;
|
|
||||||
private bool isReloading;
|
private bool isReloading;
|
||||||
|
|
||||||
private LookAtConstraint canonLookAtConstraint;
|
|
||||||
|
|
||||||
public Rigidbody projectilePrefab;
|
|
||||||
public Transform launchPoint;
|
|
||||||
public float timeOfFlight = 1f;
|
|
||||||
public Transform predictedPos;
|
|
||||||
|
|
||||||
private void Init()
|
private void Init()
|
||||||
{
|
{
|
||||||
projectilePrefab = DataManager.Inst.grenadeFire.GetComponent<Rigidbody>();
|
|
||||||
launchPoint = transform.Find("FirePoint");
|
|
||||||
canonLookAtConstraint = GetComponent<LookAtConstraint>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
@ -36,36 +26,17 @@ namespace BlueWaterProject
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!GameManager.Inst.ShipPlayer.IsTargeting) return;
|
|
||||||
if(!radarTargetUI.gameObject.activeInHierarchy && !isReloading)
|
|
||||||
StartCoroutine(ReloadCoroutine());
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator ReloadCoroutine()
|
|
||||||
{
|
|
||||||
isReloading = true;
|
|
||||||
yield return new WaitForSeconds(reloadTime);
|
|
||||||
radarTargetUI.Reactivate();
|
|
||||||
isReloading = false;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Fire()
|
public void Fire()
|
||||||
{
|
{
|
||||||
var myRigid = Instantiate(projectilePrefab, launchPoint.position, launchPoint.rotation);
|
|
||||||
var v = Projectile.VelocityByTime(myRigid.transform.position, predictedPos.position, timeOfFlight);
|
|
||||||
myRigid.AddForce(v, ForceMode.VelocityChange);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LookAtTarget()
|
public void LookAtTarget()
|
||||||
{
|
{
|
||||||
canonLookAtConstraint.SetSources(new List<ConstraintSource>
|
|
||||||
{
|
|
||||||
new ConstraintSource
|
|
||||||
{
|
|
||||||
sourceTransform = predictedPos,
|
|
||||||
weight = 1
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,315 +0,0 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Blobcreate.ProjectileToolkit;
|
|
||||||
using Sirenix.OdinInspector;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.InputSystem;
|
|
||||||
|
|
||||||
// ReSharper disable once CheckNamespace
|
|
||||||
namespace BlueWaterProject
|
|
||||||
{
|
|
||||||
[SelectionBase]
|
|
||||||
public class ShipPlayer : Player
|
|
||||||
{
|
|
||||||
[Title("쉽의 기본 설정")]
|
|
||||||
private Rigidbody rb;
|
|
||||||
[Tooltip("최대 스피드")] public float maxSpeed = 10f;
|
|
||||||
[Tooltip("가속 수치")] public float acceleration = 2f;
|
|
||||||
[Tooltip("감속 수치")] public float deceleration = 2f;
|
|
||||||
[Tooltip("회전 속도")] public float turnSpeed = 10f;
|
|
||||||
|
|
||||||
[Title("레이더")]
|
|
||||||
public Collider[] radar = new Collider[10];
|
|
||||||
public List<Transform> inCameraRadar = new(10);
|
|
||||||
public Transform target;
|
|
||||||
public bool IsTargeting { get; private set; }
|
|
||||||
|
|
||||||
[Title("캐논")]
|
|
||||||
public Rigidbody projectilePrefab;
|
|
||||||
public Transform launchPoint;
|
|
||||||
public float timeOfFlight;
|
|
||||||
public Transform predictedPos;
|
|
||||||
[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
|
|
||||||
|
|
||||||
[Title("Interaction")]
|
|
||||||
public bool IsIslandInteraction { get; set; }
|
|
||||||
private float rayLength;
|
|
||||||
private LayerMask groundLayer;
|
|
||||||
private Vector3 halfExtents; // 박스 크기의 절반을 나타내는 벡터값을 설정합니다.
|
|
||||||
private List<Vector3> directions = new(8);
|
|
||||||
|
|
||||||
private void Init()
|
|
||||||
{
|
|
||||||
rb = GetComponent<Rigidbody>();
|
|
||||||
GetComponentsInChildren(Canons);
|
|
||||||
|
|
||||||
rayLength = 15f;
|
|
||||||
groundLayer = LayerMask.GetMask("Ground");
|
|
||||||
halfExtents = new Vector3(5, 5, 5);
|
|
||||||
directions = new List<Vector3>(8)
|
|
||||||
{
|
|
||||||
transform.forward,
|
|
||||||
-transform.forward,
|
|
||||||
transform.right,
|
|
||||||
-transform.right,
|
|
||||||
transform.forward + transform.right,
|
|
||||||
transform.forward - transform.right,
|
|
||||||
-transform.forward + transform.right,
|
|
||||||
-transform.forward - transform.right
|
|
||||||
};
|
|
||||||
}
|
|
||||||
|
|
||||||
#region Unity Function
|
|
||||||
|
|
||||||
private void OnDrawGizmosSelected()
|
|
||||||
{
|
|
||||||
RadarDrawGizmo();
|
|
||||||
Raycast8DrawGizmo();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Awake()
|
|
||||||
{
|
|
||||||
base.Awake();
|
|
||||||
Init();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Start()
|
|
||||||
{
|
|
||||||
GameManager.Inst.SwitchDredgeMode(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void FixedUpdate()
|
|
||||||
{
|
|
||||||
HandleMovement();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void Update()
|
|
||||||
{
|
|
||||||
FindInRadarRange();
|
|
||||||
FilterInCameraObjects();
|
|
||||||
LookAtTarget();
|
|
||||||
Raycast8Direction();
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Movement
|
|
||||||
|
|
||||||
private void MoveShipPlayer()
|
|
||||||
{
|
|
||||||
var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
|
|
||||||
var speedChange = (movementInput.y != 0 ? acceleration : deceleration) * Time.fixedDeltaTime;
|
|
||||||
rb.velocity = Vector3.MoveTowards(rb.velocity, desiredVelocity, speedChange);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RotatePlayer()
|
|
||||||
{
|
|
||||||
var turn = movementInput.x;
|
|
||||||
var turnRotation = Quaternion.Euler(0f, turn * turnSpeed, 0f);
|
|
||||||
rb.MoveRotation(rb.rotation * turnRotation);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void HandleMovement()
|
|
||||||
{
|
|
||||||
if (GameManager.Inst.IsDredgeMode)
|
|
||||||
{
|
|
||||||
MoveShipPlayer();
|
|
||||||
RotatePlayer();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void StopShipMovement()
|
|
||||||
{
|
|
||||||
rb.velocity = Vector3.zero;
|
|
||||||
rb.angularVelocity = Vector3.zero;
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region AssaultMode/DreadgeMode Switch
|
|
||||||
|
|
||||||
private void OnAssaultMode(InputValue value) // V
|
|
||||||
{
|
|
||||||
//GameManager.Inst.SwitchAssaultMode(!GameManager.Inst.IsAssaultMode);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Interaction Key
|
|
||||||
|
|
||||||
private void OnTargeting(InputValue value) //Q
|
|
||||||
{
|
|
||||||
if (inCameraRadar.Count == 0) return;
|
|
||||||
IsTargeting = true;
|
|
||||||
UiManager.Inst.RadarUIOnOff(IsTargeting);
|
|
||||||
|
|
||||||
FindTarget();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTargetingHold(InputValue value) //Q Hold
|
|
||||||
{
|
|
||||||
IsTargeting = false;
|
|
||||||
UiManager.Inst.RadarUIOnOff(IsTargeting);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnCancel(InputValue value) //F
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnInteraction(InputValue value) //E
|
|
||||||
{
|
|
||||||
if (IsTargeting) UiManager.Inst.CheckRadarOverlap();
|
|
||||||
else if (!IsIslandInteraction) return;
|
|
||||||
UiManager.Inst.DefaultInteractionOnOff(false);
|
|
||||||
//StopShipMovement();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnInteractionHold(InputValue value) //E Hold
|
|
||||||
{
|
|
||||||
GameManager.Inst.SwitchInShipMode(!GameManager.Inst.IsInShipMode);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
private void OnZkey(InputValue value)
|
|
||||||
{
|
|
||||||
UiManager.Inst.AssaultCardInit();
|
|
||||||
}
|
|
||||||
|
|
||||||
#region TakeAim
|
|
||||||
|
|
||||||
private void OnTakeAim(InputValue value) // Space
|
|
||||||
{
|
|
||||||
//if (GameManager.Inst.CurrentModeState == GlobalValue.PlayerModeState.IN_SHIP) return;
|
|
||||||
//GameManager.Inst.SwitchTakeAim(!GameManager.Inst.IsTakeAim);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region CanonAndRader
|
|
||||||
|
|
||||||
private void FindInRadarRange()
|
|
||||||
{
|
|
||||||
Physics.OverlapSphereNonAlloc(transform.position, GlobalValue.RADAR_RANGE, radar,
|
|
||||||
LayerMask.GetMask(GlobalValue.ENEMY_LAYER));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FilterInCameraObjects()
|
|
||||||
{
|
|
||||||
inCameraRadar.Clear();
|
|
||||||
foreach (var col in radar)
|
|
||||||
{
|
|
||||||
if (col == null) continue;
|
|
||||||
var screenPoint =
|
|
||||||
CameraManager.Inst.MainCam.WorldToViewportPoint(col.transform.position);
|
|
||||||
if (screenPoint.z > 0 && screenPoint.x >= 0 && screenPoint.x <= 1 && screenPoint.y >= 0 &&
|
|
||||||
screenPoint.y <= 1)
|
|
||||||
{
|
|
||||||
inCameraRadar.Add(col.transform);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
inCameraRadar.Sort((a, b) =>
|
|
||||||
Vector3.Distance(transform.position, a.position)
|
|
||||||
.CompareTo(Vector3.Distance(transform.position, b.position)));
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FindTarget()
|
|
||||||
{
|
|
||||||
var oldTarget = target;
|
|
||||||
|
|
||||||
foreach (var trans in inCameraRadar)
|
|
||||||
{
|
|
||||||
if (trans.Find("TestTarget") == null) continue;
|
|
||||||
if (target != null && trans.Find("TestTarget").transform == oldTarget) continue;
|
|
||||||
target = trans.Find("TestTarget").transform;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (target != oldTarget)
|
|
||||||
{
|
|
||||||
UiManager.Inst.RadarTargetInit();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LookAtTarget()
|
|
||||||
{
|
|
||||||
if (target == null) return;
|
|
||||||
foreach (var canon in Canons)
|
|
||||||
{
|
|
||||||
canon.predictedPos = target;
|
|
||||||
canon.LookAtTarget();
|
|
||||||
UiManager.Inst.UpdateEnemyMarker(target);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Raycast 8 Direction
|
|
||||||
|
|
||||||
private void Raycast8Direction()
|
|
||||||
{
|
|
||||||
if (!GameManager.Inst.IsDredgeMode) return;
|
|
||||||
|
|
||||||
var isOn = false;
|
|
||||||
|
|
||||||
foreach (Vector3 dir in directions)
|
|
||||||
{
|
|
||||||
RaycastHit hit;
|
|
||||||
|
|
||||||
if (Physics.BoxCast(transform.position, halfExtents, dir, out hit, Quaternion.identity, rayLength,
|
|
||||||
groundLayer))
|
|
||||||
{
|
|
||||||
isOn = true;
|
|
||||||
|
|
||||||
// 박스가 Ground 레이어에 닿았을 때 빨간색으로 표시
|
|
||||||
Debug.DrawRay(transform.position, dir * rayLength, Color.red);
|
|
||||||
IsIslandInteraction = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 박스가 Ground 레이어에 닿지 않았을 때 녹색으로 표시
|
|
||||||
Debug.DrawRay(transform.position, dir * rayLength, Color.green);
|
|
||||||
IsIslandInteraction = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
UiManager.Inst.DefaultInteractionOnOff(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
#region Gizmos
|
|
||||||
|
|
||||||
private void Raycast8DrawGizmo()
|
|
||||||
{
|
|
||||||
Gizmos.color = IsIslandInteraction ? Color.red : Color.green;
|
|
||||||
|
|
||||||
foreach (Vector3 dir in directions)
|
|
||||||
{
|
|
||||||
bool isHit = Physics.BoxCast(transform.position, halfExtents, dir, out RaycastHit hitInfo, Quaternion.identity, rayLength, groundLayer);
|
|
||||||
|
|
||||||
if (isHit)
|
|
||||||
{
|
|
||||||
// 박스가 Ground 레이어에 닿았을 때 빨간색으로 표시
|
|
||||||
Gizmos.DrawWireCube(transform.position + dir.normalized * hitInfo.distance, halfExtents * 2);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 박스가 Ground 레이어에 닿지 않았을 때 녹색으로 표시
|
|
||||||
Gizmos.DrawWireCube(transform.position + dir.normalized * rayLength, halfExtents * 2);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RadarDrawGizmo()
|
|
||||||
{
|
|
||||||
Gizmos.color = Color.red;
|
|
||||||
Gizmos.DrawWireSphere(transform.position, GlobalValue.RADAR_RANGE);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
@ -1,68 +1,24 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using Doozy.Runtime.Reactor.Animators;
|
|
||||||
using Doozy.Runtime.UIManager.Components;
|
|
||||||
using Sirenix.OdinInspector;
|
using Sirenix.OdinInspector;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Serialization;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using Random = UnityEngine.Random;
|
|
||||||
|
|
||||||
// ReSharper disable once CheckNamespace
|
// ReSharper disable once CheckNamespace
|
||||||
namespace BlueWaterProject
|
namespace BlueWaterProject
|
||||||
{
|
{
|
||||||
public class UiManager : Singleton<UiManager>
|
public class UiManager : Singleton<UiManager>
|
||||||
{
|
{
|
||||||
[Title("Card")]
|
[Title("Mouse")]
|
||||||
private Transform cardLayoutGroup;
|
|
||||||
public UIAnimator CardLayoutGroupAnimator { get; set; }
|
|
||||||
|
|
||||||
[Title("TakeAim")]
|
|
||||||
private GameObject takeAim;
|
|
||||||
private Texture2D cursorTexture;
|
private Texture2D cursorTexture;
|
||||||
private bool isTakeAim;
|
|
||||||
|
|
||||||
[Title("Radar")]
|
|
||||||
private Transform radar;
|
|
||||||
private Transform radarTargets;
|
|
||||||
[field: SerializeField] public List<RadarTargetUI> RadarTargetUis { get; private set; } = new (GlobalValue.MAX_CANON_COUNT);
|
|
||||||
public RadarNeedle RadarNeedle { get; private set; }
|
|
||||||
|
|
||||||
[Title("Enemy Marker")]
|
|
||||||
private Image enemyMarker; // 적을 표시할 마커 (Image)
|
|
||||||
private Transform enemyTarget; // 타겟 (적)
|
|
||||||
|
|
||||||
[Title("InteractionUI")]
|
[Title("InteractionUI")]
|
||||||
private Transform defaultInteraction;
|
private Transform defaultInteraction;
|
||||||
public Transform InShipInteraction { get; set; }
|
public Transform InShipInteraction { get; set; }
|
||||||
public UIButton WorkBtn { get; set; }
|
|
||||||
public UIButton OrderBtn { get; set; }
|
|
||||||
public UIButton ConversationBtn { get; set; }
|
|
||||||
public UIButton WorkCleanBtn { get; set; }
|
|
||||||
public UIButton WorkEngineBtn { get; set; }
|
|
||||||
|
|
||||||
|
|
||||||
private void Init()
|
private void Init()
|
||||||
{
|
{
|
||||||
cardLayoutGroup = transform.Find("CardLayoutGroup");
|
|
||||||
CardLayoutGroupAnimator = cardLayoutGroup.GetComponent<UIAnimator>();
|
|
||||||
takeAim = transform.Find("Aim").gameObject;
|
|
||||||
|
|
||||||
radar = transform.Find("Radar");
|
|
||||||
radarTargets = radar.Find("RadarTargets");
|
|
||||||
|
|
||||||
RadarNeedle = radar.Find("RadarNeedle").GetComponent<RadarNeedle>();
|
|
||||||
|
|
||||||
enemyMarker = transform.Find("EnemyMarker").GetComponent<Image>();
|
|
||||||
enemyMarker.sprite = DataManager.Inst.enemyMarker;
|
|
||||||
|
|
||||||
defaultInteraction = transform.Find("DefaultInteraction");
|
defaultInteraction = transform.Find("DefaultInteraction");
|
||||||
InShipInteraction = transform.Find("InShipPlayerInteractionUI");
|
InShipInteraction = transform.Find("InShipPlayerInteractionUI");
|
||||||
WorkBtn = InShipInteraction.Find("WorkBtn").GetComponent<UIButton>();
|
|
||||||
OrderBtn = InShipInteraction.Find("OrderBtn").GetComponent<UIButton>();
|
|
||||||
ConversationBtn = InShipInteraction.Find("ConversationBtn").GetComponent<UIButton>();
|
|
||||||
WorkCleanBtn = InShipInteraction.Find("WorkCleanBtn").GetComponent<UIButton>();
|
|
||||||
WorkEngineBtn = InShipInteraction.Find("WorkEngineBtn").GetComponent<UIButton>();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnAwake()
|
protected override void OnAwake()
|
||||||
@ -73,17 +29,10 @@ namespace BlueWaterProject
|
|||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
CursorTextureChange();
|
CursorTextureChange();
|
||||||
AssaultCardInit();
|
|
||||||
|
|
||||||
//RadarTargetInit();
|
//RadarTargetInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AimOnOff(bool isOn)
|
|
||||||
{
|
|
||||||
takeAim.SetActive(isOn);
|
|
||||||
isTakeAim = isOn;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CursorTextureChange()
|
private void CursorTextureChange()
|
||||||
{
|
{
|
||||||
cursorTexture = DataManager.Inst.cursorTexture;
|
cursorTexture = DataManager.Inst.cursorTexture;
|
||||||
@ -91,118 +40,5 @@ namespace BlueWaterProject
|
|||||||
var hotSpot = Vector2.zero;
|
var hotSpot = Vector2.zero;
|
||||||
Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
|
Cursor.SetCursor(cursorTexture, hotSpot, CursorMode.Auto);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AssaultCardInit()
|
|
||||||
{
|
|
||||||
for (int i = 0; i < DataManager.Inst.CardList.Count; i++)
|
|
||||||
{
|
|
||||||
var obj = Instantiate(DataManager.Inst.assaultCard, cardLayoutGroup);
|
|
||||||
var draggableCard = obj.GetComponent<DraggableCard>();
|
|
||||||
draggableCard.card = DataManager.Inst.GetCardDictionaryFromKey(DataManager.Inst.CardList[i]);
|
|
||||||
draggableCard.CardInit();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RadarTargetInit()
|
|
||||||
{
|
|
||||||
if (RadarTargetUis.Count == 0)
|
|
||||||
{
|
|
||||||
for (var i = 0; i < GameManager.Inst.ShipPlayer.Canons.Count; i++)
|
|
||||||
{
|
|
||||||
var obj = Instantiate(DataManager.Inst.radarTargetUi, radarTargets);
|
|
||||||
var radarTargetUi = obj.GetComponent<RadarTargetUI>();
|
|
||||||
radarTargetUi.RadarTargetInit(Random.Range(0f, 360f), Random.Range(0.1f, 0.2f));
|
|
||||||
RadarTargetUis.Add(radarTargetUi);
|
|
||||||
GameManager.Inst.ShipPlayer.Canons[i].radarTargetUI = radarTargetUi;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
for (var i = 0; i < RadarTargetUis.Count; i++)
|
|
||||||
{
|
|
||||||
RadarTargetUis[i].Reactivate();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CheckRadarOverlap()
|
|
||||||
{
|
|
||||||
var needleRotationZ = RadarNeedle.transform.eulerAngles.z;
|
|
||||||
|
|
||||||
for (var i = 0; i < RadarTargetUis.Count; i++)
|
|
||||||
{
|
|
||||||
var radarTargetUI = RadarTargetUis[i];
|
|
||||||
var canon = GameManager.Inst.ShipPlayer.Canons[i];
|
|
||||||
var startAngle = radarTargetUI.RotationZ - radarTargetUI.Image.fillAmount * 180f;
|
|
||||||
var endAngle = radarTargetUI.RotationZ + radarTargetUI.Image.fillAmount * 180f;
|
|
||||||
|
|
||||||
if (!IsOverlap(needleRotationZ, startAngle, endAngle, GlobalValue.RADAR_OVERLAP_TOLERANCE)) continue;
|
|
||||||
if (!radarTargetUI.gameObject.activeSelf) continue;
|
|
||||||
radarTargetUI.gameObject.SetActive(false);
|
|
||||||
canon.Fire();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool IsOverlap(float needleRotation, float startAngle, float endAngle, float tolerance = 0)
|
|
||||||
{
|
|
||||||
var correctedNeedleRotation = needleRotation;
|
|
||||||
return correctedNeedleRotation >= (startAngle - tolerance) && correctedNeedleRotation <= (endAngle + tolerance);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateEnemyMarker(Transform target)
|
|
||||||
{
|
|
||||||
enemyTarget = target;
|
|
||||||
|
|
||||||
if (enemyTarget != null && GameManager.Inst.ShipPlayer.IsTargeting)
|
|
||||||
{
|
|
||||||
Vector3 screenPos = CameraManager.Inst.MainCam.WorldToScreenPoint(enemyTarget.position);
|
|
||||||
|
|
||||||
if (screenPos.z > 0)
|
|
||||||
{
|
|
||||||
enemyMarker.gameObject.SetActive(true);
|
|
||||||
enemyMarker.transform.position = new Vector2(screenPos.x, screenPos.y);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
enemyMarker.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
enemyMarker.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void RadarUIOnOff(bool isOn)
|
|
||||||
{
|
|
||||||
radar.gameObject.SetActive(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DefaultInteractionOnOff(bool isOn)
|
|
||||||
{
|
|
||||||
defaultInteraction.gameObject.SetActive(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void DefaultInShipInteractionOnOff(bool isOn)
|
|
||||||
{
|
|
||||||
WorkBtn.gameObject.SetActive(isOn);
|
|
||||||
OrderBtn.gameObject.SetActive(isOn);
|
|
||||||
ConversationBtn.gameObject.SetActive(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void WorkInteractionOnOff(bool isOn)
|
|
||||||
{
|
|
||||||
WorkCleanBtn.gameObject.SetActive(isOn);
|
|
||||||
WorkEngineBtn.gameObject.SetActive(isOn);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void InShipInteractionInit()
|
|
||||||
{
|
|
||||||
WorkBtn.gameObject.SetActive(true);
|
|
||||||
OrderBtn.gameObject.SetActive(true);
|
|
||||||
ConversationBtn.gameObject.SetActive(true);
|
|
||||||
WorkCleanBtn.gameObject.SetActive(false);
|
|
||||||
WorkEngineBtn.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -237,7 +237,7 @@ Material:
|
|||||||
- _SecondLayer: {r: 0.9056604, g: 0.9056604, b: 0.9056604, a: 0}
|
- _SecondLayer: {r: 0.9056604, g: 0.9056604, b: 0.9056604, a: 0}
|
||||||
- _SecondLayer1: {r: 0.8396226, g: 0.8396226, b: 0.8396226, a: 0}
|
- _SecondLayer1: {r: 0.8396226, g: 0.8396226, b: 0.8396226, a: 0}
|
||||||
- _ShadowDirection: {r: 0, g: 0, b: 0, a: 0}
|
- _ShadowDirection: {r: 0, g: 0, b: 0, a: 0}
|
||||||
- _StormDirection: {r: 0.95393425, g: -0, b: 0.30001578, a: 0}
|
- _StormDirection: {r: -0.8934659, g: -0, b: -0.44913113, a: 0}
|
||||||
- _SunDirection: {r: 0.034127682, g: 0.9526184, b: 0.30224794, a: 0}
|
- _SunDirection: {r: 0.034127682, g: 0.9526184, b: 0.30224794, a: 0}
|
||||||
- _SunDirection1: {r: 0, g: 0, b: 0, a: 0}
|
- _SunDirection1: {r: 0, g: 0, b: 0, a: 0}
|
||||||
- _TexturePanDirection: {r: 0.1, g: 1, b: 0.1, a: 0}
|
- _TexturePanDirection: {r: 0.1, g: 1, b: 0.1, a: 0}
|
||||||
|
@ -116,7 +116,7 @@ Material:
|
|||||||
- _ZWrite: 1
|
- _ZWrite: 1
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _BaseColor: {r: 0.2345506, g: 0.17144111, b: 0.0998987, a: 1}
|
- _BaseColor: {r: 0.2345506, g: 0.17144111, b: 0.0998987, a: 1}
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
- _Color: {r: 0.23455054, g: 0.17144108, b: 0.09989867, a: 1}
|
||||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
|
||||||
m_BuildTextureStacks: []
|
m_BuildTextureStacks: []
|
||||||
|
@ -12,4 +12,4 @@ MonoBehaviour:
|
|||||||
m_Script: {fileID: 11500000, guid: 9e2a5ebb2c224910b14d053825d88b4a, type: 3}
|
m_Script: {fileID: 11500000, guid: 9e2a5ebb2c224910b14d053825d88b4a, type: 3}
|
||||||
m_Name: InstallationData
|
m_Name: InstallationData
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
latestVersion: 2.0.2
|
latestVersion: 2.1.0
|
||||||
|
Loading…
Reference in New Issue
Block a user