Combat씬 보완하기

+ 우측 상단에 개발자 모드 Toggle 기능 추가
+ 전투 플레이어의 HpBar 추가
+ 전투 플레이어가 공격 시 이펙트 추가
+ 승회님 포레스트 맵에 잡몹 추가
+ 승회님 2D 나무 sorting Layer 플레이어와 동일하게 변경
+ 코뿔소 스킬마다 넉백 효과 짧고 굵게 변경
+ 코뿔소 돌진 스킬 넉백 로직 변경
+ 코뿔소 지진 스킬 이펙트 추가
+ StylizedAllEffect 에셋 추가
This commit is contained in:
NTG 2024-02-19 20:40:16 +09:00
parent 3dc6014278
commit b021b6ba6b
1022 changed files with 2243694 additions and 504777 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -3,7 +3,6 @@ using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Rendering.Universal;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
@ -23,6 +22,7 @@ namespace BlueWaterProject
public SpriteRenderer spriteRenderer;
public Animator animator;
public PhysicsMovement movement;
public HpSlider hpSlider;
}
[Serializable]
@ -98,6 +98,7 @@ namespace BlueWaterProject
[Title("효과")]
[SerializeField] private float comboAttackHitStopDuration = 0.2f;
[SerializeField] private ParticleSystem swordHit;
public string mainSkillName;
public GameObject MainSkillObject { get; private set; }
@ -128,6 +129,14 @@ namespace BlueWaterProject
MyComponents.playerInput.actions.FindAction("Attack").performed -= OnAttackEvent;
}
private void OnDestroy()
{
if (MyComponents.hpSlider)
{
Destroy(MyComponents.hpSlider.gameObject);
}
}
private void Start()
{
InitComponents();
@ -180,6 +189,9 @@ namespace BlueWaterProject
private void InitStartValue()
{
MyCurrentValue.hitColliders = new Collider[MyCharacterOption.maxHitNum];
MyComponents.hpSlider = Instantiate(MyComponents.hpSlider, Vector3.zero, Quaternion.identity,
UiManager.Inst.CombatUi.WorldSpaceCanvas.transform);
MyComponents.hpSlider.SetHpSlider(transform, MyCharacterOption.maxHp);
SetCurrentHp(MyCharacterOption.maxHp);
}
@ -241,6 +253,7 @@ namespace BlueWaterProject
var changeHp = Mathf.Max(MyCurrentValue.currentHp - attackerPower, 0);
SetCurrentHp(changeHp);
MyComponents.hpSlider.UpdateHpSlider(changeHp);
// 죽었는지 체크
if (changeHp == 0f)
@ -364,7 +377,8 @@ namespace BlueWaterProject
public void AttackTiming(float damage)
{
var attackDirection = MyComponents.movement.GetPreviousMoveDirection();
var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders, MyCharacterOption.targetLayer, QueryTriggerInteraction.Collide);
var size = Physics.OverlapSphereNonAlloc(transform.position, MyCharacterOption.attackRange, MyCurrentValue.hitColliders,
MyCharacterOption.targetLayer, QueryTriggerInteraction.Collide);
for (var i = 0; i < size; i++)
{
@ -376,7 +390,13 @@ namespace BlueWaterProject
if (MyCurrentValue.hitColliders[i].gameObject.layer == LayerMask.NameToLayer("Enemy"))
{
var iDamageable = MyCurrentValue.hitColliders[i].transform.GetComponent<IDamageable>();
iDamageable?.TakeDamage(damage);
if (iDamageable != null)
{
iDamageable.TakeDamage(damage);
var closestPoint = MyCurrentValue.hitColliders[i].ClosestPoint(transform.position);
//var spawnPosition = closestPoint + Random.insideUnitSphere * 0.2f;
Instantiate(swordHit, closestPoint, Quaternion.identity);
}
if (MyCurrentState.isComboAttacking)
{

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@ -17,10 +17,20 @@ namespace BlueWaterProject
[SerializeField] private int guiTextSize = 28;
private float prevForwardSlopeAngle;
private bool toggle = true;
private void OnGUI()
{
if (Application.isPlaying == false) return;
var yPos = 5f;
var newToggleState = GUI.Toggle(new Rect(Screen.width - 100f, yPos, 150f, 30f), toggle, "Developer");
if (newToggleState != toggle)
{
toggle = newToggleState;
showGUI = !showGUI;
}
if (!showGUI) return;
if (!enabled) return;
@ -56,10 +66,10 @@ namespace BlueWaterProject
oldColor = GUI.color;
GUI.color = new Color(1f, 1f, 1f, 0.5f);
GUI.Box(new Rect(sWidth - 355f, 5f, 340f, 100f), "");
GUI.Box(new Rect(sWidth - 355f, 25f, 340f, 80f), "");
GUI.color = oldColor;
var yPos = 10f;
yPos = 30f;
GUI.Label(new Rect(sWidth - 350f, yPos, 150f, 30f), $"Speed : {combatPlayerMovement.MyMovementOption.moveSpeed: 00.00}",
RTLabelStyle);
combatPlayerMovement.MyMovementOption.moveSpeed = GUI.HorizontalSlider(new Rect(sWidth - 180f, yPos + 10f, 160f, 20f),

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@ -11,6 +11,7 @@ namespace BlueWaterProject
[field: Title("UI")]
[field: SerializeField] public Canvas MainCanvas { get; private set; }
[field: SerializeField] public Canvas WorldSpaceCanvas { get; private set; }
[field: SerializeField] public SkillUi MainSkillUi { get; private set; }
[field: SerializeField] public FieldBossHpSlider FieldBossHpSlider { get; private set; }
@ -25,6 +26,7 @@ namespace BlueWaterProject
return;
}
WorldSpaceCanvas = GameObject.Find("WorldSpaceCanvas").GetComponent<Canvas>();
MainSkillUi = MainCanvas.transform.Find("MainSkillUi").GetComponent<SkillUi>();
FieldBossHpSlider = MainCanvas.transform.Find("FieldBossHpSlider").GetComponent<FieldBossHpSlider>();
}

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@ -12,6 +12,7 @@ namespace RhinocerosSkill
[Title("추가 옵션")]
[SerializeField] private bool isDrawingGizmo = true;
[SerializeField] private float width = 3f;
[SerializeField] private GameObject earthquakeParticlePrefab;
private Vector3 startPosition;
private Vector3 halfScale;
@ -77,7 +78,8 @@ namespace RhinocerosSkill
yield return null;
}
Instantiate(earthquakeParticlePrefab, transform.position + transform.forward * 4f, transform.rotation);
startPosition = transform.position + transform.forward * halfScale.z;
var maxSize = Physics.BoxCastNonAlloc(startPosition, halfScale, transform.forward,
hits, transform.rotation, 0f, SkillInputData.TargetLayer, QueryTriggerInteraction.Ignore);
@ -89,8 +91,8 @@ namespace RhinocerosSkill
var iCombatable = hits[i].transform.GetComponent<ICombatable>();
if (iCombatable != null)
{
iCombatable.DisableMove(0.2f);
iCombatable.AddForceToDirection(transform.forward, 10f);
iCombatable.DisableMove(0.15f);
iCombatable.AddForceToDirection(transform.forward, 20f);
}
}

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@ -79,8 +79,8 @@ namespace RhinocerosSkill
var targetToVector = hitColliders[i].transform.position - transform.position;
targetToVector.y = 0f;
var direction = targetToVector.normalized;
iCombatable.DisableMove(0.3f);
iCombatable.AddForceToDirection(direction, 7f);
iCombatable.DisableMove(0.05f);
iCombatable.AddForceToDirection(direction, 20f);
}
}

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@ -125,8 +125,8 @@ namespace RhinocerosSkill
var iCombatable = hitColliders[i].GetComponent<ICombatable>();
if (iCombatable != null)
{
iCombatable.DisableMove(0.2f);
iCombatable.AddForceToDirection(attackDirection, 10f);
iCombatable.DisableMove(0.1f);
iCombatable.AddForceToDirection(attackDirection, 15f);
}
}
}

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@ -133,13 +133,13 @@ namespace RhinocerosSkill
var targetToVector = hits[i].transform.position - SkillInputData.PlayerRb.position;
targetToVector.y = 0f;
var hitDirection = targetToVector.normalized;
var dot = Vector3.Dot(hitDirection, direction);
var addForceDirection = dot >= 0f
? Quaternion.Euler(0, -90, 0) * direction
: Quaternion.Euler(0, 90, 0) * direction;
var cross = Vector3.Cross(hitDirection, transform.forward);
var addForceDirection = cross.y >= 0f
? Quaternion.Euler(0, -90, 0) * transform.forward
: Quaternion.Euler(0, 90, 0) * transform.forward;
iCombatable.DisableMove(0.1f);
iCombatable.AddForceToDirection(addForceDirection, 15f);
iCombatable.DisableMove(0.05f);
iCombatable.AddForceToDirection(addForceDirection, 30f);
}
}
}

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@ -0,0 +1,71 @@
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class HpSlider : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private Slider slider;
[SerializeField] private Slider damageEffectSlider;
[SerializeField] private float duration = 2f;
[SerializeField] private Vector3 offset = Vector3.up;
[Button("셋팅 초기화")]
private void Init()
{
slider = GetComponent<Slider>();
damageEffectSlider = transform.Find("Fill Area/Background/DamageEffectSlider").GetComponent<Slider>();
}
private void Update()
{
if (!target) return;
transform.position = target.TransformPoint(offset);
}
public void SetHpSlider(Transform target, float maxHp)
{
if (!slider || !damageEffectSlider) return;
this.target = target;
slider.maxValue = maxHp;
damageEffectSlider.maxValue = maxHp;
slider.value = maxHp;
damageEffectSlider.value = maxHp;
SetActiveHpSlider(true);
}
public void UpdateHpSlider(float value)
{
if (!slider || !damageEffectSlider) return;
StartCoroutine(DamageEffect(value));
}
private IEnumerator DamageEffect(float value)
{
var previousHp = slider.value;
var tick = (previousHp - value) / duration;
slider.value = value;
while (damageEffectSlider.value > value)
{
damageEffectSlider.value -= tick * Time.deltaTime;
yield return null;
}
damageEffectSlider.value = value;
}
public void SetActiveHpSlider(bool value) => gameObject.SetActive(value);
}
}

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