#44 스킬 시스템 구현 중2
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@ -3362,7 +3362,7 @@ MonoBehaviour:
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byteDataArray:
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Version: 1.7.7
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gizmoViewMode: 2
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showBehaviorDesignerGizmo: 1
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showBehaviorDesignerGizmo: 0
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--- !u!195 &418278349
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NavMeshAgent:
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m_ObjectHideFlags: 0
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@ -7450,8 +7450,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 1fbb68ccbcfcf4c4c9f4304a726038e3, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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skillObjList:
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- {fileID: 164134471025804824, guid: 56cddf44e719dd6478faf9c3f90a53d0, type: 3}
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activeSkillPrefab: {fileID: 8036009942072287766, guid: 4f41724a136974b45ac0e4cb77ea2446,
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type: 3}
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activeSkillDataSo: {fileID: 11400000, guid: 97ebd289c10598a458425fbefd7db39f, type: 2}
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--- !u!4 &1037063016 stripped
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Transform:
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m_CorrespondingSourceObject: {fileID: 489124, guid: a70152ac9ec4ea14e94da160b98b6fad,
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@ -121,7 +121,6 @@ namespace BlueWaterProject
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private ParticleSystem afterImageTrail;
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private Canvas worldSpaceCanvas;
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private SkillController skillController;
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private GameObject mySkillObj;
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private ActiveSkill myActiveSkill;
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// Hash
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@ -255,8 +254,7 @@ namespace BlueWaterProject
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hitColliders = new Collider[MAX_COLLIDERS];
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TargetLayer = LayerMask.GetMask("Enemy");
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waitAtkCooldown = new WaitForSeconds(AtkCooldown);
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mySkillObj = skillController.GetSkillByName("FireBoom");
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myActiveSkill = Instantiate(mySkillObj).GetComponent<ActiveSkill>();
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myActiveSkill = skillController.InstantiateActiveSkillByName("FireBoom");
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myActiveSkill.SetUser(transform);
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if (Agent.enabled)
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@ -300,7 +298,7 @@ namespace BlueWaterProject
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{
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if (CurrentHp <= 0) return;
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if (UseRigidbody && !isRolling && !(myActiveSkill.IsCasting && myActiveSkill.GetActiveSkillData().CastingType == 0))
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if (UseRigidbody && !isRolling && !(myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0))
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{
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var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
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var worldDirection = transform.TransformDirection(localMovement).normalized;
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@ -308,7 +306,7 @@ namespace BlueWaterProject
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var movement = worldDirection * MoveSpd;
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Rb.velocity = new Vector3(movement.x, 0, movement.z);
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}
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else if (myActiveSkill.IsCasting && myActiveSkill.GetActiveSkillData().CastingType == 0)
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else if (myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0)
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{
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Rb.velocity = Vector3.zero;
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}
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@ -586,7 +584,7 @@ namespace BlueWaterProject
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usedActiveSkill = true;
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myActiveSkill.Execute(TargetLayer, transform.position);
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StartCoroutine(CoolDown(myActiveSkill.GetActiveSkillData().Cooldown, () => usedActiveSkill = false));
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StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
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}
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public void OnRoll()
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@ -3,19 +3,11 @@ using System.Collections;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Serialization;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public enum EIndicatorType
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{
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NONE,
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RADIUS,
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AREA,
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CONE,
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LINE
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}
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[Serializable]
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public class ActiveSkill : MonoBehaviour
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{
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@ -24,18 +16,14 @@ namespace BlueWaterProject
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// So
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[Title("DataSo")]
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[Required("So를 추가해주세요.")]
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[SerializeField] private SkillIndicatorData skillIndicatorDataSo;
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[SerializeField] private SkillIndicatorDataSo skillIndicatorDataSo;
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[Required("So를 추가해주세요.")]
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[SerializeField] private ActiveSkillData activeSkillDataSo;
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[field: SerializeField] public ActiveSkillData ActiveSkillData { get; set; }
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// Data
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[Title("Indicator Data")]
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[SerializeField] private DecalProjector indicator;
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[OnValueChanged("ChangeIndicatorType")]
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[SerializeField] private EIndicatorType indicatorType;
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[field: DisableIf("@true")]
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[field: SerializeField] public bool IsCasting { get; set; }
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@ -57,7 +45,6 @@ namespace BlueWaterProject
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private void Awake()
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{
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InitComponent();
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InitData();
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}
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private void Update()
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@ -82,33 +69,34 @@ namespace BlueWaterProject
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mainCam = Camera.main;
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}
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private void InitData()
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{
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ChangeIndicatorType();
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BasicSetting();
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HideIndicator();
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hitColliders = new Collider[activeSkillDataSo.MaxAttackTargets];
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}
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private void BasicSetting()
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{
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transform.localPosition = Vector3.zero;
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indicator.transform.localScale = new Vector3(activeSkillDataSo.Range, activeSkillDataSo.Range, 1);
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indicator.transform.localScale = new Vector3(ActiveSkillData.Range, ActiveSkillData.Range, 1);
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indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
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indicator.material.SetFloat(FillHash, 0f);
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}
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private void ChangeIndicatorType()
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public void ChangeIndicatorType()
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{
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if (activeSkillDataSo.Indicator != null)
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if (ActiveSkillData == null)
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{
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indicator.material = activeSkillDataSo.Indicator;
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print("스킬의 대한 정보가 입력되지 않았습니다.");
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return;
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}
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switch (indicatorType)
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HideIndicator();
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BasicSetting();
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hitColliders = new Collider[ActiveSkillData.MaxAttackTargets];
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if (ActiveSkillData.Indicator != null)
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{
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indicator.material = ActiveSkillData.Indicator;
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return;
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}
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switch (ActiveSkillData.IndicatorType)
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{
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case EIndicatorType.NONE:
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indicator.material = null;
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@ -145,7 +133,7 @@ namespace BlueWaterProject
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public void Execute(LayerMask targetLayer, Vector3 targetPos)
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{
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switch (indicatorType)
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switch (ActiveSkillData.IndicatorType)
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{
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case EIndicatorType.NONE:
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indicator.material = null;
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@ -154,7 +142,7 @@ namespace BlueWaterProject
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StartCoroutine(RadiusSkill(targetLayer, targetPos));
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break;
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case EIndicatorType.AREA:
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StartCoroutine(AreaSkill(targetLayer, targetPos));
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break;
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case EIndicatorType.CONE:
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@ -169,13 +157,13 @@ namespace BlueWaterProject
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private IEnumerator RadiusSkill(LayerMask targetLayer, Vector3 targetPos)
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{
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transform.position = targetPos;
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indicator.transform.position = targetPos;
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indicator.enabled = true;
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if (activeSkillDataSo.CastingTime > 0)
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if (ActiveSkillData.CastingTime > 0)
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{
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IsCasting = true;
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var castingTime = 1 / activeSkillDataSo.CastingTime;
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var castingTime = 1 / ActiveSkillData.CastingTime;
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while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
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{
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@ -185,7 +173,7 @@ namespace BlueWaterProject
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yield return null;
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}
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}
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else if (activeSkillDataSo.CastingTime == 0)
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else if (ActiveSkillData.CastingTime == 0)
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{
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}
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@ -194,19 +182,56 @@ namespace BlueWaterProject
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HideIndicator();
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Array.Clear(hitColliders, 0,activeSkillDataSo.MaxAttackTargets);
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, activeSkillDataSo.Range, hitColliders, targetLayer);
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Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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iDamageable.TakeDamage(activeSkillDataSo.Damage);
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iDamageable.TakeDamage(ActiveSkillData.Damage);
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}
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}
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private IEnumerator AreaSkill(LayerMask targetLayer, Vector3 targetPos)
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{
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followMouse = true;
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indicator.enabled = true;
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if (ActiveSkillData.CastingTime > 0)
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{
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IsCasting = true;
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var castingTime = 1 / ActiveSkillData.CastingTime;
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while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
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{
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CastingMove();
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var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * castingTime;
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indicator.material.SetFloat(FillHash, fillValue);
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yield return null;
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}
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}
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else if (ActiveSkillData.CastingTime == 0)
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{
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}
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// TODO : 터지는 효과 추가하기
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HideIndicator();
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Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
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var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
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for (var i = 0; i < maxSize; i++)
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{
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var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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iDamageable.TakeDamage(ActiveSkillData.Damage);
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}
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}
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private void CastingMove()
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{
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switch (activeSkillDataSo.CastingType)
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switch (ActiveSkillData.CastingType)
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{
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case 0:
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break;
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@ -226,12 +251,11 @@ namespace BlueWaterProject
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var userPos = user.position;
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var targetPos = (userPos + raycastHit.point) / 2;
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var distance = targetPos - userPos;
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distance = Vector3.ClampMagnitude((distance * 2), activeSkillDataSo.Range);
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distance = Vector3.ClampMagnitude((distance * 2), ActiveSkillData.Range);
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indicator.transform.position = userPos + distance;
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}
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}
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public ActiveSkillData GetActiveSkillData() => activeSkillDataSo;
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public void SetUser(Transform value) => user = value;
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#endregion
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@ -5,9 +5,17 @@ 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 enum EIndicatorType
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{
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NONE,
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RADIUS,
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AREA,
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CONE,
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LINE
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}
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[Serializable]
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[CreateAssetMenu(fileName = "ActiveSkillData", menuName = "ScriptableObjects/Skills/ActiveSkillData", order = 0)]
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public class ActiveSkillData : ScriptableObject
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public class ActiveSkillData
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{
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[field: Tooltip("이름")]
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[field: SerializeField] public string Name { get; set; }
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@ -22,6 +30,9 @@ namespace BlueWaterProject
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[field: Tooltip("고유의 Skill Material이 있는 경우에만 넣기")]
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[field: SerializeField] public Material Indicator { get; set; }
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[field: Tooltip("스킬의 형태")]
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[field: SerializeField] public EIndicatorType IndicatorType { get; set; }
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[field: Tooltip("재사용 대기 시간")]
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[field: SerializeField] public float Cooldown { get; set; }
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12
BlueWater/Assets/02.Scripts/Skill/Data/ActiveSkillDataSo.cs
Normal file
12
BlueWater/Assets/02.Scripts/Skill/Data/ActiveSkillDataSo.cs
Normal file
@ -0,0 +1,12 @@
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using System.Collections.Generic;
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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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[CreateAssetMenu(fileName = "ActiveSkillDataSo", menuName = "ScriptableObjects/Skills/ActiveSkillDataSo", order = 0)]
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public class ActiveSkillDataSo : ScriptableObject
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{
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[field: SerializeField] public List<ActiveSkillData> ActiveSkillDataList { get; set; }
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5c8c152ebe4f36f47aea1661f3d4dea5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -4,8 +4,8 @@ using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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[CreateAssetMenu(fileName = "SkillIndicatorData", menuName = "ScriptableObjects/Skills/SkillIndicatorData", order = 1)]
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public class SkillIndicatorData : ScriptableObject
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[CreateAssetMenu(fileName = "SkillIndicatorDataSo", menuName = "ScriptableObjects/Skills/SkillIndicatorDataSo", order = 1)]
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public class SkillIndicatorDataSo : ScriptableObject
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{
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[field: Title("Materials")]
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[field: SerializeField] public Material RadiusIndicator { get; set; }
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@ -0,0 +1,41 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 5c8c152ebe4f36f47aea1661f3d4dea5, type: 3}
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m_Name: ActiveSkillDataSo
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m_EditorClassIdentifier:
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<ActiveSkillDataList>k__BackingField:
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- <Name>k__BackingField: FireBoom
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<DisplayName>k__BackingField: "\uBD88\uAF43 \uD3ED\uD0C4"
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<Description>k__BackingField: "\uCE90\uB9AD\uD130 \uC704\uCE58\uC5D0 \uD3ED\uBC1C\uC774
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\uC77C\uC5B4\uB098\uB294 \uC2A4\uD0AC"
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<Indicator>k__BackingField: {fileID: 0}
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<IndicatorType>k__BackingField: 1
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 2
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<CastingType>k__BackingField: 1
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 20
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<Range>k__BackingField: 7
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<MaxAttackTargets>k__BackingField: 30
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- <Name>k__BackingField: AreaBoom
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<DisplayName>k__BackingField: "\uC6D0\uAC70\uB9AC \uD3ED\uD0C4"
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<Description>k__BackingField: "\uB9C8\uC6B0\uC2A4 \uC704\uCE58\uC5D0 \uD3ED\uBC1C\uC774
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\uC77C\uC5B4\uB098\uB294 \uC2A4\uD0AC"
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<Indicator>k__BackingField: {fileID: 0}
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<IndicatorType>k__BackingField: 2
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 2
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<CastingType>k__BackingField: 0
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 30
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<Range>k__BackingField: 4
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<MaxAttackTargets>k__BackingField: 30
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
|
@ -1,22 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fe75732105ea34648b25dd5b009f7261, type: 3}
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m_Name: FireBoom
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m_EditorClassIdentifier:
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<Name>k__BackingField: FireBoom
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<Description>k__BackingField: "\uC81C\uC790\uB9AC \uAD11\uC5ED \uBD88\uAF43 \uD3ED\uD0C4"
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<Cooldown>k__BackingField: 5
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<CastingTime>k__BackingField: 2
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<Duration>k__BackingField: 0
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<Damage>k__BackingField: 30
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<Range>k__BackingField: 7
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<MaxAttackTargets>k__BackingField: 30
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@ -10,10 +10,11 @@ MonoBehaviour:
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 72c34ec48ae377546a04387e0623b342, type: 3}
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m_Name: SkillIndicatorData
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m_Name: SkillIndicatorDataSo
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m_EditorClassIdentifier:
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<RadiusIndicator>k__BackingField: {fileID: 2100000, guid: 8f2de9bf6c88b604da4f18203849c0dd,
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type: 2}
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<AreaIndicator>k__BackingField: {fileID: 0}
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@ -8,35 +8,44 @@ namespace BlueWaterProject
|
||||
[Serializable]
|
||||
public class SkillController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private List<GameObject> skillObjList = new(GlobalValue.SKILL_DATA_CAPACITY);
|
||||
private Dictionary<string, GameObject> skillDictionary;
|
||||
[SerializeField] private GameObject activeSkillPrefab;
|
||||
[SerializeField] private ActiveSkillDataSo activeSkillDataSo;
|
||||
private Dictionary<string, ActiveSkillData> activeSkillDictionary;
|
||||
|
||||
private GameObject cachingObj;
|
||||
private ActiveSkillData cachingObj;
|
||||
|
||||
private void Awake()
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{
|
||||
Initialize();
|
||||
Init();
|
||||
}
|
||||
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||||
private void Initialize()
|
||||
private void Init()
|
||||
{
|
||||
skillDictionary = new Dictionary<string, GameObject>(skillObjList.Count);
|
||||
activeSkillDictionary = new Dictionary<string, ActiveSkillData>(activeSkillDataSo.ActiveSkillDataList.Count);
|
||||
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||||
foreach (var skill in skillObjList)
|
||||
foreach (var activeSkillData in activeSkillDataSo.ActiveSkillDataList)
|
||||
{
|
||||
var activeSkill = skill.GetComponent<ActiveSkill>();
|
||||
if (activeSkill == null)
|
||||
{
|
||||
print(activeSkill + "오브젝트의 ActiveSkill컴포넌트에 접근할 수 없습니다.");
|
||||
continue;
|
||||
}
|
||||
skillDictionary.Add(activeSkill.GetActiveSkillData().Name, skill);
|
||||
activeSkillDictionary.Add(activeSkillData.Name, activeSkillData);
|
||||
}
|
||||
}
|
||||
|
||||
public GameObject GetSkillByName(string skillName)
|
||||
public ActiveSkill InstantiateActiveSkillByName(string skillName)
|
||||
{
|
||||
if (skillDictionary.TryGetValue(skillName, out cachingObj)) return cachingObj;
|
||||
var instantiateActiveSkill = Instantiate(activeSkillPrefab).GetComponent<ActiveSkill>();
|
||||
if (instantiateActiveSkill == null)
|
||||
{
|
||||
print("스킬을 생성할 수 없습니다.");
|
||||
return null;
|
||||
}
|
||||
instantiateActiveSkill.ActiveSkillData = GetSkillByName(skillName);
|
||||
instantiateActiveSkill.ChangeIndicatorType();
|
||||
|
||||
return instantiateActiveSkill;
|
||||
}
|
||||
|
||||
public ActiveSkillData GetSkillByName(string skillName)
|
||||
{
|
||||
if (activeSkillDictionary.TryGetValue(skillName, out cachingObj)) return cachingObj;
|
||||
|
||||
print(skillName + "은(는) 스킬 딕셔너리에 존재하지 않습니다.");
|
||||
return null;
|
||||
|
158
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158
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assetPath: Assets/RPG Indicator/RpgIndicatorHDRP.unitypackage
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uploadId: 549204
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@ -1,14 +0,0 @@
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||||
fileFormatVersion: 2
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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productId: 231163
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||||
packageName: RPG Indicator
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packageVersion: 1.2
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assetPath: Assets/RPG Indicator/RpgIndicatorURP.unitypackage
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||||
uploadId: 549204
|
Loading…
Reference in New Issue
Block a user