#44 스킬 시스템 구현 중2

This commit is contained in:
NTG 2023-11-13 03:54:37 +09:00 committed by IDMhan
parent b0650b9eb3
commit bd43540064
23 changed files with 4424 additions and 246 deletions

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@ -3362,7 +3362,7 @@ MonoBehaviour:
byteDataArray: byteDataArray:
Version: 1.7.7 Version: 1.7.7
gizmoViewMode: 2 gizmoViewMode: 2
showBehaviorDesignerGizmo: 1 showBehaviorDesignerGizmo: 0
--- !u!195 &418278349 --- !u!195 &418278349
NavMeshAgent: NavMeshAgent:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -7450,8 +7450,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 1fbb68ccbcfcf4c4c9f4304a726038e3, type: 3} m_Script: {fileID: 11500000, guid: 1fbb68ccbcfcf4c4c9f4304a726038e3, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
skillObjList: activeSkillPrefab: {fileID: 8036009942072287766, guid: 4f41724a136974b45ac0e4cb77ea2446,
- {fileID: 164134471025804824, guid: 56cddf44e719dd6478faf9c3f90a53d0, type: 3} type: 3}
activeSkillDataSo: {fileID: 11400000, guid: 97ebd289c10598a458425fbefd7db39f, type: 2}
--- !u!4 &1037063016 stripped --- !u!4 &1037063016 stripped
Transform: Transform:
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@ -121,7 +121,6 @@ namespace BlueWaterProject
private ParticleSystem afterImageTrail; private ParticleSystem afterImageTrail;
private Canvas worldSpaceCanvas; private Canvas worldSpaceCanvas;
private SkillController skillController; private SkillController skillController;
private GameObject mySkillObj;
private ActiveSkill myActiveSkill; private ActiveSkill myActiveSkill;
// Hash // Hash
@ -255,8 +254,7 @@ namespace BlueWaterProject
hitColliders = new Collider[MAX_COLLIDERS]; hitColliders = new Collider[MAX_COLLIDERS];
TargetLayer = LayerMask.GetMask("Enemy"); TargetLayer = LayerMask.GetMask("Enemy");
waitAtkCooldown = new WaitForSeconds(AtkCooldown); waitAtkCooldown = new WaitForSeconds(AtkCooldown);
mySkillObj = skillController.GetSkillByName("FireBoom"); myActiveSkill = skillController.InstantiateActiveSkillByName("FireBoom");
myActiveSkill = Instantiate(mySkillObj).GetComponent<ActiveSkill>();
myActiveSkill.SetUser(transform); myActiveSkill.SetUser(transform);
if (Agent.enabled) if (Agent.enabled)
@ -300,7 +298,7 @@ namespace BlueWaterProject
{ {
if (CurrentHp <= 0) return; if (CurrentHp <= 0) return;
if (UseRigidbody && !isRolling && !(myActiveSkill.IsCasting && myActiveSkill.GetActiveSkillData().CastingType == 0)) if (UseRigidbody && !isRolling && !(myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0))
{ {
var localMovement = new Vector3(movementInput.x, 0, movementInput.y); var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
var worldDirection = transform.TransformDirection(localMovement).normalized; var worldDirection = transform.TransformDirection(localMovement).normalized;
@ -308,7 +306,7 @@ namespace BlueWaterProject
var movement = worldDirection * MoveSpd; var movement = worldDirection * MoveSpd;
Rb.velocity = new Vector3(movement.x, 0, movement.z); Rb.velocity = new Vector3(movement.x, 0, movement.z);
} }
else if (myActiveSkill.IsCasting && myActiveSkill.GetActiveSkillData().CastingType == 0) else if (myActiveSkill.IsCasting && myActiveSkill.ActiveSkillData.CastingType == 0)
{ {
Rb.velocity = Vector3.zero; Rb.velocity = Vector3.zero;
} }
@ -586,7 +584,7 @@ namespace BlueWaterProject
usedActiveSkill = true; usedActiveSkill = true;
myActiveSkill.Execute(TargetLayer, transform.position); myActiveSkill.Execute(TargetLayer, transform.position);
StartCoroutine(CoolDown(myActiveSkill.GetActiveSkillData().Cooldown, () => usedActiveSkill = false)); StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
} }
public void OnRoll() public void OnRoll()

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@ -3,19 +3,11 @@ using System.Collections;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public enum EIndicatorType
{
NONE,
RADIUS,
AREA,
CONE,
LINE
}
[Serializable] [Serializable]
public class ActiveSkill : MonoBehaviour public class ActiveSkill : MonoBehaviour
{ {
@ -24,18 +16,14 @@ namespace BlueWaterProject
// So // So
[Title("DataSo")] [Title("DataSo")]
[Required("So를 추가해주세요.")] [Required("So를 추가해주세요.")]
[SerializeField] private SkillIndicatorData skillIndicatorDataSo; [SerializeField] private SkillIndicatorDataSo skillIndicatorDataSo;
[Required("So를 추가해주세요.")] [field: SerializeField] public ActiveSkillData ActiveSkillData { get; set; }
[SerializeField] private ActiveSkillData activeSkillDataSo;
// Data // Data
[Title("Indicator Data")] [Title("Indicator Data")]
[SerializeField] private DecalProjector indicator; [SerializeField] private DecalProjector indicator;
[OnValueChanged("ChangeIndicatorType")]
[SerializeField] private EIndicatorType indicatorType;
[field: DisableIf("@true")] [field: DisableIf("@true")]
[field: SerializeField] public bool IsCasting { get; set; } [field: SerializeField] public bool IsCasting { get; set; }
@ -57,7 +45,6 @@ namespace BlueWaterProject
private void Awake() private void Awake()
{ {
InitComponent(); InitComponent();
InitData();
} }
private void Update() private void Update()
@ -82,33 +69,34 @@ namespace BlueWaterProject
mainCam = Camera.main; mainCam = Camera.main;
} }
private void InitData()
{
ChangeIndicatorType();
BasicSetting();
HideIndicator();
hitColliders = new Collider[activeSkillDataSo.MaxAttackTargets];
}
private void BasicSetting() private void BasicSetting()
{ {
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
indicator.transform.localScale = new Vector3(activeSkillDataSo.Range, activeSkillDataSo.Range, 1); indicator.transform.localScale = new Vector3(ActiveSkillData.Range, ActiveSkillData.Range, 1);
indicator.scaleMode = DecalScaleMode.InheritFromHierarchy; indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
indicator.material.SetFloat(FillHash, 0f); indicator.material.SetFloat(FillHash, 0f);
} }
private void ChangeIndicatorType() public void ChangeIndicatorType()
{ {
if (activeSkillDataSo.Indicator != null) if (ActiveSkillData == null)
{ {
indicator.material = activeSkillDataSo.Indicator; print("스킬의 대한 정보가 입력되지 않았습니다.");
return; return;
} }
switch (indicatorType) HideIndicator();
BasicSetting();
hitColliders = new Collider[ActiveSkillData.MaxAttackTargets];
if (ActiveSkillData.Indicator != null)
{
indicator.material = ActiveSkillData.Indicator;
return;
}
switch (ActiveSkillData.IndicatorType)
{ {
case EIndicatorType.NONE: case EIndicatorType.NONE:
indicator.material = null; indicator.material = null;
@ -145,7 +133,7 @@ namespace BlueWaterProject
public void Execute(LayerMask targetLayer, Vector3 targetPos) public void Execute(LayerMask targetLayer, Vector3 targetPos)
{ {
switch (indicatorType) switch (ActiveSkillData.IndicatorType)
{ {
case EIndicatorType.NONE: case EIndicatorType.NONE:
indicator.material = null; indicator.material = null;
@ -154,7 +142,7 @@ namespace BlueWaterProject
StartCoroutine(RadiusSkill(targetLayer, targetPos)); StartCoroutine(RadiusSkill(targetLayer, targetPos));
break; break;
case EIndicatorType.AREA: case EIndicatorType.AREA:
StartCoroutine(AreaSkill(targetLayer, targetPos));
break; break;
case EIndicatorType.CONE: case EIndicatorType.CONE:
@ -169,13 +157,13 @@ namespace BlueWaterProject
private IEnumerator RadiusSkill(LayerMask targetLayer, Vector3 targetPos) private IEnumerator RadiusSkill(LayerMask targetLayer, Vector3 targetPos)
{ {
transform.position = targetPos; indicator.transform.position = targetPos;
indicator.enabled = true; indicator.enabled = true;
if (activeSkillDataSo.CastingTime > 0) if (ActiveSkillData.CastingTime > 0)
{ {
IsCasting = true; IsCasting = true;
var castingTime = 1 / activeSkillDataSo.CastingTime; var castingTime = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f) while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{ {
@ -185,7 +173,7 @@ namespace BlueWaterProject
yield return null; yield return null;
} }
} }
else if (activeSkillDataSo.CastingTime == 0) else if (ActiveSkillData.CastingTime == 0)
{ {
} }
@ -194,19 +182,56 @@ namespace BlueWaterProject
HideIndicator(); HideIndicator();
Array.Clear(hitColliders, 0,activeSkillDataSo.MaxAttackTargets); Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, activeSkillDataSo.Range, hitColliders, targetLayer); var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
for (var i = 0; i < maxSize; i++) for (var i = 0; i < maxSize; i++)
{ {
var iDamageable = hitColliders[i].GetComponent<IDamageable>(); var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable.TakeDamage(activeSkillDataSo.Damage); iDamageable.TakeDamage(ActiveSkillData.Damage);
}
}
private IEnumerator AreaSkill(LayerMask targetLayer, Vector3 targetPos)
{
followMouse = true;
indicator.enabled = true;
if (ActiveSkillData.CastingTime > 0)
{
IsCasting = true;
var castingTime = 1 / ActiveSkillData.CastingTime;
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{
CastingMove();
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * castingTime;
indicator.material.SetFloat(FillHash, fillValue);
yield return null;
}
}
else if (ActiveSkillData.CastingTime == 0)
{
}
// TODO : 터지는 효과 추가하기
HideIndicator();
Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
iDamageable.TakeDamage(ActiveSkillData.Damage);
} }
} }
private void CastingMove() private void CastingMove()
{ {
switch (activeSkillDataSo.CastingType) switch (ActiveSkillData.CastingType)
{ {
case 0: case 0:
break; break;
@ -226,12 +251,11 @@ namespace BlueWaterProject
var userPos = user.position; var userPos = user.position;
var targetPos = (userPos + raycastHit.point) / 2; var targetPos = (userPos + raycastHit.point) / 2;
var distance = targetPos - userPos; var distance = targetPos - userPos;
distance = Vector3.ClampMagnitude((distance * 2), activeSkillDataSo.Range); distance = Vector3.ClampMagnitude((distance * 2), ActiveSkillData.Range);
indicator.transform.position = userPos + distance; indicator.transform.position = userPos + distance;
} }
} }
public ActiveSkillData GetActiveSkillData() => activeSkillDataSo;
public void SetUser(Transform value) => user = value; public void SetUser(Transform value) => user = value;
#endregion #endregion

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@ -5,9 +5,17 @@ using UnityEngine;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public enum EIndicatorType
{
NONE,
RADIUS,
AREA,
CONE,
LINE
}
[Serializable] [Serializable]
[CreateAssetMenu(fileName = "ActiveSkillData", menuName = "ScriptableObjects/Skills/ActiveSkillData", order = 0)] public class ActiveSkillData
public class ActiveSkillData : ScriptableObject
{ {
[field: Tooltip("이름")] [field: Tooltip("이름")]
[field: SerializeField] public string Name { get; set; } [field: SerializeField] public string Name { get; set; }
@ -22,6 +30,9 @@ namespace BlueWaterProject
[field: Tooltip("고유의 Skill Material이 있는 경우에만 넣기")] [field: Tooltip("고유의 Skill Material이 있는 경우에만 넣기")]
[field: SerializeField] public Material Indicator { get; set; } [field: SerializeField] public Material Indicator { get; set; }
[field: Tooltip("스킬의 형태")]
[field: SerializeField] public EIndicatorType IndicatorType { get; set; }
[field: Tooltip("재사용 대기 시간")] [field: Tooltip("재사용 대기 시간")]
[field: SerializeField] public float Cooldown { get; set; } [field: SerializeField] public float Cooldown { get; set; }

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@ -0,0 +1,12 @@
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[CreateAssetMenu(fileName = "ActiveSkillDataSo", menuName = "ScriptableObjects/Skills/ActiveSkillDataSo", order = 0)]
public class ActiveSkillDataSo : ScriptableObject
{
[field: SerializeField] public List<ActiveSkillData> ActiveSkillDataList { get; set; }
}
}

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userData:
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@ -4,8 +4,8 @@ using UnityEngine;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
[CreateAssetMenu(fileName = "SkillIndicatorData", menuName = "ScriptableObjects/Skills/SkillIndicatorData", order = 1)] [CreateAssetMenu(fileName = "SkillIndicatorDataSo", menuName = "ScriptableObjects/Skills/SkillIndicatorDataSo", order = 1)]
public class SkillIndicatorData : ScriptableObject public class SkillIndicatorDataSo : ScriptableObject
{ {
[field: Title("Materials")] [field: Title("Materials")]
[field: SerializeField] public Material RadiusIndicator { get; set; } [field: SerializeField] public Material RadiusIndicator { get; set; }

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m_Name: SkillIndicatorData m_Name: SkillIndicatorDataSo
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@ -8,35 +8,44 @@ namespace BlueWaterProject
[Serializable] [Serializable]
public class SkillController : MonoBehaviour public class SkillController : MonoBehaviour
{ {
[SerializeField] private List<GameObject> skillObjList = new(GlobalValue.SKILL_DATA_CAPACITY); [SerializeField] private GameObject activeSkillPrefab;
private Dictionary<string, GameObject> skillDictionary; [SerializeField] private ActiveSkillDataSo activeSkillDataSo;
private Dictionary<string, ActiveSkillData> activeSkillDictionary;
private GameObject cachingObj; private ActiveSkillData cachingObj;
private void Awake() private void Awake()
{ {
Initialize(); Init();
} }
private void Initialize() private void Init()
{ {
skillDictionary = new Dictionary<string, GameObject>(skillObjList.Count); activeSkillDictionary = new Dictionary<string, ActiveSkillData>(activeSkillDataSo.ActiveSkillDataList.Count);
foreach (var skill in skillObjList) foreach (var activeSkillData in activeSkillDataSo.ActiveSkillDataList)
{ {
var activeSkill = skill.GetComponent<ActiveSkill>(); activeSkillDictionary.Add(activeSkillData.Name, activeSkillData);
if (activeSkill == null)
{
print(activeSkill + "오브젝트의 ActiveSkill컴포넌트에 접근할 수 없습니다.");
continue;
}
skillDictionary.Add(activeSkill.GetActiveSkillData().Name, skill);
} }
} }
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."); print(skillName + "은(는) 스킬 딕셔너리에 존재하지 않습니다.");
return null; return null;

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