Merge remote-tracking branch 'origin/main'

# Conflicts:
#	BlueWater/ProjectSettings/DynamicsManager.asset
This commit is contained in:
IDMhan 2023-11-29 11:40:29 +09:00
commit c4b6c61ebb
136 changed files with 27958 additions and 1604 deletions

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@ -0,0 +1,33 @@
using System;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
using Action = BehaviorDesigner.Runtime.Tasks.Action;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[TaskCategory("Custom/FieldBossAction")]
[Serializable]
public class ExecuteSkill : Action
{
[SerializeField] private SharedInt skillIndex;
private FieldBoss fieldBoss;
public override void OnAwake()
{
fieldBoss = GetComponent<FieldBoss>();
}
public override void OnStart()
{
fieldBoss.ExecuteActiveSkill(fieldBoss.GetActiveSkillList()[skillIndex.Value]);
}
public override TaskStatus OnUpdate()
{
return fieldBoss.GetSkillCoroutine() ? TaskStatus.Running : TaskStatus.Success;
}
}
}

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@ -0,0 +1,65 @@
using System;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public enum Inequality
{
NONE = 0,
LESS_THEN,
LESS_THEN_OR_EQUAL_TO,
GREATER_THEN,
GREATER_THEN_OR_EQUAL_TO
}
[TaskCategory("Common")]
[Serializable]
public class CompareSharedFloat2 : Conditional
{
[RequiredField]
public SharedFloat variable;
[Header("비교값 float 설정")]
public float compareTo;
[Header("부등호 설정 - Tooltip 참고")]
[BehaviorDesigner.Runtime.Tasks.Tooltip("LessThen : variable < compareTo\n" +
"LessThenOrEqualTo : variable <= compareTo\n" +
"GreaterThen : variable > compareTo\n" +
"GreaterThenOrEqualTo : variable < compareTo\n")]
public Inequality inequality;
/// <summary>
/// 비교 값이 true면 Success, false면 Running
/// </summary>
public override TaskStatus OnUpdate()
{
return CompareInequality(variable.Value) ? TaskStatus.Success : TaskStatus.Failure;
}
public override void OnReset()
{
compareTo = 0;
}
/// <summary>
/// 부등호 선택에 따른 bool값 리턴
/// </summary>
/// <returns></returns>
private bool CompareInequality(float value)
{
return inequality switch
{
Inequality.NONE => throw new Exception("부등호 미설정 오류"),
Inequality.LESS_THEN => value < compareTo,
Inequality.LESS_THEN_OR_EQUAL_TO => value <= compareTo,
Inequality.GREATER_THEN => value > compareTo,
Inequality.GREATER_THEN_OR_EQUAL_TO => value >= compareTo,
_ => throw new ArgumentOutOfRangeException()
};
}
}
}

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using BehaviorDesigner.Runtime.Tasks;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[TaskCategory("Common")]
public class ReturnSuccessAction : Action
{
public override TaskStatus OnUpdate()
{
return TaskStatus.Success;
}
}
}

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using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
[TaskCategory("Common")]
public class SetSharedIntPlus : Action
{
[RequiredField]
public SharedInt targetVariable;
public override TaskStatus OnUpdate()
{
targetVariable.Value++;
return TaskStatus.Success;
}
public override void OnReset()
{
targetVariable = 0;
}
}
}

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using System;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class BossPortal : MonoBehaviour
{
[SerializeField] private GameObject playerSpawnPosObj;
[SerializeField] private FieldBoss fieldBoss;
private Collider[] bossEntrances;
private bool isIn;
private void Awake()
{
var bossEntrance = transform.Find("BossEntrance");
if (!bossEntrance)
{
print("BossEntrance 오브젝트가 null입니다.");
}
else
{
bossEntrances = bossEntrance.GetComponentsInChildren<Collider>();
}
BossEntranceSetActive(false);
}
private void OnTriggerEnter(Collider other)
{
if (isIn || !other.CompareTag("InIslandPlayer")) return;
// TODO : 보스 맵 입장
isIn = true;
other.transform.position = playerSpawnPosObj.transform.position;
BossEntranceSetActive(true);
fieldBoss.BossSpawn(other);
fieldBoss.Target = other;
}
private void BossEntranceSetActive(bool value)
{
foreach (var entrance in bossEntrances)
{
entrance.gameObject.SetActive(value);
}
}
private void BossReset()
{
fieldBoss.gameObject.SetActive(false);
BossEntranceSetActive(false);
isIn = false;
}
}
}

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@ -1,65 +1,183 @@
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using BehaviorDesigner.Runtime;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public abstract class FieldBoss : Enemy, IAnimatorBridge, INormalAttack public abstract class FieldBoss : MonoBehaviour, IDamageable
{ {
#region Properties and variables #region Properties and variables
// Stat
[field: Title("Stat")]
[field: Tooltip("최대 체력 설정")]
[field: SerializeField] public float MaxHp { get; private set; } = 100f;
// Hash [field: Tooltip("현재 체력")]
protected static readonly int AttackHash = Animator.StringToHash("Attack"); [field: SerializeField] public float CurrentHp { get; private set; }
protected static readonly int AttackStateHash = Animator.StringToHash("AttackState");
protected static readonly int NormalStateHash = Animator.StringToHash("NormalState"); [field: Tooltip("이동 속도 설정")]
[field: SerializeField] public float MoveSpd { get; set; } = 5f;
[field: SerializeField] public Collider Target { get; set; }
[field: SerializeField] public LayerMask TargetLayer { get; set; }
[SerializeField] protected List<ActiveSkill> activeSkillList;
[SerializeField] private Slider hpSlider;
[SerializeField] private Slider damageEffectSlider;
[SerializeField] private float damageEffectSpeed = 0.1f;
// 컴포넌트
protected Rigidbody rb;
public Collider MyCollider { get; set; }
protected BehaviorTree bt;
protected Transform unitRoot;
protected SkillController skillController;
// 일반 변수
protected bool skillCoroutine;
protected bool isCollisionAttack;
protected float collisionDamage;
#endregion #endregion
#region abstract
protected abstract IEnumerator NormalAttackCoroutine();
#endregion
#region Unity built-in methods #region Unity built-in methods
protected virtual void Awake()
{
rb = GetComponent<Rigidbody>();
MyCollider = GetComponent<Collider>();
bt = GetComponent<BehaviorTree>();
unitRoot = transform.Find("UnitRoot");
if (unitRoot == null)
{
print("UnitRoot를 찾을 수 없습니다.");
}
skillController = FindAnyObjectByType<SkillController>();
var overlayCanvas = GameObject.Find("OverlayCanvas").transform;
hpSlider = overlayCanvas.Find("FieldBossHpSlider").GetComponent<Slider>();
damageEffectSlider = hpSlider.transform.Find("Fill Area/Background/DamageEffectSlider").GetComponent<Slider>();
gameObject.SetActive(false);
hpSlider.gameObject.SetActive(false);
}
protected virtual void Start()
{
TargetLayer = LayerMask.GetMask("Player");
SetMaxHp();
}
protected void OnCollisionStay(Collision other)
{
if (!isCollisionAttack || !other.gameObject.CompareTag("InIslandPlayer")) return;
var iDamageable = other.gameObject.GetComponent<IDamageable>();
iDamageable.TakeDamage(collisionDamage);
isCollisionAttack = false;
}
#endregion #endregion
#region Interface #region Interface
// IAnimatorBridge // IDamageable
public virtual void AttackTiming() public void TakeDamage(float attackerPower, Vector3? attackPos = null)
{ {
if (!Target) return; var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
SetCurrentHp(changeHp);
var myCenterPos = MyCollider.bounds.center; // 죽었는지 체크
var targetDir = (Target.bounds.center - myCenterPos).normalized; if (changeHp == 0f)
{
if (!Physics.Raycast(MyCollider.bounds.center, targetDir, out var hit, AtkRange, TargetLayer)) return; Die();
return;
var iDamageable = hit.transform.GetComponent<IDamageable>();
iDamageable.TakeDamage(Atk);
} }
public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1; // 공격 당함
// INormalAttack
public void NormalAttack()
{
StartCoroutine(nameof(NormalAttackCoroutine));
} }
public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine)); public void Die()
public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine; {
Destroy(gameObject, 2f);
}
#endregion #endregion
#region Custom methods #region Custom methods
public void BossSpawn(Collider target)
{
SetMaxHp();
gameObject.SetActive(true);
hpSlider.gameObject.SetActive(true);
Target = target;
Invoke(nameof(EnableBehaviorTree), 2f);
}
private void EnableBehaviorTree() => bt.EnableBehavior();
public virtual void ExecuteActiveSkill(ActiveSkill activeSkill)
{
activeSkill.Execute(TargetLayer, Target.bounds.center);
//StartCoroutine(CoolDown(myActiveSkill.ActiveSkillData.Cooldown, () => usedActiveSkill = false));
}
protected IEnumerator CoolDown(float waitTime, Action onCooldownComplete)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
}
private void SetMaxHp()
{
CurrentHp = MaxHp;
hpSlider.maxValue = MaxHp;
hpSlider.value = MaxHp;
damageEffectSlider.maxValue = MaxHp;
damageEffectSlider.value = MaxHp;
}
private void SetCurrentHp(float value)
{
var previousHp = CurrentHp;
CurrentHp = value;
hpSlider.value = value;
StartCoroutine(DamageEffect(previousHp, CurrentHp));
}
private IEnumerator DamageEffect(float previousHp, float currentHp)
{
while (damageEffectSlider.value > currentHp)
{
damageEffectSlider.value -= damageEffectSpeed; // 속도 조절 가능
yield return null;
}
}
public bool GetSkillCoroutine() => skillCoroutine;
public List<ActiveSkill> GetActiveSkillList() => activeSkillList;
#endregion #endregion
} }

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@ -1,5 +1,4 @@
using System; using System;
using System.Collections;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
@ -11,7 +10,7 @@ namespace BlueWaterProject
{ {
#region Properties and variables #region Properties and variables
private ParticleSystem ghost;
#endregion #endregion
@ -21,50 +20,88 @@ namespace BlueWaterProject
{ {
base.Awake(); base.Awake();
ghost = transform.Find("Ghost").GetComponent<ParticleSystem>();
} }
protected override void Start() protected override void Start()
{ {
base.Start(); base.Start();
activeSkillList.Add(skillController.GetSkillByName("LavaEruption"));
activeSkillList.Add(skillController.GetSkillByName("LineRush"));
activeSkillList.Add(skillController.GetSkillByName("BigLavaEruption"));
activeSkillList.Add(skillController.GetSkillByName("VolcanicEruption"));
collisionDamage = activeSkillList[1].ActiveSkillData.Damage;
} }
#endregion #endregion
#region Interface #region Interface
// IAnimatorBridge
public override void AttackTiming()
{
}
#endregion #endregion
#region Custom methods #region Custom methods
protected override IEnumerator NormalAttackCoroutine() [Button("스킬 사용")]
public void Test(int index)
{ {
usedNormalAttackCoroutine = true; ExecuteActiveSkill(activeSkillList[index]);
myAnimator.SetFloat(AttackStateHash, 0f);
myAnimator.SetFloat(NormalStateHash, 1f);
// Attack 애니메이션에 시작에 isAttacking = true, 끝날 때 isAttacking = false 이벤트 실행
myAnimator.SetTrigger(AttackHash);
var maxWaitTime = 0.5f;
var timer = 0f;
while (isAttacking && timer < maxWaitTime)
{
timer += Time.deltaTime;
yield return null;
} }
yield return waitAtkCooldown; public override void ExecuteActiveSkill(ActiveSkill activeSkill)
usedNormalAttackCoroutine = false; {
skillCoroutine = true;
var endSkillTime = 0f;
if (activeSkill.ActiveSkillData.Name.Equals("LavaEruption"))
{
for (var i = 0; i < 7; i++)
{
var lava = Instantiate(activeSkill);
lava.Execute(TargetLayer, Target.bounds.center);
endSkillTime = lava.GetEndSkillTime();
}
}
else if (activeSkill.ActiveSkillData.Name.Equals("LineRush"))
{
var rush = Instantiate(activeSkill);
rush.SetUser(transform);
rush.Execute(TargetLayer, Target.bounds.center, GhostPlay, GhostStop);
endSkillTime = rush.GetEndSkillTime();
}
else if (activeSkill.ActiveSkillData.Name.Equals("BigLavaEruption"))
{
var bigLava = Instantiate(activeSkill);
bigLava.Execute(TargetLayer, Target.bounds.center);
endSkillTime = bigLava.GetEndSkillTime();
}
else if (activeSkill.ActiveSkillData.Name.Equals("VolcanicEruption"))
{
for (var i = 0; i < 20; i++)
{
var lava = Instantiate(activeSkill);
lava.SetUser(transform);
lava.Execute(TargetLayer, Target.bounds.center);
endSkillTime = lava.GetEndSkillTime();
}
}
StartCoroutine(CoolDown(endSkillTime, () => skillCoroutine = false));
}
private void GhostPlay()
{
isCollisionAttack = true;
ghost.Clear();
ghost.Play();
}
private void GhostStop()
{
isCollisionAttack = false;
ghost.Stop();
} }
#endregion #endregion

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@ -89,6 +89,8 @@ namespace BlueWaterProject
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool isRolling; [SerializeField] private bool isRolling;
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool isStiffened;
[DisableIf("@true")]
[SerializeField] private bool beAttacked; [SerializeField] private bool beAttacked;
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool isAttacking; [SerializeField] private bool isAttacking;
@ -123,7 +125,7 @@ namespace BlueWaterProject
private ParticleSystem afterImageTrail; private ParticleSystem afterImageTrail;
private Canvas worldSpaceCanvas; private Canvas worldSpaceCanvas;
private SkillController skillController; private SkillController skillController;
private ActiveSkill myActiveSkill; [SerializeField]private ActiveSkill myActiveSkill;
// Hash // Hash
private static readonly int RunStateHash = Animator.StringToHash("RunState"); private static readonly int RunStateHash = Animator.StringToHash("RunState");
@ -418,7 +420,7 @@ namespace BlueWaterProject
if (angleBetween < attackAngle / 2f) // Checking if the target is within the desired angle range if (angleBetween < attackAngle / 2f) // Checking if the target is within the desired angle range
{ {
var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>(); var iDamageable = hitColliders[i].transform.GetComponent<IDamageable>() ?? hitColliders[i].GetComponentInParent<IDamageable>();
iDamageable.TakeDamage(Atk); iDamageable.TakeDamage(Atk);
} }
} }
@ -652,7 +654,7 @@ namespace BlueWaterProject
private void MoveUpdate() private void MoveUpdate()
{ {
if (!isRolling) if (!isRolling && !isStiffened)
{ {
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;

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@ -9,42 +9,41 @@ using UnityEngine.Serialization;
namespace BlueWaterProject namespace BlueWaterProject
{ {
[Serializable] [Serializable]
public class ActiveSkill : MonoBehaviour public abstract class ActiveSkill : MonoBehaviour
{ {
#region Properties and variables #region Properties and variables
// So
[Title("DataSo")]
[Required("So를 추가해주세요.")]
[SerializeField] private SkillIndicatorDataSo skillIndicatorDataSo;
[field: SerializeField] public ActiveSkillData ActiveSkillData { get; set; } [field: SerializeField] public ActiveSkillData ActiveSkillData { get; set; }
// Data // Data
[Title("Indicator Data")] [Title("Indicator Data")]
[SerializeField] private DecalProjector indicator; [SerializeField] protected DecalProjector indicator;
[field: DisableIf("@true")] [field: DisableIf("@true")]
[field: SerializeField] public bool IsCasting { get; set; } [field: SerializeField] public bool IsCasting { get; set; }
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool followMouse; [SerializeField] protected bool followMouse;
private Camera mainCam; protected Camera mainCam;
private Transform user; protected Transform user;
private Collider[] hitColliders; protected Collider[] hitColliders;
protected LayerMask groundLayer;
protected float endSkillTime;
// Hash // Hash
private static readonly int FillHash = Shader.PropertyToID("_Fill"); protected static readonly int FillHash = Shader.PropertyToID("_Fill");
#endregion #endregion
#region Unity built-in methods #region Unity built-in methods
private void Awake() protected virtual void Awake()
{ {
InitComponent(); InitComponent();
HideIndicator();
BasicSetting();
} }
private void Update() private void Update()
@ -70,55 +69,17 @@ namespace BlueWaterProject
mainCam = Camera.main; mainCam = Camera.main;
} }
private void BasicSetting() protected void BasicSetting()
{ {
transform.localPosition = Vector3.zero; transform.localPosition = Vector3.zero;
indicator.transform.localScale = new Vector3(ActiveSkillData.Range, ActiveSkillData.Range, 1);
indicator.scaleMode = DecalScaleMode.InheritFromHierarchy; indicator.scaleMode = DecalScaleMode.InheritFromHierarchy;
indicator.material = new Material(indicator.material);
indicator.material.SetFloat(FillHash, 0f); indicator.material.SetFloat(FillHash, 0f);
}
public void ChangeIndicatorType()
{
if (ActiveSkillData == null)
{
print("스킬의 대한 정보가 입력되지 않았습니다.");
return;
}
HideIndicator();
BasicSetting();
hitColliders = new Collider[ActiveSkillData.MaxAttackTargets]; hitColliders = new Collider[ActiveSkillData.MaxAttackTargets];
groundLayer = LayerMask.GetMask("Ground");
if (ActiveSkillData.Indicator != null)
{
indicator.material = ActiveSkillData.Indicator;
return;
} }
switch (ActiveSkillData.IndicatorType) protected void HideIndicator()
{
case EIndicatorType.NONE:
indicator.material = null;
break;
case EIndicatorType.RADIUS:
indicator.material = new Material(skillIndicatorDataSo.RadiusIndicator);
break;
case EIndicatorType.AREA:
indicator.material = new Material(skillIndicatorDataSo.AreaIndicator);
break;
case EIndicatorType.CONE:
indicator.material = new Material(skillIndicatorDataSo.ConeIndicator);
break;
case EIndicatorType.LINE:
indicator.material = new Material(skillIndicatorDataSo.LineIndicator);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private void HideIndicator()
{ {
indicator.enabled = false; indicator.enabled = false;
indicator.material.SetFloat(FillHash, 0); indicator.material.SetFloat(FillHash, 0);
@ -144,117 +105,9 @@ namespace BlueWaterProject
HideIndicator(); HideIndicator();
} }
public void Execute(LayerMask targetLayer, Vector3 targetPos) public abstract void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null);
{
switch (ActiveSkillData.IndicatorType)
{
case EIndicatorType.NONE:
indicator.material = null;
break;
case EIndicatorType.RADIUS:
StartCoroutine(RadiusSkill(targetLayer, targetPos));
break;
case EIndicatorType.AREA:
StartCoroutine(AreaSkill(targetLayer, targetPos));
break;
case EIndicatorType.CONE:
break; protected void CastingMove()
case EIndicatorType.LINE:
break;
default:
throw new ArgumentOutOfRangeException();
}
}
private IEnumerator RadiusSkill(LayerMask targetLayer, Vector3 targetPos)
{
indicator.transform.position = targetPos;
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();
if (ActiveSkillData.SkillEffect != null)
{
var skillEffect = Instantiate(ActiveSkillData.SkillEffect, indicator.transform.position, ActiveSkillData.SkillEffect.transform.rotation);
skillEffect.Clear();
skillEffect.Play();
}
Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(indicator.transform.position, ActiveSkillData.Range, hitColliders, targetLayer);
for (var i = 0; i < maxSize; i++)
{
var iDamageable = hitColliders[i].GetComponent<IDamageable>();
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();
if (ActiveSkillData.SkillEffect != null)
{
var skillEffect = Instantiate(ActiveSkillData.SkillEffect, indicator.transform.position, ActiveSkillData.SkillEffect.transform.rotation);
skillEffect.Clear();
skillEffect.Play();
}
Array.Clear(hitColliders, 0,ActiveSkillData.MaxAttackTargets);
var maxSize = Physics.OverlapSphereNonAlloc(indicator.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()
{ {
switch (ActiveSkillData.CastingType) switch (ActiveSkillData.CastingType)
{ {
@ -282,6 +135,7 @@ namespace BlueWaterProject
} }
public void SetUser(Transform value) => user = value; public void SetUser(Transform value) => user = value;
public float GetEndSkillTime() => endSkillTime;
#endregion #endregion
} }

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@ -0,0 +1,58 @@
using System;
using System.Collections;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class IceAge : ActiveSkill
{
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos));
}
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos)
{
transform.position = targetPos;
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();
if (ActiveSkillData.ExplodeEffect != null)
{
var skillEffect = Instantiate(ActiveSkillData.ExplodeEffect, transform.position, ActiveSkillData.ExplodeEffect.transform.rotation);
skillEffect.Clear();
skillEffect.Play();
}
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);
}
}
}
}

View File

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@ -0,0 +1,89 @@
using System;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class LavaEruption : ActiveSkill
{
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(transform.position, ActiveSkillData.Range);
}
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos));
}
protected override void Awake()
{
base.Awake();
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos)
{
var destination = Vector3.zero;
for (var i = 0; i < 1000; i++)
{
var randomPos = Random.insideUnitSphere * randomRadius;
randomPos.y = targetPos.y;
destination = targetPos + randomPos;
if (Physics.Raycast(destination, Vector3.down, out var hit, 5f, groundLayer))
{
Debug.DrawLine(destination, destination + Vector3.down * 5f, Color.red, 5f);
//print(i + "번쨰 " + hit.collider.name);
break;
}
}
transform.position = destination;
indicator.enabled = true;
IsCasting = true;
var time = 0f;
while (time < projectileDelay)
{
time += Time.deltaTime;
yield return null;
}
// 투사체 발사
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * ActiveSkillData.CastingTime;
indicator.material.SetFloat(FillHash, fillValue);
yield return null;
}
// TODO : 터지는 효과 추가하기
HideIndicator();
if (ActiveSkillData.ExplodeEffect != null)
{
var skillEffect = Instantiate(ActiveSkillData.ExplodeEffect, transform.position, ActiveSkillData.ExplodeEffect.transform.rotation);
skillEffect.Clear();
skillEffect.Play();
}
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);
}
Destroy(gameObject, 1f);
}
}
}

View File

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@ -0,0 +1,77 @@
using System;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class LineRush : ActiveSkill
{
[SerializeField] private float rushOffset = 10f;
[SerializeField] private float rushSpeed = 10f;
[SerializeField] private float doubleRushDelay = 0.5f;
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos, action1, action2));
}
// protected override void Awake()
// {
// base.Awake();
//
// endSkillTime = ActiveSkillData.CastingTime;
// }
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos, Action ghostPlay, Action ghostStop)
{
var userPos = user.position;
targetPos.y = userPos.y;
var targetDir = (targetPos - userPos).normalized;
transform.position = userPos;
var angle = Mathf.Atan2(targetDir.x, targetDir.z) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(90, angle, 0);
var targetDistance = Vector3.Distance(targetPos, userPos);
var targetRushPos = targetPos + targetDir * (rushOffset * 0.5f);
var localScale = transform.localScale;
localScale.y = targetDistance * 2f + rushOffset;
transform.localScale = localScale;
var userRb = user.GetComponent<Rigidbody>();
var rushPosDistance = Vector3.Distance(targetRushPos, userPos);
var rushVelocity = targetDir * rushSpeed;
var duration = rushPosDistance / rushVelocity.magnitude;
endSkillTime = ActiveSkillData.CastingTime + duration + doubleRushDelay;
indicator.enabled = true;
IsCasting = true;
Debug.DrawLine(userPos, targetRushPos, Color.red, 5f);
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * ActiveSkillData.CastingTime;
indicator.material.SetFloat(FillHash, fillValue);
yield return null;
}
HideIndicator();
ghostPlay.Invoke();
userRb.velocity = rushVelocity;
var time = 0f;
while (time < duration)
{
time += Time.deltaTime;
yield return null;
}
userRb.velocity = Vector3.zero;
ghostStop.Invoke();
Destroy(gameObject, 1f);
}
}
}

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@ -0,0 +1,84 @@
using System;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class VolcanicEruption : ActiveSkill
{
[SerializeField] private float randomRadius = 3f;
[SerializeField] private float projectileDelay = 2f;
private void OnDrawGizmos()
{
Gizmos.DrawWireSphere(transform.position, ActiveSkillData.Range);
}
public override void Execute(LayerMask targetLayer, Vector3 targetPos, Action action1 = null, Action action2 = null, Action action3 = null)
{
StartCoroutine(SkillCoroutine(targetLayer, targetPos));
}
protected override void Awake()
{
base.Awake();
endSkillTime = projectileDelay + ActiveSkillData.CastingTime;
}
private IEnumerator SkillCoroutine(LayerMask targetLayer, Vector3 targetPos)
{
var destination = Vector3.zero;
for (var i = 0; i < 1000; i++)
{
var randomPos = Random.insideUnitSphere * randomRadius;
randomPos.y = targetPos.y;
destination = user.position + randomPos;
if (Physics.Raycast(destination, Vector3.down, 5f, groundLayer)) break;
}
transform.position = destination;
indicator.enabled = true;
IsCasting = true;
var time = 0f;
while (time < projectileDelay)
{
time += Time.deltaTime;
yield return null;
}
// 투사체 발사
while (IsCasting && indicator.material.GetFloat(FillHash) < 1f)
{
var fillValue = indicator.material.GetFloat(FillHash) + Time.deltaTime * ActiveSkillData.CastingTime;
indicator.material.SetFloat(FillHash, fillValue);
yield return null;
}
// TODO : 터지는 효과 추가하기
HideIndicator();
if (ActiveSkillData.ExplodeEffect != null)
{
var skillEffect = Instantiate(ActiveSkillData.ExplodeEffect, transform.position, ActiveSkillData.ExplodeEffect.transform.rotation);
skillEffect.Clear();
skillEffect.Play();
}
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);
}
Destroy(gameObject, 1f);
}
}
}

View File

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@ -27,12 +27,6 @@ namespace BlueWaterProject
[field: TextArea] [field: TextArea]
[field: SerializeField] public string Description { get; set; } [field: SerializeField] public string Description { get; set; }
[field: Tooltip("고유의 Skill Material이 있는 경우에만 넣기")]
[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; }
@ -58,6 +52,6 @@ namespace BlueWaterProject
[field: Tooltip("공격 가능한 최대 개체 수")] [field: Tooltip("공격 가능한 최대 개체 수")]
[field: SerializeField] public int MaxAttackTargets { get; set; } [field: SerializeField] public int MaxAttackTargets { get; set; }
[field: SerializeField] public ParticleSystem SkillEffect { get; set; } [field: SerializeField] public ParticleSystem ExplodeEffect { get; set; }
} }
} }

View File

@ -7,6 +7,6 @@ namespace BlueWaterProject
[CreateAssetMenu(fileName = "ActiveSkillDataSo", menuName = "ScriptableObjects/Skills/ActiveSkillDataSo", order = 0)] [CreateAssetMenu(fileName = "ActiveSkillDataSo", menuName = "ScriptableObjects/Skills/ActiveSkillDataSo", order = 0)]
public class ActiveSkillDataSo : ScriptableObject public class ActiveSkillDataSo : ScriptableObject
{ {
[field: SerializeField] public List<ActiveSkillData> ActiveSkillDataList { get; set; } [field: SerializeField] public List<ActiveSkill> ActiveSkillList { get; set; }
} }
} }

View File

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m_Name: ActiveSkillDataSo m_Name: ActiveSkillDataSo
m_EditorClassIdentifier: m_EditorClassIdentifier:
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View File

@ -8,11 +8,10 @@ namespace BlueWaterProject
[Serializable] [Serializable]
public class SkillController : MonoBehaviour public class SkillController : MonoBehaviour
{ {
[SerializeField] private GameObject activeSkillPrefab;
[SerializeField] private ActiveSkillDataSo activeSkillDataSo; [SerializeField] private ActiveSkillDataSo activeSkillDataSo;
private Dictionary<string, ActiveSkillData> activeSkillDictionary; private Dictionary<string, ActiveSkill> activeSkillDictionary;
private ActiveSkillData cachingObj; private ActiveSkill cachingObj;
private void Awake() private void Awake()
{ {
@ -21,29 +20,27 @@ namespace BlueWaterProject
private void Init() private void Init()
{ {
activeSkillDictionary = new Dictionary<string, ActiveSkillData>(activeSkillDataSo.ActiveSkillDataList.Count); activeSkillDictionary = new Dictionary<string, ActiveSkill>(activeSkillDataSo.ActiveSkillList.Count);
foreach (var activeSkillData in activeSkillDataSo.ActiveSkillDataList) foreach (var activeSkill in activeSkillDataSo.ActiveSkillList)
{ {
activeSkillDictionary.Add(activeSkillData.Name, activeSkillData); activeSkillDictionary.Add(activeSkill.ActiveSkillData.Name, activeSkill);
} }
} }
public ActiveSkill InstantiateActiveSkillByName(string skillName) public ActiveSkill InstantiateActiveSkillByName(string skillName)
{ {
var instantiateActiveSkill = Instantiate(activeSkillPrefab).GetComponent<ActiveSkill>(); var instantiateActiveSkill = Instantiate(GetSkillByName(skillName));
if (instantiateActiveSkill == null) if (instantiateActiveSkill == null)
{ {
print("스킬을 생성할 수 없습니다."); print("스킬을 생성할 수 없습니다.");
return null; return null;
} }
instantiateActiveSkill.ActiveSkillData = GetSkillByName(skillName);
instantiateActiveSkill.ChangeIndicatorType();
return instantiateActiveSkill; return instantiateActiveSkill;
} }
public ActiveSkillData GetSkillByName(string skillName) public ActiveSkill GetSkillByName(string skillName)
{ {
if (activeSkillDictionary.TryGetValue(skillName, out cachingObj)) return cachingObj; if (activeSkillDictionary.TryGetValue(skillName, out cachingObj)) return cachingObj;

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