Testing a long-range attack ai
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8
BlueWater/Assets/01.Scenes/02.Main_TG2.meta
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8
BlueWater/Assets/01.Scenes/02.Main_TG2.meta
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@ -1,5 +1,6 @@
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using System;
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using UnityEngine;
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using UnityEngine.AI;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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@ -10,12 +11,18 @@ namespace BlueWaterProject
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{
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#region Property and variable
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protected bool isAttacking;
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protected Animator aiAnimator;
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protected AiMover aiMover;
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protected FieldOfView fieldOfView;
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protected NavMeshAgent navMeshAgent;
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protected static readonly int AttackHash = Animator.StringToHash("TakeDamage");
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protected static readonly int DamageHash = Animator.StringToHash("TakeDamage");
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protected static readonly int DeathHash = Animator.StringToHash("Death");
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public static readonly int SpeedHash = Animator.StringToHash("Speed");
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public static readonly int AttackHash = Animator.StringToHash("TakeDamage");
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public static readonly int DamageHash = Animator.StringToHash("TakeDamage");
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public static readonly int DeathTypeHash = Animator.StringToHash("DeathType");
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public static readonly int DeathHash = Animator.StringToHash("Death");
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#endregion
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@ -30,7 +37,9 @@ namespace BlueWaterProject
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protected virtual void Awake()
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{
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aiAnimator = Utils.GetComponentAndAssert<Animator>(transform);
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aiMover = Utils.GetComponentAndAssert<AiMover>(transform);
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fieldOfView = Utils.GetComponentAndAssert<FieldOfView>(transform);
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navMeshAgent = Utils.GetComponentAndAssert<NavMeshAgent>(transform);
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}
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private void Start()
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@ -38,6 +47,11 @@ namespace BlueWaterProject
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SetCurrentHp(AiStat.maxHp);
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}
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private void LateUpdate()
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{
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Attack();
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}
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#endregion
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#region interface property and function
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@ -68,8 +82,13 @@ namespace BlueWaterProject
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// 죽었는지 체크
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if (changeHp == 0f)
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{
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var randomValue = Random.Range(0, 2);
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aiAnimator.SetInteger(DeathTypeHash, randomValue);
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// TODO : 죽었을 때 처리(죽는 애니메이션 이후 사라지는 효과 등)
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aiAnimator.SetTrigger(DeathHash);
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Invoke(nameof(Destroy), 5f);
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return;
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}
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@ -80,6 +99,11 @@ namespace BlueWaterProject
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#region Custom function
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private void Destroy() => Destroy(gameObject);
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public bool GetIsAttacking() => isAttacking;
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public FieldOfView GetFieldOfView() => fieldOfView;
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public NavMeshAgent GetNavMeshAgent() => navMeshAgent;
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public Animator GetAnimator() => aiAnimator;
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public void SetCurrentHp(float value) => AiStat.currentHp = value;
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#endregion
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62
BlueWater/Assets/02.Scripts/Ai/AiMover.cs
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62
BlueWater/Assets/02.Scripts/Ai/AiMover.cs
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@ -0,0 +1,62 @@
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using System;
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using UnityEngine;
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using UnityEngine.AI;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class AiMover : MonoBehaviour
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{
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private enum MoveType
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{
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NONE, // 미설정
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FIXED, // 자리를 지키는 AI
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MOVE // 자리를 움직이는 AI
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}
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#region Property and variable
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[SerializeField] private MoveType moveType;
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private bool isCommanded;
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private Vector3 movePos;
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private AiController aiController;
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#endregion
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#region Unity built-in function
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private void Awake()
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{
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aiController = Utils.GetComponentAndAssert<AiController>(transform);
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}
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private void LateUpdate()
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{
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aiController.GetAnimator().SetFloat(AiController.SpeedHash, aiController.GetNavMeshAgent().velocity.normalized.magnitude);
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if (isCommanded || aiController.GetIsAttacking())
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{
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}
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else
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{
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if (!GetTarget() || moveType is MoveType.NONE or MoveType.FIXED) return;
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GetNavMeshAgent().SetDestination(GetTarget().position);
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}
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}
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#endregion
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#region Custom function
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public bool GetIsCommanded() => isCommanded;
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private Transform GetTarget() => aiController.GetFieldOfView().GetTargetTransform();
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private NavMeshAgent GetNavMeshAgent() => aiController.GetNavMeshAgent();
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#endregion
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}
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}
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11
BlueWater/Assets/02.Scripts/Ai/AiMover.cs.meta
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11
BlueWater/Assets/02.Scripts/Ai/AiMover.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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defaultReferences: []
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@ -1,5 +1,6 @@
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using System;
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using UnityEngine;
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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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@ -23,7 +24,10 @@ namespace BlueWaterProject
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public float moveSpd;
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[Tooltip("공격속도(다음 공격 주기)")]
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public float atkSpd;
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public float atkCooldown;
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[Tooltip("공격 사거리")]
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public float atkRange;
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[Tooltip("캐릭터의 방패 사용 유무")]
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public bool usingShield;
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@ -45,7 +45,7 @@ namespace BlueWaterProject
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Debug.DrawLine(myPos, targetTransform.position, Color.red);
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}
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#endif
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#endif
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private void LateUpdate()
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{
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@ -76,9 +76,11 @@ namespace BlueWaterProject
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targetTransform = nearestTargetTransform;
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if (targetTransform == null) return;
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transform.LookAt(targetTransform);
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if (!targetTransform) return;
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var targetPos = targetTransform.position;
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targetPos.y = transform.position.y;
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transform.LookAt(targetPos);
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}
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#endregion
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@ -10,6 +10,7 @@ namespace BlueWaterProject
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#region Property and variable
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[Header("화살 오브젝트 관리")]
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[Tooltip("화살 오브젝트 프리팹")]
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[SerializeField] private GameObject arrowPrefab;
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[Tooltip("화살 오브젝트 풀링할 최대 갯수")]
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@ -17,8 +18,15 @@ namespace BlueWaterProject
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[Tooltip("화살 발사 시작 시간")]
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[SerializeField] private float shootArrowTime;
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[Tooltip("화살 발사 위치")]
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[SerializeField] private Transform shootLocation;
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[Tooltip("화살 발사 후 오브젝트 저장될 위치")]
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[SerializeField] private Transform arrowsPoolLocation;
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private Transform arrowsLocation;
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private IEnumerator shootArrowCoroutine;
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private IObjectPool<Arrow> arrowPool;
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#endregion
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@ -29,7 +37,11 @@ namespace BlueWaterProject
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{
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base.Awake();
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arrowsLocation = GameObject.Find("ObjectPoolManager/Arrows").transform;
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shootArrowTime = AiStat.atkCooldown;
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shootLocation = Utils.GetComponentAndAssert<Transform>(transform.
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Find("Bip001/Bip001 Pelvis/Bip001 Spine/Bip001 L Clavicle/Bip001 L UpperArm/Bip001 L Forearm/Bip001 L Hand/L_hand_container"));
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arrowsPoolLocation = GameObject.Find("ObjectPoolManager/Arrows").transform;
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arrowPool = new ObjectPool<Arrow>(CreateArrow, OnGetBullet, OnReleaseBullet, OnDestroyBullet, maxSize:arrowMaxSize);
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}
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@ -39,17 +51,39 @@ namespace BlueWaterProject
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protected override void Attack()
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{
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StartCoroutine(ShootArrowAnimation());
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if (aiMover.GetIsCommanded())
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{
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if (shootArrowCoroutine == null) return;
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StopCoroutine(shootArrowCoroutine);
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shootArrowCoroutine = null;
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isAttacking = false;
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}
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else
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{
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if (shootArrowCoroutine != null || !fieldOfView.GetTargetTransform() ||
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AiStat.atkRange < Vector3.Distance(transform.position, fieldOfView.GetTargetTransform().position)) return;
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isAttacking = true;
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shootArrowCoroutine = ShootArrowAnimation();
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StartCoroutine(shootArrowCoroutine);
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print("1");
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}
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}
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private IEnumerator ShootArrowAnimation()
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{
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aiAnimator.SetTrigger(AttackHash);
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yield return new WaitForSeconds(shootArrowTime);
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while (true)
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{
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aiAnimator.SetTrigger(AttackHash);
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print(shootArrowTime + "초 대기");
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yield return new WaitForSeconds(shootArrowTime);
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var arrow = arrowPool.Get();
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arrow.SetShootingArrow(fieldOfView.GetTargetTransform().position, AiStat, fieldOfView.GetTargetLayer());
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StartCoroutine(arrow.Shoot());
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var arrow = arrowPool.Get();
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arrow.SetShootingArrow(fieldOfView.GetTargetTransform().position, AiStat, fieldOfView.GetTargetLayer());
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StartCoroutine(arrow.Shoot());
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print("2");
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}
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}
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#endregion
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@ -58,7 +92,7 @@ namespace BlueWaterProject
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private Arrow CreateArrow()
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{
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var arrow = Instantiate(arrowPrefab, Vector3.zero, Quaternion.identity, arrowsLocation).GetComponent<Arrow>();
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var arrow = Instantiate(arrowPrefab, shootLocation.position, Quaternion.identity, arrowsPoolLocation).GetComponent<Arrow>();
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arrow.SetManagedPool(arrowPool);
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return arrow;
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}
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@ -5,7 +5,7 @@ namespace BlueWaterProject
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{
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protected override void Attack()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -5,7 +5,7 @@ namespace BlueWaterProject
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{
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protected override void Attack()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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{
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protected override void Attack()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -5,7 +5,7 @@ namespace BlueWaterProject
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{
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protected override void Attack()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -5,7 +5,7 @@ namespace BlueWaterProject
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{
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protected override void Attack()
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@ -31,7 +31,7 @@ Transform:
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@ -8959,12 +8960,12 @@ NavMeshAgent:
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m_AgentTypeID: 0
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m_Radius: 0.3
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m_Speed: 3.5
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m_Acceleration: 8
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avoidancePriority: 50
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m_AngularSpeed: 120
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@ -8997,7 +8998,7 @@ Rigidbody:
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@ -9080,7 +9094,8 @@ MonoBehaviour:
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atk: 50
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def: 0
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moveSpd: 0
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atkSpd: 0
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atkCooldown: 3
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atkRange: 15
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usingShield: 0
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shieldPenetrationRate: 25
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penetrationResistivity: 0
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@ -9089,6 +9104,8 @@ MonoBehaviour:
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type: 3}
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|
Loading…
Reference in New Issue
Block a user