+ 캐논의 방향 반전 버그 수정 + 캐논의 속도 고정 타입 사용 시, 목표 지점이 바뀌는 버그 수정 + 캐논 차징 도중 LineRenderer, Maker가 사라지지 않던 버그 수정 + 캐논 인스펙터창 수정 + 02.Ocean 씬 취합 과정에서 승회님 Image, material 수정, Props들 Prefab화 + ShipPlayer, PirateShip 부력 옵션 및 Rigidbody 수정 + Tools/Rename Child Objects Window을 통해서 자식들의 이름 변경 기능 추가
@ -66,6 +66,12 @@ namespace BlueWaterProject
|
||||
[field: BoxGroup("배의 기본 설정/기타")]
|
||||
[field: Tooltip("배의 힘(충돌)")]
|
||||
[field: SerializeField] public int Strength { get; set; } = 500;
|
||||
|
||||
[BoxGroup("배의 기본 설정/기타")]
|
||||
[SerializeField] private LayerMask waterLayer;
|
||||
|
||||
[BoxGroup("배의 기본 설정/기타")]
|
||||
[SerializeField] private LayerMask groundLayer;
|
||||
|
||||
// 부스트 기능
|
||||
[TitleGroup("부스트 기능")]
|
||||
@ -301,6 +307,12 @@ namespace BlueWaterProject
|
||||
rb.AddForce(decelerationForce, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
|
||||
if (Physics.Raycast(transform.position, Vector3.down, out var hit, 0.1f, groundLayer,
|
||||
QueryTriggerInteraction.Collide))
|
||||
{
|
||||
rb.velocity = rb.velocity.normalized * hit.distance;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleRotation()
|
||||
|
@ -30,70 +30,103 @@ namespace BlueWaterProject
|
||||
#region Variables
|
||||
|
||||
// 컴포넌트
|
||||
[Title("컴포넌트")]
|
||||
[SerializeField] private PlayerInput playerInput;
|
||||
[SerializeField] private GameObject projectileObject;
|
||||
[SerializeField] private Transform visualLook;
|
||||
[SerializeField] private Transform launchTransform;
|
||||
[SerializeField] private LineRenderer predictedLine;
|
||||
[SerializeField] private GameObject hitMarker;
|
||||
[SerializeField] private GameObject directionIndicator;
|
||||
[SerializeField] private ProcessBar launchProcessBar;
|
||||
[SerializeField] private Transform instantiateObjects;
|
||||
[TitleGroup("컴포넌트"), BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private PlayerInput playerInput;
|
||||
|
||||
// 게이지 옵션
|
||||
[Title("게이지 옵션")]
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private GameObject projectileObject;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private Transform visualLook;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private Transform launchTransform;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private LineRenderer predictedLine;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[SerializeField] private GameObject hitMarker;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[SerializeField] private GameObject directionIndicator;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[SerializeField] private ProcessBar launchProcessBar;
|
||||
|
||||
[BoxGroup("컴포넌트/컴포넌트", ShowLabel = false)]
|
||||
[Required, SerializeField] private Transform instantiateObjects;
|
||||
|
||||
// 대포 기본 설정
|
||||
[TitleGroup("대포 기본 설정")]
|
||||
|
||||
// 게이지
|
||||
[BoxGroup("대포 기본 설정/게이지")]
|
||||
[Range(0.1f, 5f), Tooltip("게이지가 모두 차는데 걸리는 시간\n게이지는 0 ~ 1의 값을 가짐")]
|
||||
[SerializeField] private float gaugeChargingTime = 1f;
|
||||
|
||||
// 발사 옵션
|
||||
[Title("발사 옵션")]
|
||||
// 발사 기능
|
||||
[BoxGroup("대포 기본 설정/발사 기능")]
|
||||
[Range(0f, 3f), Tooltip("발사 재사용 시간")]
|
||||
[SerializeField] private float launchCooldown = 1f;
|
||||
|
||||
[BoxGroup("대포 기본 설정/발사 기능")]
|
||||
[Range(1f, 100f), Tooltip("발사될 거리 계수\nchargingGauge * 변수값")]
|
||||
[SerializeField] private float distanceCoefficient = 40f;
|
||||
|
||||
[BoxGroup("대포 기본 설정/발사 기능")]
|
||||
[Tooltip("발사 방식")]
|
||||
[SerializeField] private LaunchType launchType = LaunchType.FIXED_ANGLE;
|
||||
|
||||
[ShowIf("@launchType == LaunchType.FIXED_SPEED")]
|
||||
[Range(0f, 100f), Tooltip("발사 속도")]
|
||||
[BoxGroup("대포 기본 설정/발사 기능")]
|
||||
[ShowIf("@launchType == LaunchType.FIXED_SPEED"), Range(0f, 100f), Tooltip("발사 속도")]
|
||||
[SerializeField] private float launchSpeed = 20f;
|
||||
|
||||
[ShowIf("@launchType == LaunchType.FIXED_ANGLE")]
|
||||
[Range(0f, 60f), Tooltip("발사 각도")]
|
||||
[BoxGroup("대포 기본 설정/발사 기능")]
|
||||
[ShowIf("@launchType == LaunchType.FIXED_ANGLE"), Range(0f, 60f), Tooltip("발사 각도")]
|
||||
[SerializeField] private float launchAngle = 10f;
|
||||
|
||||
[Title("발사 예측 옵션")]
|
||||
// 예측 기능
|
||||
[BoxGroup("대포 기본 설정/예측 기능")]
|
||||
[SerializeField] private bool isUsingPredictLine;
|
||||
|
||||
[ShowIf("@isUsingPredictLine")]
|
||||
[Range(1, 200), Tooltip("발사 예측선 갯수")]
|
||||
[SerializeField] private int lineMaxPoint = 100;
|
||||
[BoxGroup("대포 기본 설정/예측 기능")]
|
||||
[ShowIf("@isUsingPredictLine"), Range(1, 300), Tooltip("발사 예측선 갯수")]
|
||||
[SerializeField] private int lineMaxPoint = 200;
|
||||
|
||||
[ShowIf("@isUsingPredictLine")]
|
||||
[Range(0.001f, 1f), Tooltip("발사 예측선 간격")]
|
||||
[BoxGroup("대포 기본 설정/예측 기능")]
|
||||
[ShowIf("@isUsingPredictLine"), Range(0.001f, 1f), Tooltip("발사 예측선 간격")]
|
||||
[SerializeField] private float lineInterval = 0.025f;
|
||||
|
||||
// 기타 옵션
|
||||
[Title("기타 옵션")]
|
||||
[Tooltip("랜덤으로 잡힐 물고기 마릿수")]
|
||||
// 기타
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[Tooltip("랜덤으로 잡힐 물고기 마릿수 x, y를 포함하는 사이의 값")]
|
||||
[SerializeField] private Vector2 randomCatch = new(1, 4);
|
||||
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[SerializeField] private float mouseRayDistance = 500f;
|
||||
[SerializeField] private float rayDistance = 10f;
|
||||
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[SerializeField] private float rayDistance = 100f;
|
||||
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[SerializeField] private LayerMask hitLayer;
|
||||
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[SerializeField] private LayerMask waterLayer;
|
||||
|
||||
[BoxGroup("대포 기본 설정/기타")]
|
||||
[SerializeField] private LayerMask boidsLayer;
|
||||
|
||||
// 카메라 효과 옵션
|
||||
[Title("카메라 효과 옵션")]
|
||||
[TitleGroup("카메라"), BoxGroup("카메라/카메라 흔들림 효과", ShowLabel = false)]
|
||||
[SerializeField] private float cameraShakePower = 2f;
|
||||
|
||||
[BoxGroup("카메라/카메라 흔들림 효과", ShowLabel = false)]
|
||||
[SerializeField] private float cameraShakeDuration = 0.3f;
|
||||
|
||||
// 실시간 데이터
|
||||
[Title("실시간 데이터")]
|
||||
// 실시간 상태
|
||||
[TitleGroup("실시간 상태")]
|
||||
[DisableIf("@true")]
|
||||
[SerializeField] private bool isLaunchMode;
|
||||
[DisableIf("@true")]
|
||||
@ -109,6 +142,7 @@ namespace BlueWaterProject
|
||||
private Vector3 launchVelocity;
|
||||
private Collider[] hitColliders;
|
||||
private GameObject newHitMarker;
|
||||
private RaycastHit endPositionHit;
|
||||
|
||||
private const int MAX_HIT_SIZE = 8;
|
||||
|
||||
@ -137,7 +171,7 @@ namespace BlueWaterProject
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
playerInput.actions.FindAction("ToggleCannon").started += _ => ToggleCannon();
|
||||
playerInput.actions.FindAction("ToggleCannon").started -= _ => ToggleCannon();
|
||||
playerInput.actions.FindAction("FireCannon").started -= _ => ChargeCannon();
|
||||
playerInput.actions.FindAction("FireCannon").canceled -= _ => FireCannon();
|
||||
}
|
||||
@ -167,11 +201,11 @@ namespace BlueWaterProject
|
||||
predictedLine.gameObject.SetActive(false);
|
||||
}
|
||||
hitMarker = Utils.LoadFromFolder<GameObject>("Assets/05.Prefabs", "HitMarker", ".prefab");
|
||||
directionIndicator = transform.parent.Find("DirectionIndicator")?.gameObject;
|
||||
if (directionIndicator)
|
||||
{
|
||||
directionIndicator.SetActive(false);
|
||||
}
|
||||
// directionIndicator = transform.parent.Find("DirectionIndicator")?.gameObject;
|
||||
// if (directionIndicator)
|
||||
// {
|
||||
// directionIndicator.SetActive(false);
|
||||
// }
|
||||
instantiateObjects = GameObject.Find("InstantiateObjects").transform;
|
||||
|
||||
waterLayer = LayerMask.GetMask("Water");
|
||||
@ -197,6 +231,11 @@ namespace BlueWaterProject
|
||||
if (!isLaunchMode)
|
||||
{
|
||||
isCharging = false;
|
||||
predictedLine.gameObject.SetActive(false);
|
||||
if (newHitMarker)
|
||||
{
|
||||
Destroy(newHitMarker);
|
||||
}
|
||||
chargingGauge = 0f;
|
||||
previousGauge = chargingGauge;
|
||||
launchProcessBar.SetFillAmount(0f);
|
||||
@ -262,12 +301,12 @@ namespace BlueWaterProject
|
||||
directionToMouse.y = 0f;
|
||||
|
||||
var lookRotation = Quaternion.LookRotation(directionToMouse);
|
||||
var cannonRotationDirection = Quaternion.Euler(0f, lookRotation.eulerAngles.y, 0f);
|
||||
if (directionIndicator)
|
||||
{
|
||||
var indicatorRotationDirection = Quaternion.Euler(0f, lookRotation.eulerAngles.y, 0f);
|
||||
directionIndicator.transform.rotation = indicatorRotationDirection;
|
||||
directionIndicator.transform.rotation = cannonRotationDirection;
|
||||
}
|
||||
var cannonRotationDirection = Quaternion.Euler(transform.rotation.eulerAngles.x, lookRotation.eulerAngles.y, 0f);
|
||||
|
||||
transform.rotation = cannonRotationDirection;
|
||||
}
|
||||
|
||||
@ -296,17 +335,17 @@ namespace BlueWaterProject
|
||||
{
|
||||
var startPosition = launchTransform.position;
|
||||
var endPosition = CalculateEndPosition();
|
||||
|
||||
var d = Vector3.Distance(new Vector3(endPosition.x, 0, endPosition.z), new Vector3(startPosition.x, 0, startPosition.z));
|
||||
var h = endPosition.y - startPosition.y;
|
||||
|
||||
switch (launchType)
|
||||
{
|
||||
case LaunchType.NONE:
|
||||
break;
|
||||
case LaunchType.FIXED_ANGLE:
|
||||
var currentEulerX = visualLook.eulerAngles.x - 360;
|
||||
var currentEulerX = Utils.NormalizeEulerAngle(visualLook.eulerAngles.x);
|
||||
launchTransform.localRotation = Quaternion.Euler(currentEulerX + launchAngle, 0, 0);
|
||||
|
||||
var d = Vector3.Distance(new Vector3(endPosition.x, 0, endPosition.z), new Vector3(startPosition.x, 0, startPosition.z));
|
||||
var h = endPosition.y - startPosition.y;
|
||||
|
||||
var theta = launchAngle * Mathf.Deg2Rad;
|
||||
var g = Physics.gravity.magnitude;
|
||||
var v0 = Mathf.Sqrt((g * d * d) / (2 * Mathf.Cos(theta) * Mathf.Cos(theta) * (d * Mathf.Tan(theta) - h)));
|
||||
@ -314,13 +353,18 @@ namespace BlueWaterProject
|
||||
launchVelocity = CalculateVelocityFromAngleAndSpeed(startPosition, theta, v0);
|
||||
break;
|
||||
case LaunchType.FIXED_SPEED:
|
||||
var launchPosition = launchTransform.position;
|
||||
var x = Vector3.Distance(new Vector3(endPosition.x, 0, endPosition.z), new Vector3(launchPosition.x, 0, launchPosition.z));
|
||||
var y = endPosition.y - launchPosition.y;
|
||||
var angle = CalculateAngleForFixedSpeed(x, y, launchSpeed);
|
||||
var targetDirection = (endPosition - startPosition).normalized;
|
||||
targetDirection.y = 0;
|
||||
var angle = CalculateAngleForFixedSpeed(d, h, launchSpeed);
|
||||
|
||||
launchTransform.localRotation = Quaternion.Euler(-angle, 0, 0);
|
||||
var launchDirection = Quaternion.LookRotation(targetDirection) * Quaternion.Euler(-angle, 0, 0);
|
||||
launchTransform.rotation = launchDirection;
|
||||
launchVelocity = launchTransform.forward * launchSpeed;
|
||||
|
||||
// var angle = CalculateAngleForFixedSpeed(d, h, launchSpeed);
|
||||
//
|
||||
// launchTransform.localRotation = Quaternion.Euler(-angle, 0, 0);
|
||||
// launchVelocity = launchTransform.forward * launchSpeed;
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
@ -351,16 +395,18 @@ namespace BlueWaterProject
|
||||
|
||||
private Vector3 CalculateEndPosition()
|
||||
{
|
||||
var endPosition = launchTransform.position + transform.forward * (chargingGauge * distanceCoefficient);
|
||||
Debug.DrawRay(endPosition, Vector3.down * rayDistance, Color.blue, 3f);
|
||||
var direction = transform.forward;
|
||||
direction.y = 0f;
|
||||
var startPosition = launchTransform.position + direction.normalized * (chargingGauge * distanceCoefficient);
|
||||
Debug.DrawRay(startPosition, Vector3.down * rayDistance, Color.blue, 3f);
|
||||
|
||||
if (Physics.Raycast(endPosition, Vector3.down, out var hit, rayDistance, hitLayer, QueryTriggerInteraction.Collide))
|
||||
if (Physics.Raycast(startPosition, Vector3.down, out endPositionHit, rayDistance, hitLayer, QueryTriggerInteraction.Collide))
|
||||
{
|
||||
Debug.DrawRay(hit.point, Vector3.down * rayDistance, Color.red, 3f);
|
||||
return hit.point;
|
||||
Debug.DrawRay(endPositionHit.point, Vector3.down * rayDistance, Color.red, 3f);
|
||||
return endPositionHit.point;
|
||||
}
|
||||
print("?");
|
||||
return endPosition;
|
||||
return startPosition;
|
||||
}
|
||||
|
||||
private Vector3 CalculateVelocityFromAngleAndSpeed(Vector3 startPosition, float angleRad, float speed)
|
||||
@ -390,14 +436,19 @@ namespace BlueWaterProject
|
||||
|
||||
predictPosition = nextPosition;
|
||||
UpdateLineRender(lineMaxPoint, (i, predictPosition));
|
||||
if (newHitMarker)
|
||||
|
||||
if (Physics.Raycast(predictPosition - currentVelocity.normalized * lineInterval, currentVelocity.normalized, out var hit, cannonRadius * 2, hitLayer, QueryTriggerInteraction.Collide))
|
||||
{
|
||||
if (Physics.Raycast(predictPosition, Vector3.down, out var hit, rayDistance, hitLayer, QueryTriggerInteraction.Collide))
|
||||
UpdateLineRender(i + 1, (i, predictPosition));
|
||||
|
||||
if (newHitMarker)
|
||||
{
|
||||
newHitMarker.transform.position = hit.point;
|
||||
newHitMarker.transform.position = predictPosition;
|
||||
var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
|
||||
newHitMarker.transform.rotation = Quaternion.Euler(90, 0, 0) * hitRotation;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -7,6 +7,9 @@ namespace BlueWaterProject
|
||||
{
|
||||
public class HierarchySorter : EditorWindow
|
||||
{
|
||||
string baseName = ""; // 기본 이름
|
||||
int numberingStyle = 1; // 숫자 스타일
|
||||
|
||||
[MenuItem("Tools/Sort Children by Name")]
|
||||
private static void SortChildrenByName()
|
||||
{
|
||||
@ -44,5 +47,66 @@ namespace BlueWaterProject
|
||||
EditorUtility.SetDirty(parentTransform.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("Tools/Rename Child Objects Window")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<HierarchySorter>("Rename Child Objects");
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUILayout.Label("Base Settings", EditorStyles.boldLabel);
|
||||
baseName = EditorGUILayout.TextField("Base Name", baseName);
|
||||
numberingStyle = EditorGUILayout.IntSlider("Numbering Style", numberingStyle, 1, 3);
|
||||
|
||||
if (GUILayout.Button("Rename Children"))
|
||||
{
|
||||
RenameChildren();
|
||||
}
|
||||
}
|
||||
|
||||
void RenameChildren()
|
||||
{
|
||||
GameObject selectedObject = Selection.activeGameObject;
|
||||
|
||||
if (selectedObject != null)
|
||||
{
|
||||
Undo.SetCurrentGroupName("Rename Child Objects");
|
||||
int group = Undo.GetCurrentGroup();
|
||||
|
||||
int startNumber = 1; // 시작 숫자 설정
|
||||
|
||||
for (int i = 0; i < selectedObject.transform.childCount; i++)
|
||||
{
|
||||
GameObject child = selectedObject.transform.GetChild(i).gameObject;
|
||||
Undo.RecordObject(child, "Rename Child");
|
||||
|
||||
string newName = baseName + " (" + GetFormattedNumber(startNumber + i, numberingStyle) + ")";
|
||||
child.name = newName;
|
||||
}
|
||||
|
||||
Undo.CollapseUndoOperations(group);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("선택된 오브젝트가 없습니다.");
|
||||
}
|
||||
}
|
||||
|
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private static string GetFormattedNumber(int number, int style)
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{
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switch (style)
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{
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return number.ToString();
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return number.ToString("D2");
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case 3: // (001), (002), (003), ...
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return number.ToString("D3");
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