#29 유닛 이동 방식 수정 중
1. IDamageable 인터페이스 수정 2. Ai 프리팹 크기 변경, 깃발 LookAt 추가 3. Boat 공격 선택 매개변수 제거
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@ -6,6 +6,7 @@ using Sirenix.OdinInspector;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.Animations;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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@ -69,13 +70,12 @@ namespace BlueWaterProject
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[SerializeField] protected Color mouseEnterHighlightSkinColor = Color.white;
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[Tooltip("캐릭터가 선택되었을 때 색상")]
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[SerializeField] protected Color selectedSkinColor = Color.blue;
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[SerializeField] protected Color selectedSkinColor = Color.red;
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[DisableIf("@true")]
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[SerializeField] private IslandInfo islandInfo;
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protected bool isAttacking;
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private Vector3 commandedPos;
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protected Transform backpackContainer;
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protected Transform leftWeaponContainer;
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@ -91,7 +91,8 @@ namespace BlueWaterProject
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private UnitController mouseEnterUnitController;
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private UnitSelection unitSelection;
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private CapsuleCollider myCollider;
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private CapsuleCollider hitBoxCollider;
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private LookAtConstraint lookAtConstraint;
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protected CapsuleCollider hitBoxCollider;
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protected CloseWeapon closeWeapon;
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private static readonly int SpeedHash = Animator.StringToHash("Speed");
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@ -103,6 +104,7 @@ namespace BlueWaterProject
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private static readonly int OutlineColorHash = Shader.PropertyToID("_OutlineColor");
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protected static readonly WaitForSeconds FindTargetWaitTime = new(0.5f);
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private static readonly WaitForSeconds CheckAgentArriveTime = new(0.1f);
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#endregion
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@ -117,7 +119,6 @@ namespace BlueWaterProject
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protected virtual void Awake()
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{
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FindMaterial();
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InitComponent();
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}
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@ -142,28 +143,30 @@ namespace BlueWaterProject
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private void FixedUpdate()
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{
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UpdateLookAtTarget();
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UpdateMovement();
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}
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private void OnMouseEnter()
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{
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if (AiStat.AiType == AiType.ENEMY) return;
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mouseEnterUnitController = gameObject.GetComponentInParent<UnitController>();
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if (mouseEnterUnitController == unitSelection.SelectedUnitController) return;
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foreach (var soldier in mouseEnterUnitController.unit.UnitList)
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foreach (var unit in mouseEnterUnitController.unit.UnitList)
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{
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soldier.MouseEnterHighlight();
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unit.MouseEnterHighlight();
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}
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}
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private void OnMouseExit()
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{
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if (!mouseEnterUnitController || mouseEnterUnitController == unitSelection.SelectedUnitController) return;
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if (AiStat.AiType == AiType.ENEMY ||
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!mouseEnterUnitController || mouseEnterUnitController == unitSelection.SelectedUnitController) return;
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foreach (var soldier in mouseEnterUnitController.unit.UnitList)
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foreach (var unit in mouseEnterUnitController.unit.UnitList)
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{
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soldier.ResetHighlight();
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unit.ResetHighlight();
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}
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mouseEnterUnitController = null;
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@ -182,7 +185,7 @@ namespace BlueWaterProject
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public float GetCurrentHp() => AiStat.CurrentHp;
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public void SetCurrentHp(float value) => AiStat.CurrentHp = value;
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public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate, Vector3? attackPos = null)
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{
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if (!TargetTransform && attackPos != null)
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{
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@ -190,13 +193,13 @@ namespace BlueWaterProject
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}
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// 회피 성공 체크
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if (Random.Range(0, 100) < defender.AvoidanceRate)
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if (Random.Range(0, 100) < AiStat.AvoidanceRate)
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{
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// TODO : 회피 처리
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return;
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}
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var finalDamage = Utils.CalcDamage(attacker, defender);
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var finalDamage = Utils.CalcDamage(attackerPower, attackerShieldPenetrationRate, AiStat);
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// 방패 막기 체크
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if (finalDamage == 0f)
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@ -204,7 +207,7 @@ namespace BlueWaterProject
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aiAnimator.SetTrigger(ShieldHash);
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return;
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}
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var changeHp = Mathf.Max(defender.CurrentHp - finalDamage, 0);
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var changeHp = Mathf.Max(AiStat.CurrentHp - finalDamage, 0);
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SetCurrentHp(changeHp);
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// 죽었는지 체크
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@ -403,26 +406,6 @@ namespace BlueWaterProject
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[field: SerializeField] public bool IsCommanded { get; set; }
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public void UpdateMovement()
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{
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// if (IsCommanded)
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// {
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// if (navMeshAgent.destination == commandedPos)
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// {
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// if (navMeshAgent.remainingDistance <= navMeshAgent.stoppingDistance)
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// {
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// IsCommanded = false;
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// }
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// }
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// else
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// {
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// if (isAttacking) return;
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//
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// navMeshAgent.SetDestination(commandedPos);
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// }
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// }
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}
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public void BeAttackedMovement(Vector3 attackPos)
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{
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if (TargetTransform) return;
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@ -444,10 +427,29 @@ namespace BlueWaterProject
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}
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}
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public void MoveTarget(Vector3 targetPos)
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public void CommandMove(Vector3 targetPos)
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{
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IsCommanded = true;
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commandedPos = targetPos;
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StartCoroutine(CommandMoveCoroutine(targetPos));
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}
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public IEnumerator CommandMoveCoroutine(Vector3 targetPos)
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{
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while (isAttacking)
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{
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yield return null;
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}
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if (Utils.SetCloseDestination(navMeshAgent, targetPos, 0.5f, 1f))
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{
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IsCommanded = true;
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}
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while (navMeshAgent.pathPending || navMeshAgent.remainingDistance > navMeshAgent.stoppingDistance)
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{
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yield return CheckAgentArriveTime;
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}
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IsCommanded = false;
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}
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#endregion
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@ -477,13 +479,21 @@ namespace BlueWaterProject
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navMeshAgent = Utils.GetComponentAndAssert<NavMeshAgent>(transform);
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myUnitController = Utils.GetComponentAndAssert<UnitController>(transform.parent);
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myCollider = Utils.GetComponentAndAssert<CapsuleCollider>(transform);
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lookAtConstraint = Utils.GetComponentAndAssert<LookAtConstraint>(flagContainer);
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hitBoxCollider = Utils.GetComponentAndAssert<CapsuleCollider>(transform.Find("HitBox"));
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unitSelection = FindObjectOfType<UnitSelection>();
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var source = new ConstraintSource();
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source.sourceTransform = Camera.main.transform;
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source.weight = 1f;
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lookAtConstraint.AddSource(source);
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lookAtConstraint.constraintActive = true;
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}
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private void InitStart()
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{
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InitViewModel();
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FindMaterial();
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SetLayer();
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SetCurrentHp(AiStat.MaxHp);
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SetMoveSpeed(AiStat.MoveSpd);
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@ -73,6 +73,38 @@ namespace BlueWaterProject
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#region Custom function
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protected override void SetLayer()
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{
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switch (AiStat.AiType)
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{
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case AiType.NONE:
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break;
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case AiType.PLAYER:
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gameObject.layer = LayerMask.NameToLayer("Player");
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hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Player");
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TargetLayer = LayerMask.GetMask("Enemy");
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archerLayer = LayerMask.GetMask("Ground") | LayerMask.GetMask("Water") |
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LayerMask.GetMask("Enemy") | LayerMask.GetMask("Props");
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break;
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case AiType.PIRATE:
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gameObject.layer = LayerMask.NameToLayer("Pirate");
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hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Pirate");
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TargetLayer = LayerMask.GetMask("Enemy");
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archerLayer = LayerMask.GetMask("Ground") | LayerMask.GetMask("Water") |
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LayerMask.GetMask("Enemy") | LayerMask.GetMask("Props");
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break;
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case AiType.ENEMY:
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gameObject.layer = LayerMask.NameToLayer("Enemy");
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hitBoxCollider.gameObject.layer = LayerMask.NameToLayer("Enemy");
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TargetLayer = LayerMask.GetMask("Player") | LayerMask.GetMask("Pirate") | LayerMask.GetMask("Props");
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archerLayer = LayerMask.GetMask("Ground") | LayerMask.GetMask("Water") |
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LayerMask.GetMask("Player") | LayerMask.GetMask("Pirate") | LayerMask.GetMask("Props");
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void UpdateLookAtTarget()
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{
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if (TargetTransform)
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@ -129,9 +129,41 @@ namespace BlueWaterProject
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public void MoveCommand(Vector3 targetPos)
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{
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foreach (var soldier in unit.UnitList)
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var gridSize = 0;
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switch (unit.SailorCount)
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{
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soldier.MoveTarget(targetPos);
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case 0:
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gridSize = 1;
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break;
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case <= 3:
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gridSize = 2;
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break;
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case <= 8:
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gridSize = 3;
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break;
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case <= 15:
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gridSize = 4;
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break;
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default:
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print("유닛의 병사 숫자 설정 에러");
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break;
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}
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for (var i = 0; i < gridSize; i++)
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{
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for (var j = 0; j < gridSize; j++)
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{
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var currentPos = i * gridSize + j;
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if (currentPos > unit.SailorCount) break;
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var zOffset = (i - (gridSize - 1) / 2.0f) * UnitManager.Inst.UnitSpacing;
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var xOffset = (j - (gridSize - 1) / 2.0f) * UnitManager.Inst.UnitSpacing;
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var movePos = targetPos + new Vector3(xOffset, 0, zOffset);
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unit.UnitList[currentPos].CommandMove(movePos);
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}
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}
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}
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@ -44,7 +44,7 @@ namespace BlueWaterProject
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[field: SerializeField] public float MaxGroundDistance { get; private set; } = 2.5f;
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[Tooltip("병력 간의 간격")]
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[field: SerializeField] public float UnitSpacing { get; private set; } = 0.8f;
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[field: SerializeField] public float UnitSpacing { get; private set; } = 2.5f;
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[Tooltip("부대 배치 행렬")]
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[field: SerializeField] public List<UnitMatrix> UnitMatrices { get; private set; } = new(MATRICES_CAPACITY);
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@ -83,7 +83,7 @@ namespace BlueWaterProject
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{
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GroundLayer = LayerMask.GetMask("Ground");
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MaxGroundDistance = 2.5f;
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UnitSpacing = 0.8f;
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UnitSpacing = 2.5f;
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characterPrefabList = new List<GameObject>(CHARACTER_PREFAB_CAPACITY);
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InitUnitMatrices();
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InitCharacterPrefabList();
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@ -216,9 +216,9 @@ namespace BlueWaterProject
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}
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}
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public void CreateAndAssign(string cardIdx, AttackerType attackerType, Vector3 assignPos)
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public void CreateAndAssign(string cardIdx, Vector3 assignPos)
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{
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var newUnitController = CreateUnit(cardIdx, attackerType);
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var newUnitController = CreateUnit(cardIdx, AttackerType.OFFENSE);
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AssignUnit(newUnitController, assignPos);
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}
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@ -1,7 +1,5 @@
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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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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@ -25,7 +23,7 @@ namespace BlueWaterProject
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private void Reset()
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{
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unitLayer = LayerMask.GetMask("Pirate") | LayerMask.GetMask("Enemy");
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unitLayer = LayerMask.GetMask("Pirate");
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groundLayer = LayerMask.GetMask("Ground");
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}
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@ -37,7 +35,7 @@ namespace BlueWaterProject
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controls.Unit.RightClick.performed += OnRightClick;
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controls.Enable();
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unitLayer = LayerMask.GetMask("Pirate") | LayerMask.GetMask("Enemy");
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unitLayer = LayerMask.GetMask("Pirate");
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groundLayer = LayerMask.GetMask("Ground");
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mainCamera = Camera.main;
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@ -21,7 +21,7 @@ public class Boat : MonoBehaviour
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public Vector3 Target { get; set; }
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public string CardIndex { get; set; }
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public delegate void LandedEventHandler(string cardIndex, AttackerType attackerType, Vector3 assignPos);
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public delegate void LandedEventHandler(string cardIndex, Vector3 assignPos);
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public event LandedEventHandler OnLanded;
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private void Awake()
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@ -67,7 +67,7 @@ public class Boat : MonoBehaviour
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lineRenderer.enabled = false;
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if (draw != null) StopCoroutine(draw);
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OnLanded?.Invoke(CardIndex, AttackerType.OFFENSE, Target);
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OnLanded?.Invoke(CardIndex, Target);
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Destroy(gameObject);
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}
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@ -83,13 +83,3 @@ MonoBehaviour:
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<OffenseType>k__BackingField: 0
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<DefenseType>k__BackingField: -1
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<UnitList>k__BackingField: []
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- <Idx>k__BackingField: unit_archer_e_001
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<CaptainStatIdx>k__BackingField: ai_stat_captain_e_001
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<SailorStatIdx>k__BackingField: ai_stat_sailor_e_001
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<UnitName>k__BackingField: Enemy001
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<UnitType>k__BackingField: 5
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<SailorCount>k__BackingField: 6
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<AttackerType>k__BackingField: -1
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<OffenseType>k__BackingField: 0
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<DefenseType>k__BackingField: -1
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<UnitList>k__BackingField: []
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@ -34,9 +34,9 @@ namespace BlueWaterProject
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public void SetCurrentHp(float value) => AiStat.CurrentHp = value;
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public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null)
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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{
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var changeHp = Mathf.Max(defender.CurrentHp - attacker.Atk, 0);
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var changeHp = Mathf.Max(AiStat.CurrentHp - attackerPower, 0);
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SetCurrentHp(changeHp);
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// 건물 파괴
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@ -1,3 +1,4 @@
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using System.Collections;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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@ -20,8 +21,9 @@ namespace BlueWaterProject
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bool IsCommanded { get; set; }
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// Functions
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void UpdateMovement();
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void MoveTarget(Vector3 targetPos);
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void CommandMove(Vector3 targetPos);
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IEnumerator CommandMoveCoroutine(Vector3 targetPos);
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}
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}
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@ -3,8 +3,8 @@ using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public interface IDamageable : IAiStat
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public interface IDamageable
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{
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public void TakeDamage(AiStat attacker, AiStat defender, Vector3? attackPos = null);
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public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null);
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}
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}
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@ -88,19 +88,19 @@ namespace BlueWaterProject
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UnityEngine.Debug.Log($"Call {className}.{methodName}");
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}
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public static float CalcDamage(AiStat attacker, AiStat defender)
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public static float CalcDamage(float attackerPower, float attackerShieldPenetrationRate, AiStat defender)
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{
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var finalDamage = 0f;
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if (defender.UsingShield)
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{
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var penetrationChance = attacker.ShieldPenetrationRate -
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(attacker.ShieldPenetrationRate * defender.PenetrationResistivity * 0.01f);
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var penetrationChance = attackerShieldPenetrationRate -
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(attackerShieldPenetrationRate * defender.PenetrationResistivity * 0.01f);
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// 방패를 관통했다면,
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if (Random.Range(0, 100) < penetrationChance)
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{
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finalDamage = attacker.Atk - defender.Def;
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finalDamage = attackerPower - defender.Def;
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finalDamage = Mathf.Max(finalDamage, 0);
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return finalDamage;
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}
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@ -109,12 +109,36 @@ namespace BlueWaterProject
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return 0;
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}
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finalDamage = attacker.Atk - defender.Def;
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finalDamage = attackerPower - defender.Def;
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finalDamage = Mathf.Max(finalDamage, 0);
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return finalDamage;
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}
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public static bool SetCloseDestination(NavMeshAgent agent, Vector3 destination, float stopDistance, float maxDistance)
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{
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var walkableMask = 1 << NavMesh.GetAreaFromName("Walkable");
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if (NavMesh.SamplePosition(destination, out var hit, maxDistance, walkableMask))
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{
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agent.stoppingDistance = stopDistance;
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agent.SetDestination(hit.position);
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return true;
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// var path = new NavMeshPath();
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// if (agent.CalculatePath(hit.position, path) && path.status == NavMeshPathStatus.PathComplete)
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// {
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// agent.stoppingDistance = stopDistance;
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// agent.SetDestination(hit.position);
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// return true;
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// }
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//
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// Debug.Log("길이 연결되어 있지 않습니다.");
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// return false;
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||||
}
|
||||
|
||||
Debug.Log("근처에 갈 수 있는 위치가 없습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public static GameObject LoadPrefabFromFolder(string folderPath, string prefabName)
|
||||
{
|
||||
|
@ -82,7 +82,7 @@ namespace BlueWaterProject
|
||||
|
||||
if (attackerPos != null)
|
||||
{
|
||||
iDamageable.TakeDamage(attackerStat, iDamageable.AiStat, (Vector3)attackerPos);
|
||||
iDamageable.TakeDamage(attackerStat.Atk, attackerStat.ShieldPenetrationRate, (Vector3)attackerPos);
|
||||
}
|
||||
isAttacked = true;
|
||||
DestroyObject();
|
||||
|
@ -45,7 +45,7 @@ namespace BlueWaterProject
|
||||
|
||||
var iDamageable = other.GetComponentInParent<IDamageable>();
|
||||
|
||||
iDamageable.TakeDamage(attackerStat, iDamageable.AiStat);
|
||||
iDamageable.TakeDamage(attackerStat.Atk, attackerStat.ShieldPenetrationRate);
|
||||
|
||||
isAttacked = true;
|
||||
}
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@ -8859,7 +8859,7 @@ Transform:
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@ -8901,17 +8901,17 @@ NavMeshAgent:
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@ -19484,7 +19484,7 @@ Transform:
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@ -20338,7 +20357,7 @@ Transform:
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@ -20923,7 +20942,7 @@ GameObject:
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@ -20934,7 +20953,7 @@ Transform:
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m_LocalScale: {x: 0.4, y: 0.4, z: 0.4}
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@ -21533,7 +21552,7 @@ Transform:
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@ -21784,6 +21803,7 @@ GameObject:
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@ -21799,7 +21819,7 @@ Transform:
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@ -21867,6 +21887,24 @@ Transform:
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@ -23266,7 +23304,7 @@ Transform:
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- {fileID: 4474122488113416466}
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@ -24499,7 +24537,7 @@ Transform:
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@ -25057,7 +25095,7 @@ Transform:
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@ -25533,7 +25571,7 @@ Transform:
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--- !u!114 &8523542518157162783
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MonoBehaviour:
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|
Loading…
Reference in New Issue
Block a user