#45 Housing Object and new inship house
@ -14,6 +14,13 @@ namespace BlueWaterProject
|
||||
private float characterSpeed;
|
||||
private Transform interactionTarget;
|
||||
private Transform visualLook;
|
||||
private Rigidbody rb;
|
||||
//test character ani TODO : 나중에 스파인으로 바꾸고 삭제
|
||||
public SpriteRenderer spriteRenderer;
|
||||
public Sprite sideSprite;
|
||||
public Sprite backSprite;
|
||||
public Sprite frontSprite;
|
||||
//test character ani
|
||||
public ProximitySelector ProximitySelector { get; set; }
|
||||
|
||||
private void Init()
|
||||
@ -21,6 +28,8 @@ namespace BlueWaterProject
|
||||
characterSpeed = 10;
|
||||
visualLook = transform.Find("UnitRoot");
|
||||
ProximitySelector = GetComponent<ProximitySelector>();
|
||||
rb = GetComponent<Rigidbody>();
|
||||
spriteRenderer = visualLook.GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
protected override void Awake()
|
||||
@ -58,8 +67,11 @@ namespace BlueWaterProject
|
||||
|
||||
private void MoveCharacterPlayer()
|
||||
{
|
||||
var extraGravityForce = (Physics.gravity * rb.mass) * 2f;
|
||||
rb.AddForce(extraGravityForce);
|
||||
|
||||
if (GameManager.Inst.IsConversation || GameManager.Inst.IsInteraction) return;
|
||||
Vector3 movement;
|
||||
Vector3 movement = Vector3.zero;
|
||||
|
||||
if (GameManager.Inst.IsShipDeckMode)
|
||||
{
|
||||
@ -77,6 +89,31 @@ namespace BlueWaterProject
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||||
gameObject.transform.position += movement;
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||||
}
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||||
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||||
var localScale = visualLook.localScale;
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||||
// 왼쪽
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||||
if (movement.x < 0 && movement.z <= 0)
|
||||
{
|
||||
localScale.x = Mathf.Abs(localScale.x);
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||||
spriteRenderer.sprite = sideSprite;
|
||||
}
|
||||
// 오른쪽
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||||
else if (movement.x > 0 && movement.z >= 0)
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||||
{
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||||
localScale.x = -Mathf.Abs(localScale.x);
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||||
spriteRenderer.sprite = sideSprite;
|
||||
}
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||||
// 뒤로
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||||
else if (movement.x < 0 && movement.z > 0)
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||||
{
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||||
spriteRenderer.sprite = backSprite;
|
||||
}
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||||
// 앞으로
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||||
else if (movement.x > 0 && movement.z < 0)
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||||
{
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||||
spriteRenderer.sprite = frontSprite;
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||||
}
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||||
visualLook.localScale = localScale;
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||||
|
||||
// var movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) * (characterSpeed * Time.deltaTime);
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||||
// rb.MovePosition(rb.position + movement);
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}
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||||
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49
BlueWater/Assets/02.Scripts/CutoutObject.cs
Normal file
@ -0,0 +1,49 @@
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||||
using System.Collections;
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using System.Collections.Generic;
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||||
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 class CutoutObject : MonoBehaviour
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||||
{
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||||
[SerializeField]
|
||||
private Transform targetObject;
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||||
|
||||
[SerializeField]
|
||||
private LayerMask wallMask;
|
||||
|
||||
private Camera mainCamera;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
mainCamera = GetComponent<Camera>();
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
Vector2 cutoutPos = mainCamera.WorldToViewportPoint(targetObject.position);
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||||
cutoutPos.y /= (Screen.width / Screen.height);
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||||
|
||||
Vector3 offset = targetObject.position - transform.position;
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||||
RaycastHit[] hitObjects = Physics.RaycastAll(transform.position, offset, offset.magnitude, wallMask);
|
||||
|
||||
foreach (RaycastHit hit in hitObjects)
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||||
{
|
||||
// Check if the hit object is closer to the camera than the target object
|
||||
if (hit.distance < offset.magnitude)
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||||
{
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||||
Material[] materials = hit.transform.GetComponent<Renderer>().materials;
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||||
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||||
for (int m = 0; m < materials.Length; ++m)
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||||
{
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||||
materials[m].SetVector("_CutoutPos", cutoutPos);
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||||
materials[m].SetFloat("_CutoutSize", 0.25f);
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materials[m].SetFloat("_FalloffSize", 0.05f);
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||||
}
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||||
}
|
||||
}
|
||||
}
|
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}
|
||||
}
|
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