#33 restore
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Load Diff
@ -1,10 +1,17 @@
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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namespace BlueWaterProject
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{
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{
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[RequireComponent(typeof(PlayerInput))]
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public class Player : BaseCharacter
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public class Player : BaseCharacter
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{
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{
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protected Vector2 movementInput;
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public void OnMove(InputValue value) // WASD
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{
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movementInput = value.Get<Vector2>();
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}
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}
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}
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}
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}
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@ -5,6 +5,32 @@ namespace BlueWaterProject
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{
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{
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public class InShipPlayer : Player
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public class InShipPlayer : Player
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{
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{
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private float characterSpeed;
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private void Init()
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{
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characterSpeed = 5;
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}
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protected override void Awake()
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{
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base.Awake();
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Init();
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}
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protected override void FixedUpdate()
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{
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base.FixedUpdate();
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MoveCharacterPlayer();
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}
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private void MoveCharacterPlayer()
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{
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if(!GameManager.Inst.IsInShipMode) return;
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var movement = transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
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(characterSpeed * Time.deltaTime);
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gameObject.transform.position += movement;
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}
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}
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}
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}
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}
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@ -13,7 +13,7 @@ namespace BlueWaterProject
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[Title("Controller")]
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[Title("Controller")]
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public CameraController CameraController { get; private set; }
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public CameraController CameraController { get; private set; }
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public ShipPlayer shipPlayer;
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public ShipPlayer shipPlayer;
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public List<Boat> boats = new List<Boat>(10);
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public List<Boat> boats = new(10);
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[Required("BlueWater Player Input Action을 넣어주세요.")]
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[Required("BlueWater Player Input Action을 넣어주세요.")]
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[SerializeField] private InputActionAsset playerAction;
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[SerializeField] private InputActionAsset playerAction;
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[Required("Viking Prefab을 넣어주세요.")]
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[Required("Viking Prefab을 넣어주세요.")]
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@ -23,6 +23,12 @@ namespace BlueWaterProject
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[SerializeField] private float slowSpeed = 0.1f;
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[SerializeField] private float slowSpeed = 0.1f;
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private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
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private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
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[Title("Game State")]
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[field: SerializeField] public bool IsInShipMode { get; set; }
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[field: SerializeField] public bool IsDredgeMode { get; set; }
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[field: SerializeField] public bool IsTakeAim { get; set; }
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[field: SerializeField] public bool IsAssaultMode { get; set; }
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private void Init()
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private void Init()
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{
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{
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@ -63,12 +69,7 @@ namespace BlueWaterProject
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islandPlayer.AddComponent<InIslandPlayer>();
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islandPlayer.AddComponent<InIslandPlayer>();
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}
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}
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public void testPrint()
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{
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print("Boat가 목표에 도착해서 이 함수를 호출합니다");
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}
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public void SlowSpeedMode()
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public void SlowSpeedMode()
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{
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{
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Time.timeScale = slowSpeed;
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Time.timeScale = slowSpeed;
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@ -80,5 +81,84 @@ namespace BlueWaterProject
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Time.timeScale = 1f;
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Time.timeScale = 1f;
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Time.fixedDeltaTime = 0.02f;
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Time.fixedDeltaTime = 0.02f;
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}
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}
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#region Game State switch
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public void SwitchDredgeMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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CameraController.CamDredgeMode();
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IsDredgeMode = true;
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}
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else if (IsDredgeMode)
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{
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IsDredgeMode = false;
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}
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}
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public void SwitchInShipMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchDredgeMode(false);
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CameraController.CamInShipMode();
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IsInShipMode = true;
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}
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else if (IsInShipMode)
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{
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CameraController.CamDredgeMode();
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IsInShipMode = false;
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}
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}
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public void SwitchAssaultMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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CameraController.CamAssaultMode();
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UiManager.Inst.CardLayoutGroupAnimator.Play();
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IsAssaultMode = true;
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}
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else if (IsAssaultMode)
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{
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CameraController.CamDredgeMode();
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UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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IsAssaultMode = false;
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}
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}
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public void SwitchTakeAim(bool isOn)
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{
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if (isOn)
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{
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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CameraController.CamTakeAim(true);
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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IsTakeAim = true;
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}
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else if (IsTakeAim)
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{
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CameraController.CamTakeAim(false);
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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IsTakeAim = false;
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}
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UiManager.Inst.AimOnOff(isOn);
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}
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#endregion
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}
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}
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}
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}
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@ -8,26 +8,17 @@ using UnityEngine.InputSystem;
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// ReSharper disable once CheckNamespace
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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namespace BlueWaterProject
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{
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{
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[RequireComponent(typeof(Rigidbody))]
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[RequireComponent(typeof(PlayerInput))]
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[SelectionBase]
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[SelectionBase]
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public class ShipPlayer : Player
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public class ShipPlayer : Player
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{
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{
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[Title("Component")]
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private Rigidbody rb;
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private Vector2 movementInput;
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[Title("쉽의 기본 설정")]
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[Title("쉽의 기본 설정")]
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private Rigidbody rb;
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[Tooltip("최대 스피드")] public float maxSpeed = 10f;
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[Tooltip("최대 스피드")] public float maxSpeed = 10f;
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[Tooltip("가속 수치")] public float acceleration = 2f;
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[Tooltip("가속 수치")] public float acceleration = 2f;
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[Tooltip("감속 수치")] public float deceleration = 2f;
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[Tooltip("감속 수치")] public float deceleration = 2f;
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[Tooltip("회전 속도")] public float turnSpeed = 10f;
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[Tooltip("회전 속도")] public float turnSpeed = 10f;
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[Title("캐릭터의 기본 설정")]
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private GameObject character;
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[Tooltip("캐릭터의 이동 속도")] public float characterSpeed = 10f;
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[Title("레이더")]
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[Title("레이더")]
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public Collider[] radar = new Collider[10];
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public Collider[] radar = new Collider[10];
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public List<Transform> inCameraRadar = new(10);
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public List<Transform> inCameraRadar = new(10);
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public float timeOfFlight;
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public float timeOfFlight;
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public Transform predictedPos;
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public Transform predictedPos;
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[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
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[field: SerializeField] public List<Canon> Canons { get; private set; } = new(GlobalValue.MAX_CANON_COUNT);
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[field: Title("Mode")]
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[field: SerializeField]
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public bool IsAssaultMode { get; set; }
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[field: SerializeField] public bool IsInShipMode { get; set; }
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[field: SerializeField] public bool IsDredgeMode { get; set; }
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[field: SerializeField] public bool IsTakeAim { get; set; }
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[Title("Interaction")]
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[Title("Interaction")]
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public bool IsIslandInteraction { get; set; }
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public bool IsIslandInteraction { get; set; }
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private float rayLength;
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private float rayLength;
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@ -58,7 +41,6 @@ namespace BlueWaterProject
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private void Init()
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private void Init()
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{
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{
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character = transform.Find("InShipPlayer").gameObject;
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rb = GetComponent<Rigidbody>();
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rb = GetComponent<Rigidbody>();
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GetComponentsInChildren(Canons);
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GetComponentsInChildren(Canons);
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@ -93,7 +75,7 @@ namespace BlueWaterProject
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protected override void Start()
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protected override void Start()
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{
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{
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SwitchDredgeMode(true);
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GameManager.Inst.SwitchDredgeMode(true);
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}
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}
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protected override void FixedUpdate()
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protected override void FixedUpdate()
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@ -113,11 +95,6 @@ namespace BlueWaterProject
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#region Movement
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#region Movement
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public void OnMove(InputValue value) // WASD
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{
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movementInput = value.Get<Vector2>();
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}
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private void MoveShipPlayer()
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private void MoveShipPlayer()
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{
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{
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var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
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var desiredVelocity = transform.forward * (movementInput.y * maxSpeed);
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@ -132,21 +109,9 @@ namespace BlueWaterProject
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rb.MoveRotation(rb.rotation * turnRotation);
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rb.MoveRotation(rb.rotation * turnRotation);
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}
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}
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private void MoveCharacterPlayer()
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{
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var movement = character.transform.rotation * new Vector3(-movementInput.y, 0, movementInput.x) *
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(characterSpeed * Time.deltaTime);
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character.transform.position += movement;
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}
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private void HandleMovement()
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private void HandleMovement()
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{
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{
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if (IsInShipMode)
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if (GameManager.Inst.IsDredgeMode)
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{
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MoveCharacterPlayer();
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}
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else
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{
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{
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MoveShipPlayer();
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MoveShipPlayer();
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RotatePlayer();
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RotatePlayer();
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@ -165,42 +130,7 @@ namespace BlueWaterProject
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private void OnAssaultMode(InputValue value) // V
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private void OnAssaultMode(InputValue value) // V
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{
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{
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SwitchAssaultMode(!IsAssaultMode);
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GameManager.Inst.SwitchAssaultMode(!GameManager.Inst.IsAssaultMode);
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}
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private void SwitchAssaultMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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GameManager.Inst.CameraController.CamAssaultMode();
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UiManager.Inst.CardLayoutGroupAnimator.Play();
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IsAssaultMode = true;
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}
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else if (IsAssaultMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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UiManager.Inst.CardLayoutGroupAnimator.Reverse();
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IsAssaultMode = false;
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}
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}
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private void SwitchDredgeMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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GameManager.Inst.CameraController.CamDredgeMode();
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IsDredgeMode = true;
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}
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else if (IsDredgeMode)
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{
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IsDredgeMode = false;
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}
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}
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}
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#endregion
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#endregion
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@ -230,31 +160,14 @@ namespace BlueWaterProject
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private void OnInteraction(InputValue value) //F
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private void OnInteraction(InputValue value) //F
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{
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{
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if (!IsIslandInteraction) return;
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if (!IsIslandInteraction) return;
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SwitchAssaultMode(true);
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GameManager.Inst.SwitchAssaultMode(true);
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UiManager.Inst.DefaultInteractionOnOff(false);
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UiManager.Inst.DefaultInteractionOnOff(false);
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StopShipMovement();
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StopShipMovement();
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}
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}
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private void OnInteractionHold(InputValue value) //F Hold
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private void OnInteractionHold(InputValue value) //F Hold
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{
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{
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SwitchInShipMode(!IsInShipMode);
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GameManager.Inst.SwitchInShipMode(!GameManager.Inst.IsInShipMode);
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}
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private void SwitchInShipMode(bool isOn)
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{
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if (isOn)
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{
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SwitchTakeAim(false);
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SwitchAssaultMode(false);
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SwitchDredgeMode(false);
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GameManager.Inst.CameraController.CamInShipMode();
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IsInShipMode = true;
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}
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else if (IsInShipMode)
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{
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GameManager.Inst.CameraController.CamDredgeMode();
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IsInShipMode = false;
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}
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}
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}
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#endregion
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#endregion
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@ -268,30 +181,7 @@ namespace BlueWaterProject
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private void OnTakeAim(InputValue value) // Space
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private void OnTakeAim(InputValue value) // Space
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{
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{
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SwitchTakeAim(!IsTakeAim);
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GameManager.Inst.SwitchTakeAim(!GameManager.Inst.IsTakeAim);
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}
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private void SwitchTakeAim(bool isOn)
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{
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if (isOn)
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{
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SwitchAssaultMode(false);
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SwitchInShipMode(false);
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SwitchDredgeMode(false);
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GameManager.Inst.CameraController.CamTakeAim(true);
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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IsTakeAim = true;
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}
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else if (IsTakeAim)
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{
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GameManager.Inst.CameraController.CamTakeAim(false);
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.Confined;
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IsTakeAim = false;
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}
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UiManager.Inst.AimOnOff(isOn);
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}
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}
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#endregion
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#endregion
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@ -359,7 +249,7 @@ namespace BlueWaterProject
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private void Raycast8Direction()
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private void Raycast8Direction()
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{
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{
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||||||
if (!IsDredgeMode) return;
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if (!GameManager.Inst.IsDredgeMode) return;
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var isOn = false;
|
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},
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},
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},
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"key": "mesh.meshColliderIsConvex",
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"value": "{\"m_Value\":false}"
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},
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"key": "mesh.newShapesSnapToGrid",
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"value": "{\"m_Value\":true}"
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},
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{
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"key": "lightmapping.defaultLightmapUnwrapParameters",
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},
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"value": "{\"m_Value\":{\"instanceID\":0}}"
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},
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{
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"value": "{\"m_Value\":0}"
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},
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{
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|
"key": "mesh.newShapePivotLocation",
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"value": "{\"m_Value\":1}"
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},
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{
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"key": "mesh.shadowCastingMode",
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"value": "{\"m_Value\":1}"
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},
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{
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"type": "UnityEngine.ProBuilder.ColliderType, Unity.ProBuilder, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null",
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|
"key": "mesh.newShapeColliderType",
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|
"value": "{\"m_Value\":2}"
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}
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}
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]
|
]
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}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user