Merge remote-tracking branch 'origin/main'

This commit is contained in:
M1_IDMhan 2023-09-20 13:15:18 +09:00
commit f899e9ca2d
84 changed files with 642612 additions and 642031 deletions

File diff suppressed because it is too large Load Diff

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@ -84,11 +84,11 @@ namespace BlueWaterProject
} }
combatAnimator.runtimeAnimatorController = archerController; combatAnimator.runtimeAnimatorController = archerController;
arrowsPoolLocation = GameObject.Find("ObjectPoolData/Arrows").transform;
arrowsPoolLocation = GameObject.Find("ObjectPoolData/Arrows")?.transform;
if (!arrowsPoolLocation) if (!arrowsPoolLocation)
{ {
var objectPoolData = GameObject.Find("ObjectPoolData").transform; var objectPoolData = GameObject.Find("ObjectPoolData")?.transform;
if (!objectPoolData) if (!objectPoolData)
{ {
objectPoolData = new GameObject("ObjectPoolData").transform; objectPoolData = new GameObject("ObjectPoolData").transform;

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@ -85,11 +85,11 @@ namespace BlueWaterProject
} }
combatAnimator.runtimeAnimatorController = archerController; combatAnimator.runtimeAnimatorController = archerController;
arrowsPoolLocation = GameObject.Find("ObjectPoolData/Arrows").transform;
arrowsPoolLocation = GameObject.Find("ObjectPoolData/Arrows")?.transform;
if (!arrowsPoolLocation) if (!arrowsPoolLocation)
{ {
var objectPoolData = GameObject.Find("ObjectPoolData").transform; var objectPoolData = GameObject.Find("ObjectPoolData")?.transform;
if (!objectPoolData) if (!objectPoolData)
{ {
objectPoolData = new GameObject("ObjectPoolData").transform; objectPoolData = new GameObject("ObjectPoolData").transform;

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@ -0,0 +1,8 @@
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class TowerAi : BaseAi
{
}
}

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@ -0,0 +1,242 @@
using System;
using System.Collections;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Pool;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class ArrowTower : TowerAi, IDamageable
{
#region Property and variable
[Title("Tower Stat")]
[SerializeField] private bool isDrawGizmosInFieldOfView = true;
[SerializeField] private bool isPredictAttack = true;
[OnValueChanged(nameof(SetLayer))]
[SerializeField] private EAiType aiType;
[SerializeField] private float maxHp;
[SerializeField] private float currentHp;
[SerializeField] private float atk;
[SerializeField] private float atkRange;
[SerializeField] private float atkCooldown;
[SerializeField] private float shieldPenetrationRate;
[SerializeField] private float inaccuracy;
[Title("실시간 타겟 정보")]
[SerializeField] private LayerMask targetLayer;
[SerializeField] private LayerMask arrowLayer;
[SerializeField] private Collider[] colliderWithinRange;
[SerializeField] private Collider targetCollider;
[Title("화살 오브젝트 관리")]
[Tooltip("화살 오브젝트 풀링할 최대 갯수")]
[SerializeField] private int arrowMaxSize = 100;
private Transform arrowsPoolLocation;
private IObjectPool<Arrow> arrowPool;
private Transform shootLocation;
private const int TARGET_MAX_SIZE = 20;
#endregion
#region Unity built-in Methods
private void OnDrawGizmosSelected()
{
if (!isDrawGizmosInFieldOfView) return;
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(transform.position, atkRange);
if (!targetCollider) return;
Gizmos.color = Color.red;
Gizmos.DrawLine(shootLocation.position, targetCollider.bounds.center);
}
private void Awake()
{
InitComponent();
}
private void Start()
{
SetCurrentHp(maxHp);
StartCoroutine(nameof(Attack));
}
#endregion
#region IDamageable interface
public void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
{
var changeHp = Mathf.Max(currentHp - attackerPower, 0);
SetCurrentHp(changeHp);
// 건물 파괴
if (changeHp == 0f)
{
Die();
// RemoveIslandInfo();
}
}
#endregion
#region Custom methods
private void InitComponent()
{
shootLocation = transform.Find("ShootLocation");
arrowsPoolLocation = GameObject.Find("ObjectPoolData/Arrows")?.transform;
if (!arrowsPoolLocation)
{
var objectPoolData = GameObject.Find("ObjectPoolData")?.transform;
if (!objectPoolData)
{
objectPoolData = new GameObject("ObjectPoolData").transform;
}
if (!objectPoolData.Find("Arrows"))
{
Instantiate(new GameObject("Arrows"), Vector3.zero, Quaternion.identity, objectPoolData);
}
}
arrowPool = new ObjectPool<Arrow>(CreateArrow, OnGetArrow, OnReleaseArrow, OnDestroyArrow, maxSize:arrowMaxSize);
colliderWithinRange = new Collider[TARGET_MAX_SIZE];
}
private void SetLayer()
{
switch (aiType)
{
case EAiType.NONE:
targetLayer = 0;
break;
case EAiType.PLAYER:
case EAiType.PIRATE:
targetLayer = LayerMask.GetMask("Enemy");
break;
case EAiType.ENEMY:
targetLayer = LayerMask.GetMask("Player") | LayerMask.GetMask("Pirate");
break;
default:
targetLayer = 0;
arrowLayer = 0;
throw new ArgumentOutOfRangeException();
}
arrowLayer = targetLayer | LayerMask.GetMask("Ground") | LayerMask.GetMask("Water") |
LayerMask.GetMask("Props");
}
private IEnumerator Attack()
{
while (true)
{
FindNearestTargetInRange(atkRange);
if (!targetCollider)
{
yield return new WaitForSeconds(atkCooldown);
continue;
}
var arrow = arrowPool.Get();
var targetPos = isPredictAttack ? PredictTargetPosition(shootLocation, targetCollider, arrow.GetArrowSpeed()) : targetCollider.bounds.center;
arrow.SetShootingArrow(shootLocation.position, transform.position,
targetPos, aiType, atk, shieldPenetrationRate, inaccuracy, false);
arrow.ShootArrowCoroutine();
yield return new WaitForSeconds(atkCooldown);
}
}
private void FindNearestTargetInRange(float range)
{
Array.Clear(colliderWithinRange, 0, TARGET_MAX_SIZE);
var maxColliderCount = Physics.OverlapSphereNonAlloc(transform.position, range, colliderWithinRange,
targetLayer, QueryTriggerInteraction.Collide);
if (maxColliderCount <= 0)
{
SetTargetCollider(null);
return;
}
var nearestDistance = Mathf.Infinity;
Collider nearestTargetTransform = null;
for (var i = 0; i < maxColliderCount; i++)
{
var distanceToTarget = Vector3.Distance(shootLocation.position, colliderWithinRange[i].bounds.center);
if (!IsRaycastHitTarget(shootLocation.position, colliderWithinRange[i]) || distanceToTarget >= nearestDistance) continue;
if (distanceToTarget >= nearestDistance) continue;
nearestDistance = distanceToTarget;
nearestTargetTransform = colliderWithinRange[i];
}
SetTargetCollider(nearestTargetTransform);
}
private bool IsRaycastHitTarget(Vector3 startPos, Collider target)
{
var direction = ((target.bounds.center) - (startPos)).normalized;
var raycastHitTarget = Physics.Raycast(startPos, direction, out var hit, atkRange, arrowLayer, QueryTriggerInteraction.Collide);
return raycastHitTarget && target == hit.collider;
}
private Vector3 PredictTargetPosition(Transform shooter, Collider target, float arrowSpeed)
{
var targetVelocity = target.GetComponent<NavMeshAgent>().velocity;
var targetPos = target.bounds.center;
var directionToTarget = targetPos - shooter.position;
var distanceToTarget = directionToTarget.magnitude;
var timeToImpact = distanceToTarget / arrowSpeed;
var predictedPosition = targetPos + targetVelocity * timeToImpact;
return predictedPosition;
}
private void Die()
{
StopAllCoroutines();
Destroy(gameObject);
}
private void SetCurrentHp(float value) => currentHp = value;
private void SetTargetCollider(Collider value) => targetCollider = value;
#endregion
#region ObjectPool Function
private Arrow CreateArrow()
{
var arrow = Instantiate(UnitManager.Inst.ArrowPrefab, shootLocation.position, Quaternion.identity, arrowsPoolLocation).GetComponent<Arrow>();
arrow.SetManagedPool(arrowPool);
return arrow;
}
private void OnGetArrow(Arrow arrow) => arrow.gameObject.SetActive(true);
private void OnReleaseArrow(Arrow arrow) => arrow.ReleaseArrowSetting();
private void OnDestroyArrow(Arrow arrow) => Destroy(arrow.gameObject);
#endregion
}
}

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@ -41,6 +41,7 @@ namespace BlueWaterProject
// 건물 파괴 // 건물 파괴
if (changeHp == 0f) if (changeHp == 0f)
{ {
Destroy(gameObject);
RemoveIslandInfo(); RemoveIslandInfo();
} }
} }

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@ -222,6 +222,8 @@ namespace BlueWaterProject
gameObject.SetActive(false); gameObject.SetActive(false);
} }
public float GetArrowSpeed() => arrowSpeed;
#endregion #endregion
} }
} }

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@ -116,7 +116,7 @@ Material:
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@ -13,6 +13,7 @@ TagManager:
- Unit - Unit
- Missile - Missile
- Area - Area
- Tower
layers: layers:
- Default - Default
- TransparentFX - TransparentFX