+ Layer Boids, Boid로 분리 + Fish의 로직을 Boids(군집) 알고리즘으로 변경 + 군집에 이펙트를 통해 낚시 가시성 추가 + 테스트용 군집 애니메이션 추가 + Epic Toon EX 에셋의 스크립트 수정 버전 ㄴ ParticleWeapon(Layer 선택, UnityEvent Hit 델리게이트 기능 추가) 사용 + Cannon의 x축 회전 고정 + Cannon이 공격한 Layer에 따른 기능 변경 + DataManager에 PlayerInventory 추가 ㄴ 초창기에 사용한 코딩 삭제 + 초창기에 사용했던 스크립트들 일부 정리
322 lines
12 KiB
C#
322 lines
12 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.Serialization;
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using Random = UnityEngine.Random;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public enum EscapeMode
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{
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NONE = -1,
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STRAIGHT,
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ZIGZAG,
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TOWARDS
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}
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public class Boids : MonoBehaviour
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{
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// 군집(떼) 설정
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[Title("군집(떼) 설정")]
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[Tooltip("Boid 프리팹")]
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[SerializeField] private Boid boidPrefab;
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[Range(1, 1000)]
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[Tooltip("생성할 개체 수")]
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[SerializeField] private int boidCount = 5;
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[field: Tooltip("개체의 랜덤 속도 값\nx == Min\ny == Max")]
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[field: SerializeField] public Vector2 RandomSpeedRange { get; private set; } = new(5f, 10f);
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[Range(5, 100)]
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[Tooltip("개체 생성 범위")]
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[SerializeField] private float spawnRange = 10;
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[Tooltip("자동 재생성 기능 여부")]
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[SerializeField] private bool isAutoRespawn = true;
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[Tooltip("자동 재생성하는데 걸리는 시간")]
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[ShowIf("@isAutoRespawn")]
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[SerializeField] private Vector2 randomRespawnTime = new(10f, 20f);
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[field: Range(0, 10)]
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[field: Tooltip("응집력(뭉치기) 가중치")]
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[field: SerializeField] public float CohesionWeight { get; private set; } = 1;
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[field: Range(0, 10)]
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[field: Tooltip("정렬(같은 방향) 가중치")]
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[field: SerializeField] public float AlignmentWeight { get; private set; } = 1;
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[field: Range(0, 10)]
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[field: Tooltip("분리(서로 회피) 가중치")]
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[field: SerializeField] public float SeparationWeight { get; private set; } = 1;
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[field: Range(0, 100)]
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[field: Tooltip("경계 범위 내 행동 가중치")]
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[field: SerializeField] public float BoundsWeight { get; private set; } = 1;
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[field: Range(0, 100)]
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[field: Tooltip("장애물 회피 가중치")]
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[field: SerializeField] public float ObstacleWeight { get; private set; } = 10;
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[field: Range(0, 10)]
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[field: Tooltip("자아(독립행동) 가중치")]
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[field: SerializeField] public float EgoWeight { get; private set; } = 1;
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// 도주 기능 설정
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[Title("도주 기능 설정")]
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[SerializeField] private bool isDrawGizmos = true;
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[Tooltip("타겟 인식 범위")]
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[SerializeField] private float viewRadius = 10f;
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[Tooltip("이동속도")]
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[SerializeField] private float moveSpd = 500f;
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[Tooltip("랜덤 방향으로 도주 여부")]
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[SerializeField] private bool isRandomAngle = true;
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[ShowIf("@isRandomAngle")]
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[Tooltip("도망가는 방향의 랜덤 각도")]
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[SerializeField] private float randomAngle = 180f;
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[Tooltip("타겟을 재검색하는 시간")]
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[SerializeField] private float rescanTime = 0.5f;
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[Tooltip("도망치는 시간")]
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[SerializeField] private float escapeTime = 10f;
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[Tooltip("도망치면서 방향 전환 여부")]
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[SerializeField] private bool isDirectionChange;
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[ShowIf("@isDirectionChange")]
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[Tooltip("도망치면서 방향 전환하는데 걸리는 시간")]
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[SerializeField] private Vector2 randomDirectionChangeInterval = new(0.5f, 3f);
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[Tooltip("도주 방식")]
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[SerializeField] private EscapeMode escapeMode = EscapeMode.STRAIGHT;
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// ZIGZAG
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[Title("ZIGZAG")]
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[ShowIf("@escapeMode == EscapeMode.ZIGZAG")]
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[Tooltip("흔들림의 정도")]
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[SerializeField] private Vector2 randomZigzagAmplitude = new(0.1f, 1f);
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[ShowIf("@escapeMode == EscapeMode.ZIGZAG")]
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[Tooltip("흔들림의 주기")]
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[SerializeField] private Vector2 randomZigzagFrequency = new(0.1f, 1f);
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// Extensions Data
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[Title("Extensions Data")]
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[Tooltip("경계 범위 기능 여부")]
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[SerializeField] private bool showBounds;
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[Tooltip("물 표면 이펙트")]
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[SerializeField] private ParticleSystem waterEffect;
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[Tooltip("물 표면 이펙트 기능 여부")]
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[SerializeField] private bool showWaterEffect = true;
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[Tooltip("물 표면 이펙트 기능 여부")]
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[ShowIf("@showWaterEffect")]
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[SerializeField] private Vector3 waterEffectOffset = new(0, 0.5f, 0);
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// 디버깅
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[Title("디버깅")]
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[SerializeField] private List<Boid> boidList;
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[SerializeField] private Collider[] hitColliders = new Collider[MAX_HIT_NUM];
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[SerializeField] private LayerMask targetLayer;
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[SerializeField] private LayerMask waterLayer;
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public MeshRenderer BoundMeshRenderer { get; private set; }
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private Vector3 spawnPos;
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private Coroutine findTargetCoroutine;
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private Coroutine escapeCoroutine;
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private WaitForSeconds findCoroutineTime;
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private const int MAX_HIT_NUM = 3;
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private void OnValidate()
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{
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if (BoundMeshRenderer)
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{
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BoundMeshRenderer.enabled = showBounds;
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}
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findCoroutineTime = new WaitForSeconds(rescanTime);
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if (showWaterEffect)
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{
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waterEffect.Play();
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}
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else
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{
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waterEffect.Stop();
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}
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}
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private void OnDrawGizmosSelected()
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{
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if (!isDrawGizmos) return;
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, viewRadius);
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}
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private void Start()
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{
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CreateBoids();
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}
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private void FixedUpdate()
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{
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if (!showWaterEffect) return;
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if (Physics.Raycast(BoundMeshRenderer.transform.position, Vector3.up, out var hit,
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float.MaxValue,waterLayer))
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{
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waterEffect.transform.position = hit.point + waterEffectOffset;
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}
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}
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public void CreateBoids()
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{
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boidList = new List<Boid>(boidCount);
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hitColliders = new Collider[MAX_HIT_NUM];
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findCoroutineTime = new WaitForSeconds(rescanTime);
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BoundMeshRenderer = GetComponentInChildren<MeshRenderer>();
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BoundMeshRenderer.enabled = showBounds;
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spawnPos = BoundMeshRenderer.transform.position;
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targetLayer = LayerMask.GetMask("Player");
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waterLayer = LayerMask.GetMask("Water");
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var myTransform = transform;
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for (var i = 0; i < boidCount; i++)
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{
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var randomPos = Random.insideUnitSphere * spawnRange;
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var randomRotation = Quaternion.Euler(0, Random.Range(0, 360f), 0);
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var boid = Instantiate(boidPrefab, myTransform.position + randomPos, randomRotation, myTransform);
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boid.Init(this, Random.Range(RandomSpeedRange.x, RandomSpeedRange.y));
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boidList.Add(boid);
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}
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findTargetCoroutine ??= StartCoroutine(FindTargetCoroutine());
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}
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private IEnumerator FindTargetCoroutine()
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{
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while (true)
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{
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var size = Physics.OverlapSphereNonAlloc(transform.position, viewRadius, hitColliders, targetLayer);
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for (var i = 0; i < size; i++)
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{
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if (hitColliders[i] == null || !hitColliders[i].CompareTag("ShipPlayer")) continue;
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findTargetCoroutine = null;
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escapeCoroutine = StartCoroutine(EscapeCoroutine(hitColliders[i]));
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yield break;
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}
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yield return findCoroutineTime;
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}
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}
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private IEnumerator EscapeCoroutine(Collider targetCollider)
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{
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var currentDirectionChangeInterval = isDirectionChange ?
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Random.Range(randomDirectionChangeInterval.x, randomDirectionChangeInterval.y) : 0;
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var rotatedEscapeDirection = CalculateEscapeDirection(targetCollider.transform.position);
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var currentZigzagFrequency = Random.Range(randomZigzagFrequency.x, randomZigzagFrequency.y);
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var currentZigzagAmplitude = Random.Range(randomZigzagAmplitude.x, randomZigzagAmplitude.y);
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var time = 0f;
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var directionChangeTime = 0f;
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while (time < escapeTime)
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{
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time += Time.deltaTime;
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if (isDirectionChange)
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{
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directionChangeTime += Time.deltaTime;
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if (directionChangeTime >= currentDirectionChangeInterval)
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{
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rotatedEscapeDirection = CalculateEscapeDirection(targetCollider.transform.position);
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directionChangeTime = 0f;
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currentDirectionChangeInterval = Random.Range(randomDirectionChangeInterval.x,randomDirectionChangeInterval.y);
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if (escapeMode == EscapeMode.ZIGZAG)
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{
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currentZigzagFrequency = Random.Range(randomZigzagFrequency.x, randomZigzagFrequency.y);
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currentZigzagAmplitude = Random.Range(randomZigzagAmplitude.x, randomZigzagAmplitude.y);
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}
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}
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}
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var newDirection = escapeMode switch
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{
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EscapeMode.NONE => throw new ArgumentOutOfRangeException(),
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EscapeMode.STRAIGHT => rotatedEscapeDirection,
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EscapeMode.ZIGZAG => rotatedEscapeDirection +
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new Vector3(Mathf.Sin(Time.time * currentZigzagFrequency) * currentZigzagAmplitude,0,
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Mathf.Sin(Time.time * currentZigzagFrequency) * currentZigzagAmplitude),
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EscapeMode.TOWARDS => -rotatedEscapeDirection,
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_ => throw new ArgumentOutOfRangeException()
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};
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BoundMeshRenderer.transform.position += newDirection.normalized * (moveSpd * Time.deltaTime);
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yield return null;
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}
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escapeCoroutine = null;
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while (boidList.Count > 0)
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{
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var currentBoid = boidList[0];
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boidList.RemoveAt(0);
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Destroy(currentBoid.gameObject);
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}
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if (isAutoRespawn)
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{
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BoidsManager.Inst.RespawnBoids(this, Random.Range(randomRespawnTime.x, randomRespawnTime.y), spawnPos);
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}
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gameObject.SetActive(false);
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}
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private Vector3 CalculateEscapeDirection(Vector3 targetPos)
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{
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var escapeDirection = (transform.position - targetPos).normalized;
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escapeDirection.y = 0;
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if (!isRandomAngle) return escapeDirection;
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var randomRotationAngle = Random.Range(-randomAngle * 0.5f, randomAngle * 0.5f);
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var rotation = Quaternion.Euler(0, randomRotationAngle, 0);
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return rotation * escapeDirection;
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}
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public void CatchBoid(int count)
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{
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count = Mathf.Min(count, boidList.Count);
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for (var i = 0; i < count; i++)
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{
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// 물고기 잡히는 이펙트 효과 추가
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var currentBoid = boidList[0];
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DataManager.Inst.PlayerInventory.AddFish(currentBoid.FishInfo.Name, currentBoid.FishInfo.Count);
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boidList.RemoveAt(0);
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Destroy(currentBoid.gameObject);
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}
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if (boidList.Count > 0) return;
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if (isAutoRespawn)
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{
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BoidsManager.Inst.RespawnBoids(this, Random.Range(randomRespawnTime.x, randomRespawnTime.y), spawnPos);
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}
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gameObject.SetActive(false);
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}
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}
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} |