수정 내역 1. 토끼 이미지, 크기 변경 2. 슬라임 이미지(색감), 크기 변경 3. 슬라임 그림자 이미지 변경 4. 슬라임 얼룩자국 이미지(색감) 변경 5. 토끼 슬라임 최대 4단계로 변경 6. 맵 이동 및 재시작 과정에서 전투플레이어 삭제 후 생성하는 로직으로 변경 7. 1단계 슬라임이 점프할 때, 카메라 흔들림 효과 강화 8. 슬라임 시작 또는 분열할 때, 0.5초 무적 기능 추가 버그 수정 내역 1. 일반 슬라임이 본체로 인식되는 버그 수정 2. 간헐적으로 슬라임 얼룩 자국이 남아있는 버그 수정 3. 마지막 보스를 스킬로 잡을 때, 전투플레이어 오류 수정 4. 대쉬 중에 디버프를 받는 버그 수정
134 lines
5.7 KiB
C#
134 lines
5.7 KiB
C#
using Sirenix.OdinInspector;
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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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namespace BlueWaterProject
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{
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public class CombatPlayer : MonoBehaviour
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{
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// Components
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[SerializeField] private Collider col;
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[SerializeField] private Rigidbody rb;
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[SerializeField] private PlayerInput playerInput;
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[SerializeField] private Transform visualLook;
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[SerializeField] private Animator anim;
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[SerializeField] private SpriteRenderer flashWhiteSpriteRenderer;
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[SerializeField] private CombatInput input;
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[SerializeField] private CombatMovement movement;
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[SerializeField] private CombatAnimator animator;
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[SerializeField] private CombatAttacker attacker;
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[SerializeField] private CombatHealth health;
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[SerializeField] private CombatSkillController skillController;
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[SerializeField] private CombatStatus status;
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// Unity events
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private void Awake()
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{
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InitComponent();
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}
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private void Start()
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{
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// Input
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input.OnMoveInputReceived += movement.HandleInputMovement;
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input.OnDashInputReceived += movement.HandleDash;
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input.OnAttackInputReceived += attacker.HandleAttack;
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input.OnActivateMainSkillInputReceived += skillController.HandleMainSkill;
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// Movement
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movement.OnStartDash += skillController.HandleDisableSkill;
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movement.OnStartDash += health.HandleDisableTakeDamage;
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movement.OnStartDash += status.HandleDisableTakeDamage;
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movement.OnEndDash += skillController.HandleEnableSkill;
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movement.OnEndDash += health.HandleEnableTakeDamage;
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movement.OnEndDash += status.HandleEnableTakeDamage;
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// Attacker
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attacker.OnAttackInDashing += movement.HandleAttackInDash;
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attacker.OnStartAttack += movement.HandleDisableMove;
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attacker.OnStartAttack += skillController.HandleDisableSkill;
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attacker.OnEndAttack += movement.HandleEnableMove;
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attacker.OnEndAttack += skillController.HandleEnableSkill;
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// SkillController
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skillController.OnStartSkill += movement.HandleDisableMoveAndDash;
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skillController.OnStartSkill += attacker.HandleDisableAttack;
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skillController.OnStartSkill += health.HandleDisableTakeDamage;
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skillController.OnEndSkill += movement.HandleEnableMoveAndDash;
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skillController.OnEndSkill += attacker.HandleEnableAttack;
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skillController.OnEndSkill += health.HandleEnableTakeDamage;
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}
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private void OnDestroy()
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{
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// Input
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input.OnMoveInputReceived -= movement.HandleInputMovement;
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input.OnDashInputReceived -= movement.HandleDash;
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input.OnAttackInputReceived -= attacker.HandleAttack;
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input.OnActivateMainSkillInputReceived -= skillController.HandleMainSkill;
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// Movement
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movement.OnStartDash -= skillController.HandleDisableSkill;
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movement.OnStartDash -= health.HandleDisableTakeDamage;
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movement.OnStartDash -= status.HandleDisableTakeDamage;
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movement.OnEndDash -= skillController.HandleEnableSkill;
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movement.OnEndDash -= health.HandleEnableTakeDamage;
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movement.OnEndDash -= status.HandleEnableTakeDamage;
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// Attacker
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attacker.OnAttackInDashing -= movement.HandleAttackInDash;
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attacker.OnStartAttack -= movement.HandleDisableMove;
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attacker.OnStartAttack -= skillController.HandleDisableSkill;
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attacker.OnEndAttack -= movement.HandleEnableMove;
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attacker.OnEndAttack -= skillController.HandleEnableSkill;
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// SkillController
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skillController.OnStartSkill -= movement.HandleDisableMoveAndDash;
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skillController.OnStartSkill -= attacker.HandleEnableAttack;
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skillController.OnStartSkill -= health.HandleDisableTakeDamage;
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skillController.OnEndSkill -= movement.HandleEnableMoveAndDash;
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skillController.OnEndSkill -= attacker.HandleDisableAttack;
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skillController.OnEndSkill -= health.HandleEnableTakeDamage;
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}
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// Init
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[Button("셋팅 초기화")]
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private void InitComponent()
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{
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col = GetComponent<Collider>();
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rb = GetComponent<Rigidbody>();
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playerInput = GetComponent<PlayerInput>();
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visualLook = transform.Find("VisualLook");
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anim = visualLook.GetComponent<Animator>();
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flashWhiteSpriteRenderer = visualLook.GetComponent<SpriteRenderer>();
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input = GetComponent<CombatInput>();
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movement = GetComponent<CombatMovement>();
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animator = GetComponent<CombatAnimator>();
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attacker = GetComponent<CombatAttacker>();
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health = GetComponent<CombatHealth>();
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skillController = GetComponent<CombatSkillController>();
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status = GetComponent<CombatStatus>();
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input.InitComponent(playerInput);
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movement.InitComponent(rb, visualLook);
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animator.InitComponent(anim);
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attacker.InitComponent(rb);
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health.InitComponent(flashWhiteSpriteRenderer);
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skillController.InitComponent(col, rb, visualLook, anim);
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status.InitComponent(flashWhiteSpriteRenderer);
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GameManager.Inst.CurrentCombatPlayer = this;
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}
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}
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} |