
+ Input System 로직 변경 및 Actions 추가 ㄴ 컴포넌트 내의 Behavior : SendMessage -> Invoke Unity Events ㄴ OnEnable, OnDisable에서 이벤트 연결 방식 + 마우스 왼쪽 키, K 기본 공격 + 마우스 Space 키 구르기(무적) + 구르기 중 Trail 파티클로 임시 표현 + 공격 시 Trail Particles로 임시 범위 표시
114 lines
3.6 KiB
C#
114 lines
3.6 KiB
C#
using System;
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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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[RequireComponent(typeof(PlayerInput))]
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public class Player : BaseCharacter, IDamageable, IView
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{
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protected PlayerInput playerInput;
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protected Vector2 movementInput;
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protected override void Awake()
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{
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base.Awake();
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playerInput = GetComponent<PlayerInput>();
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}
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protected override void OnEnable()
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{
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base.OnEnable();
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playerInput.actions.Enable();
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playerInput.actions.FindAction("Move").performed += OnMove;
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playerInput.actions.FindAction("Move").canceled += OnMove;
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}
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protected override void OnDisable()
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{
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base.OnDisable();
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playerInput.actions.Disable();
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playerInput.actions.FindAction("Move").performed -= OnMove;
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playerInput.actions.FindAction("Move").canceled -= OnMove;
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}
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public virtual void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
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{
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throw new System.NotImplementedException();
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}
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public virtual void Die()
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{
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throw new NotImplementedException();
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}
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public virtual void OnMove(InputAction.CallbackContext context) // WASD
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{
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movementInput = context.ReadValue<Vector2>();
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}
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#region Interfaces
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// IView
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[field: Title("IView")]
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[field: SerializeField] public float ViewRadius { get; set; } = 15f;
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[field: SerializeField] public float AtkRange { get; set; } = 1.5f;
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[field: SerializeField] public Collider[] Targets { get; set; } = new Collider[MAX_COLLIDERS];
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[field: SerializeField] public Collider Target { get; set; }
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[field: SerializeField] public LayerMask TargetLayer { get; set; }
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protected const int MAX_COLLIDERS = 30;
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public virtual void FindNearestTargetInRange(Vector3 centerPos, bool targetIsTrigger = true)
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{
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Array.Clear(Targets, 0, MAX_COLLIDERS);
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var numResults = Physics.OverlapSphereNonAlloc(centerPos, ViewRadius, Targets, TargetLayer,
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targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
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if (numResults <= 0)
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{
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SetTarget(null);
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return;
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}
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var nearestDistance = ViewRadius * ViewRadius;
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Collider nearestTargetCollider = null;
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for (var i = 0; i < numResults; i++)
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{
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var distanceSqrToTarget = (centerPos - Targets[i].bounds.center).sqrMagnitude;
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if (distanceSqrToTarget >= nearestDistance) continue;
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nearestDistance = distanceSqrToTarget;
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nearestTargetCollider = Targets[i];
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}
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SetTarget(nearestTargetCollider);
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}
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public virtual void SetTarget(Collider value)
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{
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Target = value;
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}
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public virtual bool IsTargetWithinRange(Vector3 centerPos, float range)
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{
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var inRange = Vector3.Distance(centerPos, Target.bounds.center) <= range;
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return inRange;
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}
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public virtual void MoveTarget(Vector3 targetPos, float speed, float stopDistance = Single.MaxValue)
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{
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throw new NotImplementedException();
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}
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#endregion
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}
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} |