DEG-165 [Fix] 이전 브랜치 병합 요소 적용
This commit is contained in:
parent
77c798f9ad
commit
4a1404e212
@ -35,7 +35,7 @@ public class PlayerActionAttack : IPlayerAction {
|
|||||||
comboQueued = true;
|
comboQueued = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (comboTimer >= comboDuration) {
|
if (comboTimer >= comboDuration-player.attackSpeedLevel) {
|
||||||
ProceedComboOrEnd();
|
ProceedComboOrEnd();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -30,6 +30,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
private IPlayerAction _currentAction;
|
private IPlayerAction _currentAction;
|
||||||
public IPlayerAction CurrentAction => _currentAction;
|
public IPlayerAction CurrentAction => _currentAction;
|
||||||
|
|
||||||
|
// 강화 관련
|
||||||
|
private float attackPowerLevel;
|
||||||
|
private float moveSpeedLevel;
|
||||||
|
private float dashCoolLevel;
|
||||||
|
public float attackSpeedLevel;
|
||||||
|
|
||||||
// 상태 관련
|
// 상태 관련
|
||||||
private PlayerStateIdle _playerStateIdle;
|
private PlayerStateIdle _playerStateIdle;
|
||||||
private PlayerStateMove _playerStateMove;
|
private PlayerStateMove _playerStateMove;
|
||||||
@ -37,6 +43,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
private PlayerStateHit _playerStateHit;
|
private PlayerStateHit _playerStateHit;
|
||||||
private PlayerStateDead _playerStateDead;
|
private PlayerStateDead _playerStateDead;
|
||||||
|
|
||||||
|
//대시 쿨타임 관련
|
||||||
|
[SerializeField] private float dashCooldownDuration = 1.5f;
|
||||||
|
private float dashCooldownTimer = 0f;
|
||||||
|
public bool IsDashOnCooldown => dashCooldownTimer > 0f;
|
||||||
|
public float DashCooldownRatio => dashCooldownTimer / dashCooldownDuration;
|
||||||
|
|
||||||
// 행동 관련
|
// 행동 관련
|
||||||
private PlayerActionAttack _attackAction;
|
private PlayerActionAttack _attackAction;
|
||||||
private PlayerActionDash _actionDash;
|
private PlayerActionDash _actionDash;
|
||||||
@ -72,6 +84,20 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
|
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
|
||||||
|
|
||||||
PlayerInit();
|
PlayerInit();
|
||||||
|
|
||||||
|
//강화 수치 적용
|
||||||
|
//attackPowerLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackPower) / 2;
|
||||||
|
attackPowerLevel = 1.1f;
|
||||||
|
//moveSpeedLevel = 1 + (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.MoveSpeed) / 2;
|
||||||
|
moveSpeedLevel = 1.1f;
|
||||||
|
//dashCoolLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.DashCoolDown)/5;
|
||||||
|
dashCoolLevel = 0.2f;
|
||||||
|
//attackSpeedLevel = (float)UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.AttackSpeed)/10;
|
||||||
|
attackSpeedLevel = 0.1f;
|
||||||
|
|
||||||
|
attackPower *= attackPowerLevel;
|
||||||
|
moveSpeed *= moveSpeedLevel;
|
||||||
|
dashCooldownDuration -= dashCoolLevel;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@ -81,6 +107,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
_playerStates[CurrentState].Update();
|
_playerStates[CurrentState].Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//대시 쿨타임 진행
|
||||||
|
if (dashCooldownTimer > 0f)
|
||||||
|
dashCooldownTimer -= Time.deltaTime;
|
||||||
|
|
||||||
// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
|
// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
|
||||||
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
|
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
|
||||||
return;
|
return;
|
||||||
@ -223,6 +253,13 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
{
|
{
|
||||||
if (!_isBattle) return;
|
if (!_isBattle) return;
|
||||||
|
|
||||||
|
// 쿨타임 중이면 무시
|
||||||
|
if (IsDashOnCooldown)
|
||||||
|
{
|
||||||
|
Debug.Log("대시 쿨타임 중");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
_currentAction = _attackAction;
|
_currentAction = _attackAction;
|
||||||
_currentAction.StartAction(this);
|
_currentAction.StartAction(this);
|
||||||
}
|
}
|
||||||
@ -244,6 +281,9 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
|
|
||||||
_currentAction = _actionDash;
|
_currentAction = _actionDash;
|
||||||
_actionDash.StartAction(this);
|
_actionDash.StartAction(this);
|
||||||
|
|
||||||
|
// 쿨타임 시작
|
||||||
|
dashCooldownTimer = dashCooldownDuration;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnActionEnded(IPlayerAction action)
|
public void OnActionEnded(IPlayerAction action)
|
||||||
|
BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
BIN
Assets/KJM/KJM.unity
(Stored with Git LFS)
Binary file not shown.
@ -38,13 +38,13 @@ public class TestScript : MonoBehaviour,ISaveable
|
|||||||
// attackSpeedLevel = intValue;
|
// attackSpeedLevel = intValue;
|
||||||
// heartLevel = intValue;
|
// heartLevel = intValue;
|
||||||
// moveSpeedLevel = intValue;
|
// moveSpeedLevel = intValue;
|
||||||
stageLevel = intValue;
|
//stageLevel = intValue;
|
||||||
|
|
||||||
|
|
||||||
time = floatValue;
|
// time = floatValue;
|
||||||
currentDay = intValue;
|
// currentDay = intValue;
|
||||||
health = floatValue;
|
// health = floatValue;
|
||||||
reputation = floatValue;
|
// reputation = floatValue;
|
||||||
mealCount = intValue;
|
mealCount = intValue;
|
||||||
houseworkCount = intValue;
|
houseworkCount = intValue;
|
||||||
|
|
||||||
@ -64,15 +64,15 @@ public class TestScript : MonoBehaviour,ISaveable
|
|||||||
// heartLevel = save.dungeonSave.heartLevel;
|
// heartLevel = save.dungeonSave.heartLevel;
|
||||||
// moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
|
// moveSpeedLevel = save.dungeonSave.moveSpeedLevel;
|
||||||
// dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
|
// dashCoolDownLevel = save.dungeonSave.dashCoolDownLevel;
|
||||||
stageLevel = save.dungeonSave.stageLevel;
|
//stageLevel = save.dungeonSave.stageLevel;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (save?.homeSave != null)
|
if (save?.homeSave != null)
|
||||||
{
|
{
|
||||||
time = save.homeSave.time;
|
// time = save.homeSave.time;
|
||||||
currentDay = save.homeSave.currentDay;
|
// currentDay = save.homeSave.currentDay;
|
||||||
health = save.homeSave.health;
|
// health = save.homeSave.health;
|
||||||
reputation = save.homeSave.reputation;
|
// reputation = save.homeSave.reputation;
|
||||||
mealCount = save.homeSave.mealCount;
|
mealCount = save.homeSave.mealCount;
|
||||||
houseworkCount = save.homeSave.houseworkCount;
|
houseworkCount = save.homeSave.houseworkCount;
|
||||||
|
|
||||||
@ -95,16 +95,16 @@ public class TestScript : MonoBehaviour,ISaveable
|
|||||||
// heartLevel = this.heartLevel,
|
// heartLevel = this.heartLevel,
|
||||||
// moveSpeedLevel = this.moveSpeedLevel,
|
// moveSpeedLevel = this.moveSpeedLevel,
|
||||||
// dashCoolDownLevel = this.dashCoolDownLevel,
|
// dashCoolDownLevel = this.dashCoolDownLevel,
|
||||||
stageLevel = this.stageLevel,
|
//stageLevel = this.stageLevel,
|
||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
homeSave = new HomeSave
|
homeSave = new HomeSave
|
||||||
{
|
{
|
||||||
time = this.time,
|
// time = this.time,
|
||||||
currentDay = this.currentDay,
|
// currentDay = this.currentDay,
|
||||||
health = this.health,
|
// health = this.health,
|
||||||
reputation = this.reputation,
|
// reputation = this.reputation,
|
||||||
mealCount = this.mealCount,
|
mealCount = this.mealCount,
|
||||||
houseworkCount = this.houseworkCount
|
houseworkCount = this.houseworkCount
|
||||||
}
|
}
|
||||||
|
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/SaveManager.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/SaveManager.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 322b2c3b468b7714ea61240f9ca7952b
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeManager.prefab
(Stored with Git LFS)
Normal file
BIN
Assets/KJM/KJM_Test/Upgrade/Prefabs/UpgradeManager.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 903a43d31237e6d4cb31a9ad566f4481
|
||||||
|
PrefabImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
@ -18,7 +18,6 @@ public enum StatType
|
|||||||
|
|
||||||
public class UpgradeManager : Singleton<UpgradeManager>
|
public class UpgradeManager : Singleton<UpgradeManager>
|
||||||
{
|
{
|
||||||
//캔버스 프리팹 사용..?
|
|
||||||
Canvas canvas;
|
Canvas canvas;
|
||||||
|
|
||||||
public GameObject backgroundPanel;
|
public GameObject backgroundPanel;
|
||||||
@ -157,6 +156,18 @@ public class UpgradeManager : Singleton<UpgradeManager>
|
|||||||
|
|
||||||
//배경 패널 비활성화
|
//배경 패널 비활성화
|
||||||
StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0.7f,0f,0.2f));
|
StartCoroutine(CoFade(backgroundRectTransform.gameObject, 0.7f,0f,0.2f));
|
||||||
|
|
||||||
|
if (SceneManager.GetActiveScene().name == "ReDungeon")
|
||||||
|
{
|
||||||
|
StartCoroutine(DelayedSceneChange()); // n초 대기 후 전환
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//씬 전환 대기 코루틴
|
||||||
|
private IEnumerator DelayedSceneChange()
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(2f);
|
||||||
|
GameManager.Instance.ChangeToHomeScene();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -232,7 +243,8 @@ public class UpgradeManager : Singleton<UpgradeManager>
|
|||||||
|
|
||||||
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||||
{
|
{
|
||||||
|
if(canvas == null)
|
||||||
|
canvas = FindObjectOfType<Canvas>();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -114,8 +114,6 @@ public class DungeonLogic : MonoBehaviour
|
|||||||
|
|
||||||
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
|
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
|
||||||
GameManager.Instance.PanelManager.GetPanel("ClearPanelBG");
|
GameManager.Instance.PanelManager.GetPanel("ClearPanelBG");
|
||||||
|
|
||||||
StartCoroutine(DelayedSceneChange()); // 5초 대기 후 전환
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -9,6 +9,25 @@ public class DungeonPanelController : MonoBehaviour
|
|||||||
[SerializeField] private Slider _bossHealthBar; // 0~1 value
|
[SerializeField] private Slider _bossHealthBar; // 0~1 value
|
||||||
[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
|
[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
|
||||||
private int _countHealth = 0;
|
private int _countHealth = 0;
|
||||||
|
private int visibleHeartCount = 3; // 강화 레벨로 설정됨
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
//int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
|
||||||
|
int level = 2;
|
||||||
|
|
||||||
|
visibleHeartCount = 3 + (level - 1); // level 1=3개, 2=4개, 3=5개
|
||||||
|
|
||||||
|
for (int i = 0; i < _playerHealthImages.Length; i++)
|
||||||
|
{
|
||||||
|
var color = _playerHealthImages[i].color;
|
||||||
|
color.a = (i < visibleHeartCount) ? 1f : 0f;
|
||||||
|
color = (i < visibleHeartCount) ? Color.white : new Color(1,1,1,0);
|
||||||
|
_playerHealthImages[i].color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
_countHealth = 0;
|
||||||
|
}
|
||||||
|
|
||||||
public void SetBossHealthBar(float hp) // hp: 0~300
|
public void SetBossHealthBar(float hp) // hp: 0~300
|
||||||
{
|
{
|
||||||
@ -21,11 +40,11 @@ public class DungeonPanelController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
StartCoroutine(WaitForOneSecond());
|
StartCoroutine(WaitForOneSecond());
|
||||||
// out of index error 방지
|
// out of index error 방지
|
||||||
if (_countHealth > _playerHealthImages.Length - 1) return false;
|
if (_countHealth >= visibleHeartCount) return false;
|
||||||
|
|
||||||
_playerHealthImages[_countHealth].color = Color.black;
|
_playerHealthImages[_countHealth].color = Color.black;
|
||||||
_countHealth++;
|
_countHealth++;
|
||||||
return _countHealth <= _playerHealthImages.Length - 1;
|
return _countHealth < visibleHeartCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator WaitForOneSecond()
|
IEnumerator WaitForOneSecond()
|
||||||
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
public class PlayerStats : MonoBehaviour
|
public class PlayerStats : MonoBehaviour,ISaveable
|
||||||
{
|
{
|
||||||
public class StatsChangeData // 변경된 스탯 데이터
|
public class StatsChangeData // 변경된 스탯 데이터
|
||||||
{
|
{
|
||||||
@ -385,4 +385,31 @@ public class PlayerStats : MonoBehaviour
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
public void ApplySaveData(Save save)
|
||||||
|
{
|
||||||
|
if (save?.homeSave != null)
|
||||||
|
{
|
||||||
|
TimeStat = save.homeSave.time;
|
||||||
|
HealthStat = save.homeSave.health;
|
||||||
|
ReputationStat = save.homeSave.reputation;
|
||||||
|
//mealCount = save.homeSave.mealCount;
|
||||||
|
//houseworkCount = save.homeSave.houseworkCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Save ExtractSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
homeSave = new HomeSave
|
||||||
|
{
|
||||||
|
time = this.TimeStat,
|
||||||
|
health = this.HealthStat,
|
||||||
|
reputation = this.ReputationStat,
|
||||||
|
//mealCount = this.mealCount,
|
||||||
|
//houseworkCount = this.houseworkCount
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -61,5 +61,6 @@ public class ClearPanelController : PanelController, IPointerClickHandler
|
|||||||
{
|
{
|
||||||
onCompleted?.Invoke();
|
onCompleted?.Invoke();
|
||||||
Hide();
|
Hide();
|
||||||
|
UpgradeManager.Instance.StartUpgrade();
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -4,7 +4,7 @@ using System.Collections.Generic;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public partial class GameManager : Singleton<GameManager>
|
public partial class GameManager : Singleton<GameManager>,ISaveable
|
||||||
{
|
{
|
||||||
// 게임 진행 상태
|
// 게임 진행 상태
|
||||||
private int currentDay = 1; // 날짜
|
private int currentDay = 1; // 날짜
|
||||||
@ -109,4 +109,33 @@ public partial class GameManager : Singleton<GameManager>
|
|||||||
{
|
{
|
||||||
// TODO: 게임 종료 시 로직 추가
|
// TODO: 게임 종료 시 로직 추가
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void ApplySaveData(Save save)
|
||||||
|
{
|
||||||
|
if (save?.dungeonSave != null)
|
||||||
|
{
|
||||||
|
stageLevel = save.dungeonSave.stageLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (save?.homeSave != null)
|
||||||
|
{
|
||||||
|
currentDay = save.homeSave.currentDay;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Save ExtractSaveData()
|
||||||
|
{
|
||||||
|
return new Save
|
||||||
|
{
|
||||||
|
dungeonSave = new DungeonSave()
|
||||||
|
{
|
||||||
|
stageLevel = this.stageLevel,
|
||||||
|
},
|
||||||
|
|
||||||
|
homeSave = new HomeSave
|
||||||
|
{
|
||||||
|
currentDay = this.currentDay,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user