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b0ca516778
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@ -5,6 +5,7 @@ using System.Runtime.CompilerServices;
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using UnityEditor.TextCore.Text;
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using UnityEditor.TextCore.Text;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
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public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
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@ -17,6 +18,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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[SerializeField] private GameObject normalModel; // char_body : 일상복
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[SerializeField] private GameObject normalModel; // char_body : 일상복
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[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
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[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
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[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
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[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
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[SerializeField] private Image dashCooldownFillImage; //대시 쿨다운 이미지
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// 내부에서만 사용하는 변수
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// 내부에서만 사용하는 변수
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private PlayerHitEffectController hitEffectController;
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private PlayerHitEffectController hitEffectController;
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@ -105,7 +107,17 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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//대시 쿨타임 진행
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//대시 쿨타임 진행
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if (dashCooldownTimer > 0f)
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if (dashCooldownTimer > 0f)
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{
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dashCooldownTimer -= Time.deltaTime;
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dashCooldownTimer -= Time.deltaTime;
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if(dashCooldownFillImage != null)
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dashCooldownFillImage.fillAmount = DashCooldownRatio;
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}
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else
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{
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if(dashCooldownFillImage != null)
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dashCooldownFillImage.fillAmount = 0f;
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}
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// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
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// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
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if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
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if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
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BIN
Assets/KSH/ReDungeon.unity
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Assets/KSH/ReDungeon.unity
(Stored with Git LFS)
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Assets/Prefabs/ReDungeon/Canvas.prefab
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Assets/Prefabs/ReDungeon/Canvas.prefab
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