DEG-21 [Feat] 데미지 처리 및 Lighting Bake 추가
This commit is contained in:
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fc59d0c260
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528a936e97
@ -96,6 +96,17 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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if (!_hitColliders.Contains(hit.collider))
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if (!_hitColliders.Contains(hit.collider))
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{
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{
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_hitColliders.Add(hit.collider);
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_hitColliders.Add(hit.collider);
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Debug.Log("hit.collider.name: " + hit.collider.name);
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if (hit.collider.gameObject.CompareTag("Enemy"))
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{
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var enemyController = hit.transform.GetComponent<EnemyController>();
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if (enemyController != null)
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{
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enemyController.TakeDamage(10f);
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}
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}
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Notify(hit.collider.gameObject);
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Notify(hit.collider.gameObject);
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}
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}
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}
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}
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@ -19,7 +19,7 @@ public class DungeonLogic : MonoBehaviour
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{
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{
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// tag를 통해 할당 / 추후 플레이어와 에너미 태그 추가 필요
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// tag를 통해 할당 / 추후 플레이어와 에너미 태그 추가 필요
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_player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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_player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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// _enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyController>();
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_enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyController>();
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// 죽음 이벤트 구독
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// 죽음 이벤트 구독
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if (_player != null)
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if (_player != null)
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@ -58,6 +58,7 @@ public class DungeonLogic : MonoBehaviour
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{
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{
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if (!isCompleted && !isFailed)
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if (!isCompleted && !isFailed)
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{
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{
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Debug.Log("던전 공략 성공~!");
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isCompleted = true;
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isCompleted = true;
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OnDungeonSuccess?.Invoke();
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OnDungeonSuccess?.Invoke();
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@ -71,14 +72,23 @@ public class DungeonLogic : MonoBehaviour
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{
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{
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if (!isCompleted && !isFailed)
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if (!isCompleted && !isFailed)
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{
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{
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Debug.Log("던전 공략 실패~!");
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isFailed = true;
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isFailed = true;
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OnDungeonFailure?.Invoke();
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OnDungeonFailure?.Invoke();
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// 실패 UI 표시 ?
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// 죽음 애니메이션 + 실패 UI 표시 ?
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GameManager.Instance.ChangeToHomeScene();
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// GameManager.Instance.ChangeToHomeScene();
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StartCoroutine(DelayedSceneChange()); // 테스트를 위해 3초 대기 후 전환
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}
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}
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}
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}
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private IEnumerator DelayedSceneChange()
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{
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yield return new WaitForSeconds(3f);
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GameManager.Instance.ChangeToHomeScene();
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}
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// 게임 오브젝트 제거 시 이벤트 구독 해제
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// 게임 오브젝트 제거 시 이벤트 구독 해제
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private void OnDestroy()
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private void OnDestroy()
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{
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{
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BIN
Assets/Scenes/Housing/ReflectionProbe-0.exr
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Binary file not shown.
127
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Normal file
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@ -0,0 +1,127 @@
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@ -86,6 +86,12 @@ public abstract class AoeControllerBase : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
|
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
|
||||||
// TODO: 실제 데미지 처리 로직 호출
|
// TODO: 실제 데미지 처리 로직 호출
|
||||||
|
// 임시 데이미 처리 로직
|
||||||
|
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
|
||||||
|
if (playerController != null)
|
||||||
|
{
|
||||||
|
playerController.TakeDamage(_data.damage);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -20,6 +20,12 @@ public class HorizontalAoeController : AoeControllerBase
|
|||||||
Debug.Log($"{hit.name}이(가) 횡적 슬래시 데미지 범위에 있습니다.");
|
Debug.Log($"{hit.name}이(가) 횡적 슬래시 데미지 범위에 있습니다.");
|
||||||
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
|
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
|
||||||
// TODO: 실제 데미지 처리 로직 호출
|
// TODO: 실제 데미지 처리 로직 호출
|
||||||
|
// 임시 데이미 처리 로직
|
||||||
|
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
|
||||||
|
if (playerController != null)
|
||||||
|
{
|
||||||
|
playerController.TakeDamage(_data.damage);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -36,6 +36,12 @@ public class VerticalAoeController : AoeControllerBase
|
|||||||
if (!hit.CompareTag("Player")) continue;
|
if (!hit.CompareTag("Player")) continue;
|
||||||
Debug.Log($"{hit.name} 사각형 범위에 있어 데미지 적용");
|
Debug.Log($"{hit.name} 사각형 범위에 있어 데미지 적용");
|
||||||
// TODO: 데미지 로직
|
// TODO: 데미지 로직
|
||||||
|
// 임시 데이미 처리 로직
|
||||||
|
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
|
||||||
|
if (playerController != null)
|
||||||
|
{
|
||||||
|
playerController.TakeDamage(_data.damage);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -88,7 +88,7 @@ public abstract class EnemyController : CharacterBase
|
|||||||
{
|
{
|
||||||
base.Die();
|
base.Die();
|
||||||
// TODO : 사망 후 동작
|
// TODO : 사망 후 동작
|
||||||
|
SetState(EnemyState.Dead);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region 적 탐지
|
#region 적 탐지
|
||||||
|
@ -8,4 +8,7 @@ EditorBuildSettings:
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- enabled: 1
|
- enabled: 1
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path: Assets/Scenes/Main.unity
|
path: Assets/Scenes/Main.unity
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guid: 99c9720ab356a0642a771bea13969a05
|
guid: 99c9720ab356a0642a771bea13969a05
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|
- enabled: 1
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|
path: Assets/Scenes/Housing.unity
|
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|
guid: 02daaec42d605494180038d387d4a776
|
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m_configObjects: {}
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|
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|
Loading…
x
Reference in New Issue
Block a user