Reviewed-on: #20 Reviewed-by: Sehyeon <sehyeon1837@gmail.com> Reviewed-by: Lim0_C <dladudcks22@gmail.com>
This commit is contained in:
commit
7d51909f0c
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Assets/JAY/Animation/CustomAttack01.anim
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Assets/JAY/Animation/CustomAttack01.anim
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Assets/JAY/Animation/CustomAttack02.anim
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Assets/JAY/Animation/CustomAttack02.anim
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Assets/JAY/Animation/Dying.anim
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Assets/JAY/Animation/Dying.anim
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Assets/JAY/Animation/Victory.anim
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Assets/JAY/Animation/Victory.anim
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Assets/JAY/Animator/BattlePlayerController.controller
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Assets/JAY/Animator/BattlePlayerController.controller
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Assets/JAY/Character Test Scene.unity
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Assets/JAY/Character Test Scene.unity
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Assets/JAY/Prefabs/Player.prefab
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Assets/JAY/Prefabs/Player.prefab
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Assets/JAY/Prefabs/ef_6.prefab
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Assets/JAY/Prefabs/ef_6.prefab
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externalObjects: {}
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externalObjects: {}
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Assets/JAY/Prefabs/ef_9_root.prefab
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Assets/JAY/Prefabs/ef_9_root.prefab
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fileFormatVersion: 2
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fileFormatVersion: 2
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externalObjects: {}
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externalObjects: {}
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@ -18,4 +18,9 @@ public class AnimatorEventRelay : MonoBehaviour
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{
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{
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_playerController?.SetAttackComboFalse();
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_playerController?.SetAttackComboFalse();
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}
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}
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public void PlayAttackEffect()
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{
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_playerController?.PlayAttackEffect();
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}
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}
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}
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52
Assets/JAY/Scripts/Effect/EffectManager.cs
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Assets/JAY/Scripts/Effect/EffectManager.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class EffectManager : Singleton<EffectManager>
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{
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[SerializeField] private GameObject hitEffectPrefab;
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[SerializeField] private GameObject dashEffectPrefab;
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[SerializeField] private GameObject attackEffectPrefab;
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public enum EffectType { Attack, Dash, Hit }
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public void PlayEffect(Vector3 position, EffectType type)
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{
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GameObject prefab = null;
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switch (type)
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{
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case EffectType.Attack: prefab = attackEffectPrefab; break;
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case EffectType.Dash: prefab = dashEffectPrefab; break;
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case EffectType.Hit: prefab = hitEffectPrefab; break;
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}
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if (prefab != null)
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Instantiate(prefab, position, Quaternion.identity);
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}
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public GameObject PlayEffect(Vector3 pos, Quaternion rot, EffectType type)
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{
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GameObject prefab = null;
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switch (type)
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{
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case EffectType.Attack: prefab = attackEffectPrefab; break;
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case EffectType.Dash: prefab = dashEffectPrefab; break;
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case EffectType.Hit: prefab = hitEffectPrefab; break;
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}
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if (prefab != null)
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return Instantiate(prefab, pos, rot);
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return null;
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}
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protected override void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// TODO: 필요하면 씬 전환 시 이펙트 초기화 처리
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}
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}
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11
Assets/JAY/Scripts/Effect/EffectManager.cs.meta
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Assets/JAY/Scripts/Effect/EffectManager.cs.meta
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fileFormatVersion: 2
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guid: 4ef394d3b0fabba46a7f88181c2dc937
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -6,6 +6,8 @@ public class PlayerActionAttack : IPlayerAction {
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private int comboStep = 1;
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private int comboStep = 1;
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private bool comboQueued = false;
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private bool comboQueued = false;
|
||||||
private bool canReceiveCombo = false;
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private bool canReceiveCombo = false;
|
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public int CurrentComboStep => comboStep;
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public bool IsActive { get; private set; }
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public bool IsActive { get; private set; }
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@ -3,14 +3,17 @@
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public class PlayerActionDash : IPlayerAction
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public class PlayerActionDash : IPlayerAction
|
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{
|
{
|
||||||
private PlayerController player;
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private PlayerController player;
|
||||||
private float duration = 0.25f; // 대시 유지 시간
|
private float duration = 0.25f;
|
||||||
private float timer; // 대시 경과 시간
|
private float timer;
|
||||||
private Vector3 direction; // 대시 방향
|
private Vector3 direction;
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||||||
|
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||||||
private float dashSpeedMultiplier = 3f; // 기본 이동 속도의 n배
|
private float dashSpeedMultiplier = 3f;
|
||||||
private float dashSpeed; // 실제 대시 속도(계산한 값)
|
private float dashSpeed;
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||||||
|
|
||||||
public bool IsActive { get; private set; } // 현재 대시 중인지 여부
|
private Vector3 lastEffectPos;
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|
private float effectSpacing = 0.8f;
|
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||||||
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public bool IsActive { get; private set; }
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||||||
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|
||||||
public void StartAction(PlayerController player)
|
public void StartAction(PlayerController player)
|
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{
|
{
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@ -20,18 +23,18 @@ public class PlayerActionDash : IPlayerAction
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|
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||||||
// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
|
// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
|
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direction = player.GetMoveDirectionOrForward().normalized;
|
direction = player.GetMoveDirectionOrForward().normalized;
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||||||
// 대시 속도 = 이동 속도 x 배수
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// 대시 속도 = 이동 속도 x 배수
|
||||||
dashSpeed = player.moveSpeed * dashSpeedMultiplier;
|
dashSpeed = player.moveSpeed * dashSpeedMultiplier;
|
||||||
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|
||||||
// TODO: 필요 시 애니메이션 재생
|
lastEffectPos = player.DashEffectAnchor.position;
|
||||||
// player.PlayerAnimator.SetTrigger("Roll");
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||||||
|
if (EffectManager.Instance == null)
|
||||||
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Debug.LogError("이펙트 매니저 인스턴스가 null입니다!");
|
||||||
}
|
}
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||||||
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|
||||||
public void UpdateAction()
|
public void UpdateAction()
|
||||||
{
|
{
|
||||||
if (!IsActive) return;
|
if (!IsActive) return;
|
||||||
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||||||
DoDash();
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DoDash();
|
||||||
}
|
}
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||||||
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||||||
@ -40,7 +43,17 @@ public class PlayerActionDash : IPlayerAction
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timer += Time.deltaTime;
|
timer += Time.deltaTime;
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||||||
if (timer < duration)
|
if (timer < duration)
|
||||||
{
|
{
|
||||||
player.CharacterController.Move(direction * dashSpeed * Time.deltaTime);
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var moveVector = direction * dashSpeed * Time.deltaTime;
|
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player.CharacterController.Move(moveVector);
|
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||||||
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// 일정 거리 이상 이동 시 이펙트 생성
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||||||
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Vector3 currentEffectAnchorPos = player.DashEffectAnchor.position;
|
||||||
|
float dist = Vector3.Distance(currentEffectAnchorPos, lastEffectPos);
|
||||||
|
if (dist >= effectSpacing)
|
||||||
|
{
|
||||||
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EffectManager.Instance.PlayEffect(currentEffectAnchorPos, EffectManager.EffectType.Dash);
|
||||||
|
lastEffectPos = currentEffectAnchorPos;
|
||||||
|
}
|
||||||
}
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}
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||||||
else
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else
|
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{
|
{
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||||||
@ -51,7 +64,7 @@ public class PlayerActionDash : IPlayerAction
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|||||||
public void EndAction()
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public void EndAction()
|
||||||
{
|
{
|
||||||
IsActive = false;
|
IsActive = false;
|
||||||
player.OnActionEnded(this); // player 에서도 action 초기화
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player.OnActionEnded(this);
|
||||||
player = null;
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player = null;
|
||||||
}
|
}
|
||||||
}
|
}
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@ -16,6 +16,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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|||||||
[SerializeField] private CameraShake cameraShake;
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[SerializeField] private CameraShake cameraShake;
|
||||||
[SerializeField] private GameObject normalModel; // char_body : 일상복
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[SerializeField] private GameObject normalModel; // char_body : 일상복
|
||||||
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
|
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
|
||||||
|
[SerializeField] private Transform dashEffectAnchor; // 대시 이펙트 위치
|
||||||
|
|
||||||
// 내부에서만 사용하는 변수
|
// 내부에서만 사용하는 변수
|
||||||
private PlayerHitEffectController hitEffectController;
|
private PlayerHitEffectController hitEffectController;
|
||||||
@ -46,6 +47,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
public Animator PlayerAnimator { get; private set; }
|
public Animator PlayerAnimator { get; private set; }
|
||||||
public CharacterController CharacterController => _characterController;
|
public CharacterController CharacterController => _characterController;
|
||||||
public bool IsBattle => _isBattle;
|
public bool IsBattle => _isBattle;
|
||||||
|
public Transform DashEffectAnchor => dashEffectAnchor;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
@ -70,6 +72,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
|
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
|
||||||
_isBattle = !isHousingScene;
|
_isBattle = !isHousingScene;
|
||||||
Debug.Log("_isBattle: " + _isBattle);*/
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Debug.Log("_isBattle: " + _isBattle);*/
|
||||||
|
|
||||||
|
SwitchBattleMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@ -303,6 +307,36 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
_weaponController.AttackEnd(); // IsAttacking = false로 변경
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_weaponController.AttackEnd(); // IsAttacking = false로 변경
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void PlayAttackEffect()
|
||||||
|
{
|
||||||
|
if (_attackAction == null) return;
|
||||||
|
|
||||||
|
// 현재 콤보 단계 (1~4)
|
||||||
|
int comboStep = _attackAction.CurrentComboStep;
|
||||||
|
|
||||||
|
// 홀수면 기본 방향 (오→왼), 짝수면 반전 (왼→오)
|
||||||
|
bool isMirror = comboStep % 2 != 0;
|
||||||
|
|
||||||
|
Vector3 basePos = CharacterController.transform.position;
|
||||||
|
Vector3 forward = CharacterController.transform.forward;
|
||||||
|
|
||||||
|
float forwardPos = CurrentState == PlayerState.Move ? 1f : 0.2f;
|
||||||
|
|
||||||
|
// 이펙트 위치: 위로 0.5 + 앞으로 약간
|
||||||
|
Vector3 pos = basePos + Vector3.up * 0.5f + forward * forwardPos;
|
||||||
|
|
||||||
|
Quaternion rot = Quaternion.LookRotation(forward, Vector3.up) * Quaternion.Euler(0, 90, 0);
|
||||||
|
GameObject effect = EffectManager.Instance.PlayEffect(pos, rot, EffectManager.EffectType.Attack);
|
||||||
|
|
||||||
|
// 반전이 필요한 경우, X축 스케일 -1
|
||||||
|
if (isMirror && effect != null)
|
||||||
|
{
|
||||||
|
Vector3 scale = effect.transform.localScale;
|
||||||
|
scale.z *= -1;
|
||||||
|
effect.transform.localScale = scale;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@ public class PlayerStateDead : IPlayerState
|
|||||||
public void Enter(PlayerController playerController)
|
public void Enter(PlayerController playerController)
|
||||||
{
|
{
|
||||||
_playerController = playerController;
|
_playerController = playerController;
|
||||||
// _playerController.PlayerAnimator.SetBool("Dead", true);
|
_playerController.PlayerAnimator.SetBool("Dead", true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
|
|||||||
|
|
||||||
public void Exit()
|
public void Exit()
|
||||||
{
|
{
|
||||||
// _playerController.PlayerAnimator.SetBool("Dead", false);
|
_playerController.PlayerAnimator.SetBool("Dead", false);
|
||||||
_playerController = null;
|
_playerController = null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,9 @@ public class PlayerStateHit : IPlayerState
|
|||||||
// 이펙트 및 카메라 흔들림
|
// 이펙트 및 카메라 흔들림
|
||||||
_playerController.PlayHitEffect();
|
_playerController.PlayHitEffect();
|
||||||
_playerController.ShakeCamera();
|
_playerController.ShakeCamera();
|
||||||
|
|
||||||
|
Vector3 pos = _playerController.CharacterController.transform.position + Vector3.up * 0.5f;
|
||||||
|
EffectManager.Instance.PlayEffect(pos, EffectManager.EffectType.Hit);
|
||||||
|
|
||||||
// 타이머 초기화
|
// 타이머 초기화
|
||||||
timer = 0f;
|
timer = 0f;
|
||||||
|
@ -9,7 +9,7 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
|||||||
[SerializeField] private Transform[] triggerAnchors;
|
[SerializeField] private Transform[] triggerAnchors;
|
||||||
[SerializeField] private float triggerRadius = 0.5f;
|
[SerializeField] private float triggerRadius = 0.5f;
|
||||||
[SerializeField] private LayerMask targetLayerMask;
|
[SerializeField] private LayerMask targetLayerMask;
|
||||||
|
|
||||||
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
||||||
|
|
||||||
private int attackPower = 1;
|
private int attackPower = 1;
|
||||||
|
BIN
Assets/Resources/Player/Weapon/Chopstick.prefab
(Stored with Git LFS)
BIN
Assets/Resources/Player/Weapon/Chopstick.prefab
(Stored with Git LFS)
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fileFormatVersion: 2
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fileFormatVersion: 2
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||||||
guid: b4afa553a80c9cc4e89415325e3408b1
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guid: 7c02cf9f69dd4764484c3eb72afbbe14
|
||||||
folderAsset: yes
|
folderAsset: yes
|
||||||
DefaultImporter:
|
DefaultImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
44
Assets/StoreAssets/25 sprite effects/Animation_seq.cs
Normal file
44
Assets/StoreAssets/25 sprite effects/Animation_seq.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Animation_seq : MonoBehaviour
|
||||||
|
{
|
||||||
|
public float fps = 24.0f;
|
||||||
|
public Texture2D[] frames;
|
||||||
|
|
||||||
|
private int frameIndex = 0;
|
||||||
|
private MeshRenderer rendererMy;
|
||||||
|
private float timer = 0f;
|
||||||
|
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
||||||
|
}
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (frameIndex >= frames.Length) return;
|
||||||
|
|
||||||
|
timer += Time.deltaTime;
|
||||||
|
|
||||||
|
if (timer >= 1f / fps)
|
||||||
|
{
|
||||||
|
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|
||||||
|
|
||||||
|
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|
||||||
|
|
||||||
|
if (frameIndex < frames.Length)
|
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|
{
|
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|
rendererMy.sharedMaterial.SetTexture("_MainTex", frames[frameIndex]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Destroy(transform.root.gameObject); // 최상위 부모 삭제
|
||||||
|
}
|
||||||
|
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|
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|
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|
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guid: 505b85bfbd5319f4697605d3ad05cbd5
|
||||||
|
timeCreated: 1487108031
|
||||||
|
licenseType: Store
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
BIN
Assets/StoreAssets/25 sprite effects/effects/ef_9/ef_9_0000.png
(Stored with Git LFS)
Normal file
BIN
Assets/StoreAssets/25 sprite effects/effects/ef_9/ef_9_0000.png
(Stored with Git LFS)
Normal file
Binary file not shown.
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Reference in New Issue
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