DEG-18 [Update] 움직일 때 공격 추가 : 공격을 상태가 아닌 행동으로 처리
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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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public class PlayerAnimatorStateAttack : StateMachineBehaviour
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{
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// OnStateEnter is called before OnStateEnter is called on any state inside this state machine
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//override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
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//{
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|
//
|
||||||
|
//}
|
||||||
|
|
||||||
|
// OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine
|
||||||
|
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||||
|
//{
|
||||||
|
//
|
||||||
|
//}
|
||||||
|
|
||||||
|
// OnStateExit is called before OnStateExit is called on any state inside this state machine
|
||||||
|
// override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||||
|
// {
|
||||||
|
// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// OnStateMove is called before OnStateMove is called on any state inside this state machine
|
||||||
|
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||||
|
//{
|
||||||
|
//
|
||||||
|
//}
|
||||||
|
|
||||||
|
// OnStateIK is called before OnStateIK is called on any state inside this state machine
|
||||||
|
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
|
||||||
|
//{
|
||||||
|
//
|
||||||
|
//}
|
||||||
|
|
||||||
|
// OnStateMachineEnter is called when entering a state machine via its Entry Node
|
||||||
|
//override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash)
|
||||||
|
//{
|
||||||
|
//
|
||||||
|
//}
|
||||||
|
|
||||||
|
// OnStateMachineExit is called when exiting a state machine via its Exit Node
|
||||||
|
// override public void OnStateMachineExit(Animator animator, int stateMachinePathHash)
|
||||||
|
// {
|
||||||
|
// Debug.Log("스테이트머신 콤보끝?");
|
||||||
|
// animator.gameObject.GetComponent<PlayerController>().SetState(PlayerState.Idle);
|
||||||
|
// }
|
||||||
|
}
|
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 088c7e98d4f31fb418eab3d8a8a48e57
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
3
Assets/JAY/Scripts/IPlayerAction.meta
Normal file
3
Assets/JAY/Scripts/IPlayerAction.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0d821074393d4e97aa21ac0fb2cb40d9
|
||||||
|
timeCreated: 1745375836
|
6
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs
Normal file
6
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
public interface IPlayerAction {
|
||||||
|
void StartAction(PlayerController player);
|
||||||
|
void UpdateAction();
|
||||||
|
void EndAction();
|
||||||
|
bool IsActive { get; }
|
||||||
|
}
|
3
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs.meta
Normal file
3
Assets/JAY/Scripts/IPlayerAction/IPlayerAction.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d66c33c9a4ef493f9522d78f41b3778f
|
||||||
|
timeCreated: 1745375851
|
58
Assets/JAY/Scripts/IPlayerAction/PlayerActionAttack.cs
Normal file
58
Assets/JAY/Scripts/IPlayerAction/PlayerActionAttack.cs
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class PlayerActionAttack : IPlayerAction {
|
||||||
|
private PlayerController player;
|
||||||
|
private int comboStep = 1;
|
||||||
|
private bool comboQueued = false;
|
||||||
|
private bool canReceiveCombo = false;
|
||||||
|
|
||||||
|
public bool IsActive { get; private set; }
|
||||||
|
|
||||||
|
public void StartAction(PlayerController player) {
|
||||||
|
this.player = player;
|
||||||
|
IsActive = true;
|
||||||
|
comboStep = 1;
|
||||||
|
comboQueued = false;
|
||||||
|
PlayComboAnimation(comboStep);
|
||||||
|
player.PlayerAnimator.SetBool("Attack", true);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateAction() {
|
||||||
|
if (Input.GetKeyDown(KeyCode.X) && canReceiveCombo) {
|
||||||
|
comboQueued = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EndAction() {
|
||||||
|
player.PlayerAnimator.SetBool("Attack", false);
|
||||||
|
IsActive = false;
|
||||||
|
player = null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void EnableCombo() {
|
||||||
|
canReceiveCombo = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void DisableCombo() {
|
||||||
|
canReceiveCombo = false;
|
||||||
|
|
||||||
|
if (comboQueued && comboStep < 4) {
|
||||||
|
comboStep++;
|
||||||
|
PlayComboAnimation(comboStep);
|
||||||
|
comboQueued = false;
|
||||||
|
} else {
|
||||||
|
EndAction(); // 행동 종료
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PlayComboAnimation(int step) {
|
||||||
|
player.PlayerAnimator.SetInteger("ComboStep", step);
|
||||||
|
|
||||||
|
// 무기에 콤보 단계 전달
|
||||||
|
var weapon = player.GetComponentInChildren<WeaponController>();
|
||||||
|
if (weapon != null)
|
||||||
|
{
|
||||||
|
weapon.SetComboStep(step);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0513c92d4bea436fb9be539a2f3ad0e3
|
||||||
|
timeCreated: 1745375880
|
@ -1,28 +1,32 @@
|
|||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public enum PlayerState { None, Idle, Move, Attack, Hit, Dead }
|
public enum PlayerState { None, Idle, Move, Hit, Dead }
|
||||||
|
|
||||||
public class PlayerController : CharacterBase
|
public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||||
{
|
{
|
||||||
// 외부 접근 가능 변수
|
// 외부 접근 가능 변수
|
||||||
[Header("Movement")]
|
|
||||||
[SerializeField] private float rotationSpeed = 10f;
|
|
||||||
|
|
||||||
[Header("Attach Points")]
|
[Header("Attach Points")]
|
||||||
[SerializeField] private Transform rightHandTransform;
|
[SerializeField] private Transform rightHandTransform;
|
||||||
[SerializeField] private Transform headTransform;
|
|
||||||
|
|
||||||
|
|
||||||
// 내부에서만 사용하는 변수
|
// 내부에서만 사용하는 변수
|
||||||
private CharacterController _characterController;
|
private CharacterController _characterController;
|
||||||
private bool _isBattle;
|
private bool _isBattle;
|
||||||
private GameObject weapon;
|
private GameObject weapon;
|
||||||
|
private WeaponController _weaponController;
|
||||||
|
|
||||||
|
private IPlayerState CurrentStateClass { get; set; }
|
||||||
|
private IPlayerAction currentAction;
|
||||||
|
|
||||||
// 상태 관련
|
// 상태 관련
|
||||||
private PlayerStateIdle _playerStateIdle;
|
private PlayerStateIdle _playerStateIdle;
|
||||||
private PlayerStateMove _playerStateMove;
|
private PlayerStateMove _playerStateMove;
|
||||||
|
// public PlayerStateAttack _playerStateAttack;
|
||||||
|
|
||||||
|
// 행동 관련
|
||||||
|
private PlayerActionAttack attackAction;
|
||||||
|
|
||||||
// 외부에서도 사용하는 변수
|
// 외부에서도 사용하는 변수
|
||||||
public FixedJoystick joystick { get; private set; }
|
public FixedJoystick joystick { get; private set; }
|
||||||
@ -41,18 +45,24 @@ public class PlayerController : CharacterBase
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
protected override void Start()
|
||||||
{
|
{
|
||||||
|
base.Start();
|
||||||
|
|
||||||
// 상태 초기화
|
// 상태 초기화
|
||||||
_playerStateIdle = new PlayerStateIdle();
|
_playerStateIdle = new PlayerStateIdle();
|
||||||
_playerStateMove = new PlayerStateMove();
|
_playerStateMove = new PlayerStateMove();
|
||||||
|
// _playerStateAttack = new PlayerStateAttack();
|
||||||
|
|
||||||
_playerStates = new Dictionary<PlayerState, IPlayerState>
|
_playerStates = new Dictionary<PlayerState, IPlayerState>
|
||||||
{
|
{
|
||||||
{ PlayerState.Idle, _playerStateIdle },
|
{ PlayerState.Idle, _playerStateIdle },
|
||||||
{ PlayerState.Move, _playerStateMove },
|
{ PlayerState.Move, _playerStateMove },
|
||||||
|
// { PlayerState.Attack, _playerStateAttack },
|
||||||
};
|
};
|
||||||
|
|
||||||
|
attackAction = new PlayerActionAttack();
|
||||||
|
|
||||||
PlayerInit();
|
PlayerInit();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -62,6 +72,21 @@ public class PlayerController : CharacterBase
|
|||||||
{
|
{
|
||||||
_playerStates[CurrentState].Update();
|
_playerStates[CurrentState].Update();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 현재 액션이 활성화 되어 있으면 Update 호출
|
||||||
|
if (currentAction != null && currentAction.IsActive) {
|
||||||
|
currentAction.UpdateAction();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 공격 입력 처리
|
||||||
|
if (Input.GetKeyDown(KeyCode.X) && (currentAction == null || !currentAction.IsActive)) {
|
||||||
|
StartAttackAction();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void StartAttackAction() {
|
||||||
|
currentAction = attackAction;
|
||||||
|
currentAction.StartAction(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region 초기화 관련
|
#region 초기화 관련
|
||||||
@ -71,7 +96,6 @@ public class PlayerController : CharacterBase
|
|||||||
SetState(PlayerState.Idle);
|
SetState(PlayerState.Idle);
|
||||||
|
|
||||||
InstantiateWeapon();
|
InstantiateWeapon();
|
||||||
weapon.SetActive(_isBattle);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InstantiateWeapon()
|
private void InstantiateWeapon()
|
||||||
@ -80,11 +104,12 @@ public class PlayerController : CharacterBase
|
|||||||
{
|
{
|
||||||
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
|
GameObject weaponObject = Resources.Load<GameObject>("Player/Weapon/Chopstick");
|
||||||
weapon = Instantiate(weaponObject, rightHandTransform);
|
weapon = Instantiate(weaponObject, rightHandTransform);
|
||||||
// .GetComponent<WeaponController>();
|
_weaponController = weapon?.GetComponent<WeaponController>();
|
||||||
|
_weaponController?.Subscribe(this);
|
||||||
|
weapon?.SetActive(_isBattle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public void SetState(PlayerState state)
|
public void SetState(PlayerState state)
|
||||||
@ -94,7 +119,8 @@ public class PlayerController : CharacterBase
|
|||||||
_playerStates[CurrentState].Exit();
|
_playerStates[CurrentState].Exit();
|
||||||
}
|
}
|
||||||
CurrentState = state;
|
CurrentState = state;
|
||||||
_playerStates[CurrentState].Enter(this);
|
CurrentStateClass = _playerStates[state];
|
||||||
|
CurrentStateClass.Enter(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SwitchBattleMode()
|
public void SwitchBattleMode()
|
||||||
@ -102,4 +128,38 @@ public class PlayerController : CharacterBase
|
|||||||
_isBattle = !_isBattle;
|
_isBattle = !_isBattle;
|
||||||
weapon.SetActive(_isBattle);
|
weapon.SetActive(_isBattle);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Animation Event에서 호출될 메서드
|
||||||
|
public void SetAttackComboTrue() {
|
||||||
|
if (currentAction == attackAction) {
|
||||||
|
attackAction.EnableCombo();
|
||||||
|
_weaponController.AttackStart();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetAttackComboFalse() {
|
||||||
|
if (currentAction == attackAction) {
|
||||||
|
attackAction.DisableCombo();
|
||||||
|
_weaponController.AttackEnd();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#region IObserver 관련
|
||||||
|
|
||||||
|
public void OnNext(GameObject value)
|
||||||
|
{
|
||||||
|
Debug.Log("무기 타격");
|
||||||
|
float playerAttackPower = _weaponController.AttackPower * attackPower; // 플레이어 공격 데미지(막타는 일반 데미지의 4배)
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnError(Exception error)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnCompleted()
|
||||||
|
{
|
||||||
|
_weaponController.Unsubscribe(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
|
@ -21,8 +21,7 @@ public class PlayerControllerEditor : Editor
|
|||||||
|
|
||||||
|
|
||||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||||
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(),
|
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel);
|
||||||
EditorStyles.boldLabel);
|
|
||||||
EditorGUILayout.EndVertical();
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
|
||||||
@ -39,8 +38,6 @@ public class PlayerControllerEditor : Editor
|
|||||||
|
|
||||||
if (GUILayout.Button("BattleMode"))
|
if (GUILayout.Button("BattleMode"))
|
||||||
playerController.SwitchBattleMode();
|
playerController.SwitchBattleMode();
|
||||||
// if (GUILayout.Button("Attack"))
|
|
||||||
// playerController.SetState(PlayerState.Attack);
|
|
||||||
// if (GUILayout.Button("Hit"))
|
// if (GUILayout.Button("Hit"))
|
||||||
// playerController.SetState(PlayerState.Hit);
|
// playerController.SetState(PlayerState.Hit);
|
||||||
// if (GUILayout.Button("Dead"))
|
// if (GUILayout.Button("Dead"))
|
||||||
|
3
Assets/JAY/Scripts/Weapon.meta
Normal file
3
Assets/JAY/Scripts/Weapon.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e8c373d7c1104f62b6ff1848bcc6b3f1
|
||||||
|
timeCreated: 1745283320
|
10
Assets/JAY/Scripts/Weapon/IObservable.cs
Normal file
10
Assets/JAY/Scripts/Weapon/IObservable.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IObservable<T>
|
||||||
|
{
|
||||||
|
public void Subscribe(IObserver<T> observer);
|
||||||
|
public void Unsubscribe(IObserver<T> observer);
|
||||||
|
public void Notify(T value);
|
||||||
|
}
|
3
Assets/JAY/Scripts/Weapon/IObservable.cs.meta
Normal file
3
Assets/JAY/Scripts/Weapon/IObservable.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7db2e89701864527b193c3c5b241ca76
|
||||||
|
timeCreated: 1745283381
|
11
Assets/JAY/Scripts/Weapon/IObserver.cs
Normal file
11
Assets/JAY/Scripts/Weapon/IObserver.cs
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public interface IObserver<T>
|
||||||
|
{
|
||||||
|
public void OnNext(T value);
|
||||||
|
public void OnError(Exception error);
|
||||||
|
public void OnCompleted();
|
||||||
|
}
|
3
Assets/JAY/Scripts/Weapon/IObserver.cs.meta
Normal file
3
Assets/JAY/Scripts/Weapon/IObserver.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 739f14653b804ce4a07632994722e3d6
|
||||||
|
timeCreated: 1745283352
|
183
Assets/JAY/Scripts/WeaponController.cs
Normal file
183
Assets/JAY/Scripts/WeaponController.cs
Normal file
@ -0,0 +1,183 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||||
|
{
|
||||||
|
[Serializable]
|
||||||
|
public class WeaponTriggerZone
|
||||||
|
{
|
||||||
|
public Vector3 position;
|
||||||
|
public float radius;
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] private WeaponTriggerZone[] _triggerZones;
|
||||||
|
[SerializeField] private LayerMask targetLayerMask;
|
||||||
|
|
||||||
|
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
||||||
|
|
||||||
|
// 공격 데미지 처리
|
||||||
|
private int attackPower = 1;
|
||||||
|
private int _comboStep = 1;
|
||||||
|
public int AttackPower // 플레이어 공격 데미지
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
// 마지막 콤보일 경우 공격력 증가
|
||||||
|
return _comboStep == 4 ? attackPower * 4 : attackPower;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private PlayerController _playerController;
|
||||||
|
|
||||||
|
// 충돌 처리
|
||||||
|
private Vector3[] _previousPositions;
|
||||||
|
private HashSet<Collider> _hitColliders;
|
||||||
|
private Ray _ray = new Ray();
|
||||||
|
private RaycastHit[] _hits = new RaycastHit[10];
|
||||||
|
private bool _isAttacking = false;
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (_triggerZones == null || _triggerZones.Length == 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Trigger Zones이 설정되지 않았습니다.");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_playerController = GetComponent<PlayerController>();
|
||||||
|
_previousPositions = new Vector3[_triggerZones.Length];
|
||||||
|
_hitColliders = new HashSet<Collider>();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttackStart()
|
||||||
|
{
|
||||||
|
if (_hitColliders == null)
|
||||||
|
{
|
||||||
|
Debug.LogError("_hitColliders가 null입니다. 무기를 들고 있는지 확인해 주세요!");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
_isAttacking = true;
|
||||||
|
_hitColliders.Clear();
|
||||||
|
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
_previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AttackEnd()
|
||||||
|
{
|
||||||
|
_isAttacking = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (_isAttacking)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
var worldPosition = transform.position +
|
||||||
|
transform.TransformVector(_triggerZones[i].position);
|
||||||
|
var direction = worldPosition - _previousPositions[i];
|
||||||
|
_ray.origin = _previousPositions[i];
|
||||||
|
_ray.direction = direction;
|
||||||
|
|
||||||
|
var hitCount = Physics.SphereCastNonAlloc(_ray,
|
||||||
|
_triggerZones[i].radius, _hits,
|
||||||
|
direction.magnitude, targetLayerMask,
|
||||||
|
QueryTriggerInteraction.UseGlobal);
|
||||||
|
for (int j = 0; j < hitCount; j++)
|
||||||
|
{
|
||||||
|
var hit = _hits[j];
|
||||||
|
if (!_hitColliders.Contains(hit.collider))
|
||||||
|
{
|
||||||
|
_hitColliders.Add(hit.collider);
|
||||||
|
Notify(hit.collider.gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_previousPositions[i] = worldPosition;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator ResumeTimeScale()
|
||||||
|
{
|
||||||
|
yield return new WaitForSecondsRealtime(10f);
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Subscribe(IObserver<GameObject> observer)
|
||||||
|
{
|
||||||
|
if (!_observers.Contains(observer))
|
||||||
|
{
|
||||||
|
_observers.Add(observer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Unsubscribe(IObserver<GameObject> observer)
|
||||||
|
{
|
||||||
|
_observers.Remove(observer);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Notify(GameObject value)
|
||||||
|
{
|
||||||
|
foreach (var observer in _observers)
|
||||||
|
{
|
||||||
|
observer.OnNext(value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
var copyObservers = new List<IObserver<GameObject>>(_observers);
|
||||||
|
foreach (var observer in copyObservers)
|
||||||
|
{
|
||||||
|
observer.OnCompleted();
|
||||||
|
}
|
||||||
|
_observers.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetComboStep(int step)
|
||||||
|
{
|
||||||
|
_comboStep = step;
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
private void OnDrawGizmos()
|
||||||
|
{
|
||||||
|
if (_triggerZones == null) return;
|
||||||
|
|
||||||
|
if (_isAttacking && _previousPositions != null)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < _triggerZones.Length; i++)
|
||||||
|
{
|
||||||
|
if (_triggerZones[i] == null) continue;
|
||||||
|
|
||||||
|
var worldPosition = transform.position +
|
||||||
|
transform.TransformVector(_triggerZones[i].position);
|
||||||
|
var direction = worldPosition - _previousPositions[i];
|
||||||
|
|
||||||
|
Gizmos.color = Color.green;
|
||||||
|
Gizmos.DrawWireSphere(worldPosition, _triggerZones[i].radius);
|
||||||
|
|
||||||
|
Gizmos.color = Color.red;
|
||||||
|
Gizmos.DrawWireSphere(worldPosition + direction, _triggerZones[i].radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
foreach (var triggerZone in _triggerZones)
|
||||||
|
{
|
||||||
|
if (triggerZone == null) continue;
|
||||||
|
|
||||||
|
Gizmos.color = Color.green;
|
||||||
|
Gizmos.DrawSphere(triggerZone.position, triggerZone.radius);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
||||||
|
}
|
3
Assets/JAY/Scripts/WeaponController.cs.meta
Normal file
3
Assets/JAY/Scripts/WeaponController.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 14a4a5b667c44deaac42b0a5b624aaaf
|
||||||
|
timeCreated: 1745289551
|
BIN
Assets/Resources/Player/Weapon/Chopstick.prefab
(Stored with Git LFS)
BIN
Assets/Resources/Player/Weapon/Chopstick.prefab
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_Body_Crying.mat
(Stored with Git LFS)
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_Body_Crying.mat
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_Ears.mat
(Stored with Git LFS)
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_Ears.mat
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_EyelidsTail.mat
(Stored with Git LFS)
BIN
Assets/StoreAssets/LittleFriends-CartoonAnimals-Lite/Materials/Squirrel_EyelidsTail.mat
(Stored with Git LFS)
Binary file not shown.
Loading…
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Reference in New Issue
Block a user