DEG-60 [FEAT] Editor 추가 등

This commit is contained in:
Jay 2025-04-24 17:57:55 +09:00
parent 2d9c6633b5
commit 9fc6f23f81
4 changed files with 16 additions and 9 deletions

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Assets/JAY/HousingUI.unity (Stored with Git LFS)

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@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public enum PlayerState { None, Idle, Move, Hit, Dead } public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
public class PlayerController : CharacterBase, IObserver<GameObject> public class PlayerController : CharacterBase, IObserver<GameObject>
{ {
@ -24,6 +24,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 상태 관련 // 상태 관련
private PlayerStateIdle _playerStateIdle; private PlayerStateIdle _playerStateIdle;
private PlayerStateMove _playerStateMove; private PlayerStateMove _playerStateMove;
private PlayerStateWin _playerStateWin;
private PlayerStateDead _playerStateDead;
// 행동 관련 // 행동 관련
private PlayerActionAttack _attackAction; private PlayerActionAttack _attackAction;
@ -53,11 +55,15 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 상태 초기화 // 상태 초기화
_playerStateIdle = new PlayerStateIdle(); _playerStateIdle = new PlayerStateIdle();
_playerStateMove = new PlayerStateMove(); _playerStateMove = new PlayerStateMove();
_playerStateWin = new PlayerStateWin();
_playerStateDead = new PlayerStateDead();
_playerStates = new Dictionary<PlayerState, IPlayerState> _playerStates = new Dictionary<PlayerState, IPlayerState>
{ {
{ PlayerState.Idle, _playerStateIdle }, { PlayerState.Idle, _playerStateIdle },
{ PlayerState.Move, _playerStateMove }, { PlayerState.Move, _playerStateMove },
{ PlayerState.Win, _playerStateWin },
{ PlayerState.Dead, _playerStateDead },
}; };
_attackAction = new PlayerActionAttack(); _attackAction = new PlayerActionAttack();
@ -201,8 +207,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public void OnNext(GameObject value) 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 OnError(Exception error)
@ -215,4 +219,5 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
} }
#endregion #endregion
} }

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@ -39,10 +39,12 @@ public class PlayerControllerEditor : Editor
if (GUILayout.Button("BattleMode")) if (GUILayout.Button("BattleMode"))
playerController.SwitchBattleMode(); playerController.SwitchBattleMode();
if (GUILayout.Button("Win"))
playerController.SetState(PlayerState.Win);
// if (GUILayout.Button("Hit")) // if (GUILayout.Button("Hit"))
// playerController.SetState(PlayerState.Hit); // playerController.SetState(PlayerState.Hit);
// if (GUILayout.Button("Dead")) if (GUILayout.Button("Dead"))
// playerController.SetState(PlayerState.Dead); playerController.SetState(PlayerState.Dead);
EditorGUILayout.EndHorizontal(); EditorGUILayout.EndHorizontal();
} }