DEG-61 [FEAT] 플레이어 win, dead 추가
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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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externalObjects: {}
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mainObjectFileID: 7400000
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Assets/JAY/Animation/Victory.anim
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Assets/JAY/Animation/Victory.anim
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Assets/JAY/Animation/Victory.anim.meta
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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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Assets/JAY/Prefabs/ef_6.prefab.meta
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Assets/JAY/Prefabs/ef_9.prefab
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Assets/JAY/Prefabs/ef_9.prefab
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Assets/JAY/Prefabs/ef_9.prefab.meta
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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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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 void PlayEffect(Vector3 position, Quaternion rotation, 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, rotation);
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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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Assets/JAY/Scripts/Effect/EffectManager.cs.meta
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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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@ -3,14 +3,17 @@
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public class PlayerActionDash : IPlayerAction
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public class PlayerActionDash : IPlayerAction
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{
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{
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private PlayerController player;
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private PlayerController player;
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private float duration = 0.25f; // 대시 유지 시간
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private float duration = 0.25f;
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private float timer; // 대시 경과 시간
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private float timer;
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private Vector3 direction; // 대시 방향
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private Vector3 direction;
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private float dashSpeedMultiplier = 3f; // 기본 이동 속도의 n배
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private float dashSpeedMultiplier = 3f;
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private float dashSpeed; // 실제 대시 속도(계산한 값)
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private float dashSpeed;
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public bool IsActive { get; private set; } // 현재 대시 중인지 여부
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private Vector3 lastEffectPos;
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private float effectSpacing = 0.8f;
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public bool IsActive { get; private set; }
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public void StartAction(PlayerController player)
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public void StartAction(PlayerController player)
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{
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{
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@ -20,18 +23,18 @@ public class PlayerActionDash : IPlayerAction
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// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
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// 조이스틱 입력값 있으면 그 방향, 없으면 캐릭터가 바라보는 방향
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direction = player.GetMoveDirectionOrForward().normalized;
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direction = player.GetMoveDirectionOrForward().normalized;
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// 대시 속도 = 이동 속도 x 배수
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// 대시 속도 = 이동 속도 x 배수
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dashSpeed = player.moveSpeed * dashSpeedMultiplier;
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dashSpeed = player.moveSpeed * dashSpeedMultiplier;
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// TODO: 필요 시 애니메이션 재생
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lastEffectPos = player.DashEffectAnchor.position;
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// 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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}
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public void UpdateAction()
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public void UpdateAction()
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{
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{
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if (!IsActive) return;
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if (!IsActive) return;
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DoDash();
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DoDash();
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}
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}
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@ -40,7 +43,18 @@ public class PlayerActionDash : IPlayerAction
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timer += Time.deltaTime;
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timer += Time.deltaTime;
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if (timer < duration)
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if (timer < duration)
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{
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{
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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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// 일정 거리 이상 이동 시 이펙트 생성
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Vector3 currentEffectAnchorPos = player.DashEffectAnchor.position;
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float dist = Vector3.Distance(currentEffectAnchorPos, lastEffectPos);
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if (dist >= effectSpacing)
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{
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Debug.DrawLine(currentEffectAnchorPos, currentEffectAnchorPos + Vector3.up * 1f, Color.green, 1f);
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EffectManager.Instance.PlayEffect(currentEffectAnchorPos, EffectManager.EffectType.Dash);
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lastEffectPos = currentEffectAnchorPos;
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}
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}
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}
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else
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else
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{
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{
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@ -51,7 +65,7 @@ public class PlayerActionDash : IPlayerAction
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public void EndAction()
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public void EndAction()
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{
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{
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IsActive = false;
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IsActive = false;
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player.OnActionEnded(this); // player 에서도 action 초기화
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player.OnActionEnded(this);
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player = null;
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player = null;
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}
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}
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}
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}
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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;
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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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// 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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@ -46,6 +47,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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public Animator PlayerAnimator { get; private set; }
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public Animator PlayerAnimator { get; private set; }
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public CharacterController CharacterController => _characterController;
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public CharacterController CharacterController => _characterController;
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public bool IsBattle => _isBattle;
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public bool IsBattle => _isBattle;
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public Transform DashEffectAnchor => dashEffectAnchor;
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private void Awake()
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private void Awake()
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{
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{
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@ -70,6 +72,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
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/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
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/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
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_isBattle = !isHousingScene;
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_isBattle = !isHousingScene;
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Debug.Log("_isBattle: " + _isBattle);*/
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Debug.Log("_isBattle: " + _isBattle);*/
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SwitchBattleMode();
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}
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}
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private void Update()
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private void Update()
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}
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}
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}
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}
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public void PlayAttackEffect()
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{
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if (_weaponController != null && _weaponController.AttackEffectAnchor != null)
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{
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Vector3 pos = _weaponController.AttackEffectAnchor.position;
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Quaternion rot = _weaponController.AttackEffectAnchor.rotation;
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EffectManager.Instance.PlayEffect(pos, rot, EffectManager.EffectType.Attack);
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}
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}
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#endregion
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#endregion
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#region 대시 관련
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#region 대시 관련
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public void Enter(PlayerController playerController)
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public void Enter(PlayerController playerController)
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{
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{
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_playerController = playerController;
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_playerController = playerController;
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// _playerController.PlayerAnimator.SetBool("Dead", true);
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_playerController.PlayerAnimator.SetBool("Dead", true);
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}
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}
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public void Update()
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public void Update()
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@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
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public void Exit()
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public void Exit()
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{
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{
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// _playerController.PlayerAnimator.SetBool("Dead", false);
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_playerController.PlayerAnimator.SetBool("Dead", false);
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_playerController = null;
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_playerController = null;
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}
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}
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}
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}
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[SerializeField] private Transform[] triggerAnchors;
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[SerializeField] private Transform[] triggerAnchors;
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[SerializeField] private float triggerRadius = 0.5f;
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[SerializeField] private float triggerRadius = 0.5f;
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[SerializeField] private LayerMask targetLayerMask;
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[SerializeField] private LayerMask targetLayerMask;
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public Transform AttackEffectAnchor;
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private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
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private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
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Assets/Resources/Player/Weapon/Chopstick.prefab
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Assets/Resources/Player/Weapon/Chopstick.prefab
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fileFormatVersion: 2
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guid: 7c02cf9f69dd4764484c3eb72afbbe14
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folderAsset: yes
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externalObjects: {}
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userData:
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Assets/StoreAssets/25 sprite effects/Animation_seq.cs
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using UnityEngine;
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public class Animation_seq : MonoBehaviour
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{
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public float fps = 24.0f;
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public Texture2D[] frames;
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private int frameIndex = 0;
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private MeshRenderer rendererMy;
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private float timer = 0f;
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void Start()
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{
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rendererMy = GetComponent<MeshRenderer>();
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if (frames.Length > 0)
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{
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rendererMy.sharedMaterial.SetTexture("_MainTex", frames[0]);
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}
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}
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void Update()
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{
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if (frameIndex >= frames.Length) return;
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timer += Time.deltaTime;
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if (timer >= 1f / fps)
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{
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timer = 0f;
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frameIndex++;
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if (frameIndex < frames.Length)
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{
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rendererMy.sharedMaterial.SetTexture("_MainTex", frames[frameIndex]);
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}
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else
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{
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Destroy(gameObject); // 애니메이션 끝나면 제거
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}
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}
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}
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}
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Assets/StoreAssets/25 sprite effects/Animation_seq.cs.meta
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fileFormatVersion: 2
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guid: 91edf3c5d40935045bc1d74636015911
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timeCreated: 1489088736
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licenseType: Store
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MonoImporter:
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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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BIN
Assets/StoreAssets/25 sprite effects/demo.unity
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Assets/StoreAssets/25 sprite effects/demo.unity
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8
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user