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77 Commits

Author SHA1 Message Date
99jamin
36d0b5a3f0 DEG - 25 [FIX] 폰트 오류 수정 2025-05-02 14:45:28 +09:00
99jamin
533f6c23f0 Merge branch 'main' into DEG-25-강화-기초-로직-구현 2025-05-02 14:35:56 +09:00
jay
fa1a5174c5 Merge pull request 'DEG-125 [FEAT] 캐릭터 에셋 대체 및 move, battlemode 처리 까지' (!9) from DEG-125-플레이어-유료-에셋-적용 into main
Reviewed-on: #9
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: heain0122 <heain0122@gmail.com>
2025-05-02 02:23:28 +00:00
Jay
7ca49fe2fc DEG-125 [FEAT] 캐릭터 에셋 대체 및 move, battlemode 처리 까지 2025-05-01 16:29:10 +09:00
9d46d0e61f Merge pull request 'DEG-100-원거리-마법사-보스-몬스터-개발-단계-2' (!8) from DEG-100-원거리-마법사-보스-몬스터-개발-단계-2 into main
Reviewed-on: #8
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: jay <ayjindev@gmail.com>
2025-05-01 06:43:11 +00:00
0b1355f401 [del] 불필요한 파일 제거
Work in JIRA ISSUE DEG-100
2025-05-01 15:11:26 +09:00
13588aa693 [feat] 슬로우 디버프 마법 생성
- 몬스터 에셋 적용
- 슬로우 마법 기능 추가

Work in JIRA ISSUE DEG-100
2025-05-01 15:03:23 +09:00
dfc9b26b95 Merge pull request 'DEG-49-클리어-성공-실패-ui-구현' (!7) from DEG-49-클리어-성공-실패-ui-구현 into main
Reviewed-on: #7
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: fiore <cjsdlf44@gmail.com>
2025-05-01 02:38:24 +00:00
Lim0_C
ba4671f76c Merge branch 'main' into DEG-49-클리어-성공-실패-ui-구현 2025-05-01 11:09:35 +09:00
Lim0_C
b49ccd5625 DEG-49 [Refactor] 클리어 성공 실패 패널 리팩토링
의미 없는 코루틴 삭제
2025-05-01 11:08:30 +09:00
10b42cfe15 Merge pull request 'DEG-118-엔딩-로직과 대화창 개선' (!6) from DEG-54-엔딩-로직 into main
Reviewed-on: #6
Reviewed-by: jay <ayjindev@gmail.com>
Reviewed-by: Lim0_C <dladudcks22@gmail.com>
2025-05-01 00:02:51 +00:00
Fiore
a70eb420a0 [fix] 텔레포트 로직 수정
- 텔레포트 로직 수정
- 텔레포트 시 장판남기는 기능 추가

Work in JIRA ISSUE DEG-100
2025-04-30 18:48:21 +09:00
Lim0_C
2e6c4e4a46 DEG-49 [Feat] 던전 클리어 성공 및 실패 패널 구현 2025-04-30 17:43:49 +09:00
Sehyeon
a61f52fb10 DEG-118 [Feat] GameManager에 대화창 접근 메서드 추가 2025-04-30 14:15:30 +09:00
Fiore
c2732adc76 [fix] 의도되지 않은 타이밍에도 텔레포트가 실행되는 문제 수정
- 텔레포트를 사용할 수 있는 빈도 조정
- 텔레포트 처리 로직 정리

Work in JIRA ISSUE DEG-100 DEG-109
#Close
2025-04-30 10:38:32 +09:00
Sehyeon
57419f5c01 DEG-118 [Remove] 안쓰는 에셋 정리 2025-04-30 09:27:39 +09:00
Fiore
71a904e57e [fix] 도주 대체 경로 찾는 중 워프 발생하여 수정 시작
- 텔레포트 쿨타임 생성
- 텔레포트 로직 변경 (플레이어 뒤로 순간이동)
- 코루틴 관리를 위한 메서드 생성
2025-04-29 18:08:45 +09:00
jay
be0193573a Merge pull request 'DEG-55-플레이어-피격-구현' (!5) from DEG-55-플레이어-피격-구현 into main
Reviewed-on: #5
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: fiore <cjsdlf44@gmail.com>
2025-04-29 07:54:31 +00:00
03ce0ce347 Merge pull request 'DEG-86-팝업-및-설정-UI-구현' (!4) from DEG-86-팝업-및-설정-UI-구현 into main
Reviewed-on: #4
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: fiore <cjsdlf44@gmail.com>
2025-04-29 07:26:34 +00:00
Sehyeon
28c72be3b8 Merge branch 'main' into DEG-54-엔딩-로직 2025-04-29 16:19:45 +09:00
Jay
add7c67317 Merge branch 'main' of https://gitea.ysizuku.com/Degulleo/Degulleo3D into DEG-55-플레이어-피격-구현 2025-04-29 16:18:34 +09:00
Jay
e39b91600e DEG-55 [FEAT] 플레이어 피격 이펙트 구현 2025-04-29 16:17:50 +09:00
Lim0_C
5838ec32ea Merge branch 'main' into DEG-86-팝업-및-설정-UI-구현 2025-04-29 16:14:36 +09:00
Sehyeon
f8e7f539d7 DEG-118 [Feat] 대화 관리 시스템 및 npc와의 대화문 추가 2025-04-29 16:09:35 +09:00
5dcde907a1 Merge pull request 'DEG-100 원거리-마법사-보스-몬스터-개발-단계' (!3) from DEG-100-원거리-마법사-보스-몬스터-개발-단계 into main
Reviewed-on: #3
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: Lim0_C <dladudcks22@gmail.com>
2025-04-29 07:07:06 +00:00
Fiore
2708df17df [feat] 랜덤 패턴 수행을 위한 메서드 추가
Work in JIRA ISSUE DEG-100
2025-04-29 16:06:07 +09:00
Lim0_C
76da13a6b5 Merge branch 'main' into DEG-86-팝업-및-설정-UI-구현 2025-04-29 16:04:19 +09:00
Lim0_C
a77e1ab6e2 DEG-86 [Feat] 팝업 및 설정 UI 스크립트 추가 2025-04-29 15:49:14 +09:00
Fiore
882ef3b8dc 더미 몬스터 프리팹화
Work in JIRA ISSUE DEG-100
2025-04-29 15:25:01 +09:00
Fiore
d0d42cf551 제자리로 판단하는 거리 조정
Work in JIRA ISSUE DEG-100
2025-04-29 15:18:55 +09:00
Fiore
ea45936114 몬스터 테스트 씬 변경사항 저장
Work in JIRA ISSUE DEG-100
2025-04-29 15:02:25 +09:00
Fiore
18211fff05 feat : 몬스터 순간이동 구현
- 몬스터가 구석에 몰려 더이상 움직일 수 없는 경우 중앙으로 워프

Work in JIRA ISSUE DEG-100
2025-04-29 15:00:50 +09:00
Fiore
50e5b8db98 feat : 매직미사일 기본 동작 구현
- 플레이어가 움직이는 방향을 참고하여 예측샷 발사
2025-04-29 14:00:03 +09:00
Fiore
393b538920 feat : bullet base 작성 완료
- 이동속도, 데미지, 라이프타임을 받음
- bulletdata를 받아 초기화 진행
- 발사 위치를 기준으로 목표 방향 세팅
- 테스트를 위해 초기값 임의로 작성

work in DEG-100 JIRA
2025-04-29 11:43:58 +09:00
Fiore
bc88d47e6b [feat] 매직미사일 구현 시작
- 몬스터가 사용할 총알 베이스 생성

work in DEG-100
2025-04-29 11:13:18 +09:00
b5a39714f0 Merge pull request 'DEG-116-액션과-컷씬-연동-재작업' (#2) from DEG-116-액션과-컷씬-연동-재작업 into main
Reviewed-on: #2
Reviewed-by: Sehyeon <sehyeon1837@gmail.com>
Reviewed-by: fiore <cjsdlf44@gmail.com>
2025-04-29 01:45:02 +00:00
HaeinLEE
e1c1f6a329 [Fix] 폰트 재설치 2025-04-29 10:43:41 +09:00
Lim0_C
c436a73f5c DEG-86 [Feat] 팝업 및 설정 UI 화면 구성 구현
유니티상 UI화면 구성 완료
2025-04-29 09:56:02 +09:00
Fiore
99082eeb7c [feat] 마법사 몬스터의 도망 로직 정리
- 경로 탐색 주기를 설정해 성능 향상
- 상태 진입과 이탈시 초기화처리
- 버그 수정 : 플레이어와 거리를 체크하고 전투 시작
- 경로 탐색 성능 향상
- 배틀 시퀸스 프레임 작성

work in #DEG-100
2025-04-29 09:26:09 +09:00
HaeinLEE
406dc8f84f [Style] 개인 프리팹 정리 2025-04-28 21:36:38 +09:00
HaeinLEE
c262b9e2f7 [Feat] 컷씬 자동 꺼짐 기능 2025-04-28 21:24:43 +09:00
HaeinLEE
cdded898ec [Feat] 기존 커밋 복구 2025-04-28 17:44:00 +09:00
Sehyeon
23e411b6e1 DEG-54 [Feat] 엔딩 로직 구현 2025-04-28 16:32:12 +09:00
Lim0_C
2ebeccfa69 [HOTFIX] 메인UI 복구 수정
씬 저장이슈
2025-04-28 15:35:07 +09:00
4e7ca0526c Merge pull request 'DEG-85 메인화면UI 복구' (#1) from DEG-85-메인화면-UI-복구 into main
Reviewed-on: #1
Reviewed-by: heain0122 <heain0122@gmail.com>
2025-04-28 06:27:02 +00:00
Lim0_C
976cfc793a DEG-85 메인화면UI 복구 2025-04-28 15:12:29 +09:00
362733785c !Err fix! [JinYeng] 손상된 LFS 파일 제거
- Github LFS 대역폭 초과로 인한 파일 손상 수정
- Git Server 이동 및 마이그레이션 진행
2025-04-28 14:42:22 +09:00
Fiore
363589d35f
Merge pull request #28 from Degulleo/DEG-95-원거리-마법사-보스-몬스터-기획-및-설계
DEG-95 DEG-100 원거리 마법사 보스 몬스터 기획 및 설계
2025-04-28 13:57:24 +09:00
Lim0_C
3cdb1156ac
Merge pull request #29 from Degulleo/DEG-85-메인화면-UI-구현
Deg 85 메인화면 UI 구현
2025-04-28 13:57:15 +09:00
Jay
9113c46139
Merge pull request #26 from Degulleo/DEG-111-공격-버튼-눌렀을-때-공격-모션-끝나고-나서도-Attack-상태가-유지됨
DEG-111 [FIX] Action 초기화, 관련 버그 수정
2025-04-28 09:43:50 +09:00
Jay
17bbcf14fd DEG-111 [DELETE] 안쓰는 player asset 항목 삭제 2025-04-28 09:43:31 +09:00
Lim0_C
c47abc4a53 DEG-85 [fix] 버그 수정
하우징 씬파일 로드 실패로 다른 씬에서 가져와 붙임
2025-04-28 09:16:10 +09:00
544f0003f0 DEG-95 코드 다듬기 2025-04-27 22:26:12 +09:00
Lim0_C
c0451d4566 Revert "DEG-85 [fix] 잘못 건드린 파일 수정"
This reverts commit ab042b2423048715f5ac05fa1d9f553816235654.
2025-04-25 18:38:39 +09:00
Lim0_C
ab042b2423 DEG-85 [fix] 잘못 건드린 파일 수정
파티클 작업하다 잘못 건드린 파일이 있어서 메인의 원본 파일을 덮어씌움
2025-04-25 18:06:22 +09:00
Jay
1d63db580d DEG-111 [FIX] 공격 중에 대시했을 때 weaponController AttackEnd 처리 추가 2025-04-25 18:03:23 +09:00
Lim0_C
5b6106de76 Merge branch 'main' into DEG-85-메인화면-UI-구현 2025-04-25 17:56:21 +09:00
Lim0_C
c08a1d6656 DEG-85 [Feat] 팝업패널 추가 2025-04-25 17:54:31 +09:00
Jay
659cca6770 DEG-111 [Style] 코드 위치 조정 등 2025-04-25 17:39:33 +09:00
Sehyeon
ceb721bebc
Merge pull request #25 from Degulleo/DEG-108-던전-체력-구현
Deg 108 던전 체력 구현
2025-04-25 17:33:39 +09:00
Jay
470d7a2932 DEG-111 [FIX] Actio 초기화, 관련 버그 수정 2025-04-25 17:33:03 +09:00
2bb71999b7 DEG-95 몬스터가 도망치는 상태 스크립트 구현
- 도망치는 애니메이션을 상태 스크립트에서 처리
- 전투 패턴은 몬스터 객체에게 위임
2025-04-25 17:05:20 +09:00
Sehyeon
fe79e0d3ae DEG-108 [Fix] 자동 공격 중지 추가 2025-04-25 16:48:16 +09:00
Lim0_C
de612d59c6 DEG-85 [fix] 파티클 수정 2025-04-25 16:00:20 +09:00
Sehyeon
d3948bc577 DEG-108 [Fix] 공격 제한 2025-04-25 15:59:57 +09:00
Sehyeon
59625fa8ff DEG-108 [Fix] OnNext에서 공격 처리 2025-04-25 15:48:11 +09:00
39379da300 DEG-95 [Fix] 팔라딘 몬스터 폭탄 던지는 애니메이션 누락 수정
- 공격 패턴 순차 실행 -> 랜덤 실행으로 변경
2025-04-25 15:46:54 +09:00
9b1709b92c DEG-95 원거리 마법사 보스 패턴 설계 시작
- 근접 몬스터 전투 패턴 리팩토링
- 전략 패턴과 템플릿 메서드 패턴을 조합
2025-04-25 15:17:27 +09:00
Lim0_C
bb678196c7 DEG-85 메인화면 파티클 추가
메인화면 파티클 효과 추가
2025-04-25 15:00:21 +09:00
Sehyeon
7539b84a1f DEG-108 [Fix] 어느 한 쪽 사망시 더이상 공격 안하도록 처리 2025-04-25 14:52:49 +09:00
Sehyeon
b944d8ced9 Merge branch 'main' into DEG-108-던전-체력-구현 2025-04-25 11:03:51 +09:00
Lim0_C
ffa81ded6f Merge branch 'main' into DEG-85-메인화면-UI-구현 2025-04-25 10:53:01 +09:00
Jay
fc8ec74970
Merge pull request #24 from Degulleo/DEG-110-승리-패배-모션-추가-후-캐릭터-움직임-없음
DEG-110 [FIX] 모션 수정
2025-04-25 10:52:06 +09:00
Lim0_C
ae61935b37 DEG-85 [Feat] 메인화면UI 구현
메인화면UI 구현 및 DOtween 추가
2025-04-25 10:51:39 +09:00
Sehyeon
f60a22aa26 DEG-108 [Feat] 던전 체력 UI 컨트롤러 구현 2025-04-25 10:33:28 +09:00
Jay
aa40c9ac71 DEG-110 [FIX] 모션 수정 2025-04-25 10:26:16 +09:00
Lim0_C
1a2f787f17 DEG-85 [Feat] 초기 메인화면UI 구현
메인화면 배경과 버튼 추가 함
폰트도 추가함
2025-04-24 17:58:14 +09:00
689 changed files with 871326 additions and 191634 deletions

13
.idea/.idea.Degulleo/.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,13 @@
# 디폴트 무시된 파일
/shelf/
/workspace.xml
# Rider에서 무시된 파일
/.idea.Degulleo.iml
/contentModel.xml
/modules.xml
/projectSettingsUpdater.xml
# 에디터 기반 HTTP 클라이언트 요청
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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.idea/.idea.Degulleo/.idea/vcs.xml generated Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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.idea/.idea.Degulleo3D-main/.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,13 @@
# 디폴트 무시된 파일
/shelf/
/workspace.xml
# Rider에서 무시된 파일
/projectSettingsUpdater.xml
/modules.xml
/contentModel.xml
/.idea.Degulleo3D-main.iml
# 에디터 기반 HTTP 클라이언트 요청
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>

View File

@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

13
.idea/.idea.Degulleo3D116Rework/.idea/.gitignore generated vendored Normal file
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@ -0,0 +1,13 @@
# 디폴트 무시된 파일
/shelf/
/workspace.xml
# Rider에서 무시된 파일
/contentModel.xml
/projectSettingsUpdater.xml
/modules.xml
/.idea.Degulleo3D116Rework.iml
# 에디터 기반 HTTP 클라이언트 요청
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

View File

@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>

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@ -27,9 +27,6 @@ public class EnemyControllerEditor : Editor
case EnemyState.Trace:
GUI.backgroundColor = new Color(1, 0, 1, 1f);
break;
case EnemyState.Attack:
GUI.backgroundColor = new Color(1, 1, 0, 1f);
break;
case EnemyState.Dead:
GUI.backgroundColor = new Color(1, 0, 0, 1f);
break;
@ -49,10 +46,6 @@ public class EnemyControllerEditor : Editor
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
EditorGUILayout.EndHorizontal();
}

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@ -1,5 +1,5 @@
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@ -1,5 +1,5 @@
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guid: 1020bfc1c110a2e47a7f4eda301bd3db
TextureImporter:
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@ -63,9 +63,9 @@ TextureImporter:
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textureFormatSet: 0
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applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 1
cookieLightType: 0
platformSettings:
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buildTarget: DefaultTexturePlatform
@ -79,7 +79,7 @@ TextureImporter:
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ignorePlatformSupport: 0
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forceMaximumCompressionQuality_BC6H_BC7: 1
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Standalone
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@ -92,7 +92,7 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Android
maxTextureSize: 2048
@ -105,7 +105,7 @@ TextureImporter:
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forceMaximumCompressionQuality_BC6H_BC7: 0
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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f85f06ffdab841aba19658d505e1a75a
timeCreated: 1745899456

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@ -0,0 +1,41 @@
using UnityEngine;
using System.Collections;
public class CameraShake : MonoBehaviour
{
[SerializeField] private float shakeDuration = 0.2f;
[SerializeField] private float shakeMagnitude = 0.1f;
private Vector3 initialLocalPosition;
private Coroutine shakeCoroutine;
private void Awake()
{
initialLocalPosition = transform.localPosition;
}
public void Shake()
{
if (shakeCoroutine != null)
{
StopCoroutine(shakeCoroutine);
}
shakeCoroutine = StartCoroutine(ShakeRoutine());
}
private IEnumerator ShakeRoutine()
{
float elapsed = 0f;
while (elapsed < shakeDuration)
{
Vector3 randomPoint = Random.insideUnitSphere * shakeMagnitude;
transform.localPosition = initialLocalPosition + randomPoint;
elapsed += Time.deltaTime;
yield return null;
}
transform.localPosition = initialLocalPosition;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 84537ad9e9c54885bdc75a1cd0e7a1df
timeCreated: 1745902439

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@ -0,0 +1,48 @@
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class PlayerHitEffectController : MonoBehaviour
{
[SerializeField] private Image hitFlashImage;
private float flashDuration = 0.7f;
private Color flashColor = new Color(1, 0, 0, 0.7f); // 반투명 빨간색
private Coroutine flashCoroutine;
private void Start()
{
hitFlashImage.color = Color.clear; // 처음에는 투명함
}
public void PlayHitEffect()
{
if (flashCoroutine != null)
{
StopCoroutine(flashCoroutine);
}
flashCoroutine = StartCoroutine(FlashRoutine());
}
private IEnumerator FlashRoutine()
{
// 일단 바로 최대 알파로 세팅
hitFlashImage.color = flashColor;
float timer = 0f;
while (timer < flashDuration)
{
timer += Time.deltaTime;
// 알파만 줄이기
Color c = flashColor;
c.a = Mathf.Lerp(flashColor.a, 0, timer / flashDuration);
hitFlashImage.color = c;
yield return null;
}
hitFlashImage.color = Color.clear;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0d7446d96b0c4470b42ee010cbbd809f
timeCreated: 1745899493

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@ -1,6 +1,8 @@
using UnityEngine;
public class PlayerActionAttack : IPlayerAction {
private static readonly int Attack = Animator.StringToHash("Attack");
private static readonly int ComboStep = Animator.StringToHash("ComboStep");
private PlayerController player;
private int comboStep = 1;
private bool comboQueued = false;
@ -14,7 +16,7 @@ public class PlayerActionAttack : IPlayerAction {
comboStep = 1;
comboQueued = false;
PlayComboAnimation(comboStep);
player.PlayerAnimator.SetBool("Attack", true);
player.PlayerAnimator.SetBool(Attack, true);
}
public void UpdateAction() {
@ -24,8 +26,9 @@ public class PlayerActionAttack : IPlayerAction {
}
public void EndAction() {
player.PlayerAnimator.SetBool("Attack", false);
player.PlayerAnimator.SetBool(Attack, false);
IsActive = false;
player.OnActionEnded(this); // player 에서도 action 초기화
player = null;
}
@ -46,7 +49,7 @@ public class PlayerActionAttack : IPlayerAction {
}
private void PlayComboAnimation(int step) {
player.PlayerAnimator.SetInteger("ComboStep", step);
player.PlayerAnimator.SetInteger(ComboStep, step);
// 무기에 콤보 단계 전달
var weapon = player.GetComponentInChildren<WeaponController>();

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@ -51,6 +51,7 @@ public class PlayerActionDash : IPlayerAction
public void EndAction()
{
IsActive = false;
player.OnActionEnded(this); // player 에서도 action 초기화
player = null;
}
}

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@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.TextCore.Text;
using UnityEngine;
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
@ -10,8 +11,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 외부 접근 가능 변수
[Header("Attach Points")]
[SerializeField] private Transform rightHandTransform;
[SerializeField] private CameraShake cameraShake;
[SerializeField] private GameObject normalModel; // char_body : 일상복
[SerializeField] private GameObject battleModel; // warrior_1 : 전투복
// 내부에서만 사용하는 변수
private PlayerHitEffectController hitEffectController;
private CharacterController _characterController;
private bool _isBattle;
private GameObject weapon;
@ -37,39 +42,27 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
private Dictionary<PlayerState, IPlayerState> _playerStates;
public Animator PlayerAnimator { get; private set; }
public CharacterController CharacterController => _characterController;
public bool IsBattle => _isBattle;
private void Awake()
{
PlayerAnimator = GetComponent<Animator>();
_characterController = GetComponent<CharacterController>();
if (Joystick == null)
{
Joystick = FindObjectOfType<FixedJoystick>();
}
AssignCharacterController();
AssignAnimator();
}
protected override void Start()
{
base.Start();
// 상태 초기화
_playerStateIdle = new PlayerStateIdle();
_playerStateMove = new PlayerStateMove();
_playerStateWin = new PlayerStateWin();
_playerStateDead = new PlayerStateDead();
_playerStates = new Dictionary<PlayerState, IPlayerState>
{
{ PlayerState.Idle, _playerStateIdle },
{ PlayerState.Move, _playerStateMove },
{ PlayerState.Win, _playerStateWin },
{ PlayerState.Dead, _playerStateDead },
};
_attackAction = new PlayerActionAttack();
_actionDash = new PlayerActionDash();
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
PlayerInit();
SwitchBattleMode();
}
private void Update()
@ -87,7 +80,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
}
// 공격 입력 처리
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)) {
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) {
StartAttackAction();
}
@ -97,11 +91,36 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_currentAction.UpdateAction();
}
}
private void OnDestroy()
{
OnGetHit -= TakeDamage;
}
#region
private void PlayerInit()
{
// 상태 초기화
_playerStateIdle = new PlayerStateIdle();
_playerStateMove = new PlayerStateMove();
_playerStateWin = new PlayerStateWin();
_playerStateDead = new PlayerStateDead();
_playerStates = new Dictionary<PlayerState, IPlayerState>
{
{ PlayerState.Idle, _playerStateIdle },
{ PlayerState.Move, _playerStateMove },
{ PlayerState.Win, _playerStateWin },
{ PlayerState.Dead, _playerStateDead },
};
_attackAction = new PlayerActionAttack();
_actionDash = new PlayerActionDash();
OnGetHit -= TakeDamage;
OnGetHit += TakeDamage;
SetState(PlayerState.Idle);
InstantiateWeapon();
@ -119,6 +138,50 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
}
}
/// <summary>
/// 애니메이션 초기화
/// </summary>
private void InitializeAnimatorParameters()
{
if (PlayerAnimator == null) return;
SafeSetBool("Walk", false);
SafeSetBool("Run", false);
// SafeSetBool(Dead, false);
SafeResetTrigger("Bore");
SafeResetTrigger("GetHit");
PlayerAnimator.Rebind(); // 레이어 초기화
PlayerAnimator.Update(0f); // 즉시 반영
}
public void SafeSetBool(string paramName, bool value)
{
if (PlayerAnimator == null) return;
foreach (var param in PlayerAnimator.parameters)
{
if (param.name == paramName && param.type == AnimatorControllerParameterType.Bool)
{
PlayerAnimator.SetBool(paramName, value);
break;
}
}
}
private void SafeResetTrigger(string triggerName)
{
if (PlayerAnimator == null) return;
foreach (var param in PlayerAnimator.parameters)
{
if (param.name == triggerName && param.type == AnimatorControllerParameterType.Trigger)
{
PlayerAnimator.ResetTrigger(triggerName);
break;
}
}
}
#endregion
#region ,
@ -146,6 +209,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
if (_currentAction == _attackAction && _attackAction.IsActive)
{
_attackAction.EndAction(); // 애니메이션도 중단
_weaponController.AttackEnd();
}
// 기존 대시 중이면 중복 실행 안 함
@ -155,6 +219,33 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
_currentAction = _actionDash;
_actionDash.StartAction(this);
}
public void OnActionEnded(IPlayerAction action)
{
if (_currentAction == action) _currentAction = null;
}
/// <summary>
/// 전투, 일상 모드 플레이어 프리팹에 따라 애니메이터 가져오기
/// </summary>
private void AssignAnimator()
{
PlayerAnimator = _isBattle
? battleModel.GetComponent<Animator>()
: normalModel.GetComponent<Animator>();
InitializeAnimatorParameters();
}
/// <summary>
/// 전투, 일상 모드 플레이어 프리팹에 따라 Character Controller 가져오기
/// </summary>
private void AssignCharacterController()
{
_characterController = _isBattle
? battleModel.GetComponent<CharacterController>()
: normalModel.GetComponent<CharacterController>();
}
#endregion
@ -163,11 +254,22 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public void SwitchBattleMode()
{
_isBattle = !_isBattle;
// 복장 전환
normalModel.SetActive(!_isBattle);
battleModel.SetActive(_isBattle);
// Animator, Character Controller 다시 참조 (복장에 붙은 걸로)
AssignAnimator();
AssignCharacterController();
// 무기도 전투모드에만
weapon.SetActive(_isBattle);
}
// Animation Event에서 호출될 메서드
public void SetAttackComboTrue() {
public void SetAttackComboTrue()
{
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
if (_currentAction == _attackAction) {
@ -176,10 +278,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
}
}
public void SetAttackComboFalse() {
public void SetAttackComboFalse()
{
if (_currentAction == _attackAction) {
// 이벤트 중복 호출? 공격 종료 시 SetAttackComboFalse가 아니라 ~True로 끝나서 오류 발생. (공격 안하는 상태여도 공격으로 판정됨)
_attackAction.DisableCombo();
_weaponController.AttackEnd();
_weaponController.AttackEnd(); // IsAttacking = false로 변경
}
}
@ -207,6 +311,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public void OnNext(GameObject value)
{
float playerAttackPower = _weaponController.AttackPower * attackPower;
if (value.CompareTag("Enemy")) // 적이 Enemy일 때만 공격 처리
{
var enemyController = value.transform.GetComponent<EnemyController>();
if (enemyController != null)
{
enemyController.TakeDamage(playerAttackPower);
}
}
}
public void OnError(Exception error)
@ -220,4 +334,40 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
#endregion
#region
// TODO: Editor에서 확인하기 위한 임시용
public void TakeDamage()
{
if (CurrentState == PlayerState.Dead) return;
// 피격 이벤트 재생
PlayerHitEffect();
// 죽었는지 체크
if (currentHP <= 0) SetState(PlayerState.Dead);
}
public void TakeDamage(CharacterBase character)
{
if (character != this) return; // 혹시 다른 애가 맞은 경우 무시
if (CurrentState == PlayerState.Dead) return;
// 피격 이벤트 재생
PlayerHitEffect();
// 죽었는지 체크
if (currentHP <= 0) SetState(PlayerState.Dead);
}
private void PlayerHitEffect()
{
if (_currentAction != _attackAction || !_attackAction.IsActive)
PlayerAnimator.SetTrigger("GetHit");
hitEffectController.PlayHitEffect();
cameraShake.Shake();
}
#endregion
}

View File

@ -25,6 +25,20 @@ public class PlayerControllerEditor : Editor
EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel);
EditorGUILayout.EndVertical();
// EditorGUILayout.LabelField("걷기/뛰기 상태 전환", EditorStyles.boldLabel);
// EditorGUILayout.BeginHorizontal();
// if (GUILayout.Button("Walk"))
// {
// var moveState = playerController.GetStateInstance<PlayerStateMove>();
// moveState?.HandleMoveState(true); // 걷기 모드
// }
//
// if (GUILayout.Button("Run"))
// {
// var moveState = playerController.GetStateInstance<PlayerStateMove>();
// moveState?.HandleMoveState(false); // 달리기 모드
// }
// EditorGUILayout.EndHorizontal();
// 지면 접촉 상태
GUI.backgroundColor = Color.white;
@ -41,8 +55,8 @@ public class PlayerControllerEditor : Editor
playerController.SwitchBattleMode();
if (GUILayout.Button("Win"))
playerController.SetState(PlayerState.Win);
// if (GUILayout.Button("Hit"))
// playerController.SetState(PlayerState.Hit);
if (GUILayout.Button("Hit"))
playerController.TakeDamage();
if (GUILayout.Button("Dead"))
playerController.SetState(PlayerState.Dead);

View File

@ -7,7 +7,7 @@ public class PlayerStateDead : IPlayerState
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool("Dead", true);
// _playerController.PlayerAnimator.SetBool("Dead", true);
}
public void Update()
@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
public void Exit()
{
_playerController.PlayerAnimator.SetBool("Dead", false);
// _playerController.PlayerAnimator.SetBool("Dead", false);
_playerController = null;
}
}

View File

@ -1,15 +1,20 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class PlayerStateMove : IPlayerState
{
private static readonly int Move = Animator.StringToHash("Move");
private PlayerController _playerController;
private Vector3 _gravityVelocity;
private bool isPlayerBattle;
public void Enter(PlayerController playerController)
{
_playerController = playerController;
_playerController.PlayerAnimator.SetBool(Move, true);
isPlayerBattle = _playerController.IsBattle; // 전투 모드인지(던전인지)
// 파라미터가 존재하는지 확인 후 처리
_playerController.SafeSetBool("Run", isPlayerBattle);
_playerController.SafeSetBool("Walk", !isPlayerBattle);
}
public void Update()
@ -30,7 +35,8 @@ public class PlayerStateMove : IPlayerState
public void Exit()
{
_playerController.PlayerAnimator.SetBool(Move, false);
_playerController.SafeSetBool("Run", false);
_playerController.SafeSetBool("Walk", false);
_playerController = null;
}
@ -40,7 +46,8 @@ public class PlayerStateMove : IPlayerState
float inputVertical = _playerController.Joystick.Vertical;
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
Vector3 move = moveDir.normalized * _playerController.moveSpeed;
float speed = isPlayerBattle ? _playerController.moveSpeed : 2.5f; // 걷기 속도 고정
Vector3 move = moveDir.normalized * speed;
// 회전
if (moveDir.magnitude > 0.1f)
@ -56,7 +63,6 @@ public class PlayerStateMove : IPlayerState
}
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
_playerController.CharacterController.Move(finalMove);
}

View File

@ -49,7 +49,11 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
_playerController = GetComponent<PlayerController>();
if (_playerController == null)
{
_playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
var player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
_playerController = player.GetComponent<PlayerController>();
}
}
_previousPositions = new Vector3[_triggerZones.Length];
@ -65,12 +69,26 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
}
_isAttacking = true;
_hitColliders.Clear();
StopAllCoroutines();
StartCoroutine(AutoEndAttack()); // 자동 공격 종료
for (int i = 0; i < _triggerZones.Length; i++)
{
_previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position);
}
}
private IEnumerator AutoEndAttack()
{
yield return new WaitForSeconds(0.6f); // 0.6초 가량 대기
if (_isAttacking) // 아직 공격 중이면
{
Debug.Log("공격 자동 종료 - 타임아웃");
AttackEnd();
}
}
public void AttackEnd()
{
@ -101,17 +119,6 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
if (!_hitColliders.Contains(hit.collider))
{
_hitColliders.Add(hit.collider);
Debug.Log("hit.collider.name: " + hit.collider.name);
if (hit.collider.gameObject.CompareTag("Enemy"))
{
var enemyController = hit.transform.GetComponent<EnemyController>();
if (enemyController != null)
{
enemyController.TakeDamage(AttackPower * _playerController.attackPower);
}
}
Notify(hit.collider.gameObject);
}
}

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Assets/JYY/FBX/Alien Big Blink@Walk Forward In Place.FBX (Stored with Git LFS) Normal file

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