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No commits in common. "94a25882ed398e3cbc36162e0006a04446a62c92" and "a7437c8f7489ec98f7ad467f70c11d280dd6b08a" have entirely different histories.

14 changed files with 21 additions and 81 deletions

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@ -62,9 +62,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
public bool IsBattle => _isBattle;
public Transform DashEffectAnchor => dashEffectAnchor;
[Header("대시, 어택 터치 연출용")]
[SerializeField] private DungeonPanelController dungeonPanelController;
private void Awake()
{
if (Joystick == null)
@ -117,7 +114,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
// 대시 우선 입력 처리
if (Input.GetKeyDown(KeyCode.Space))
{
dungeonPanelController.DashTouchMotion();
StartDashAction();
return;
}
@ -126,7 +122,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead))
{
dungeonPanelController.AttackTouchMotion();
GameManager.Instance.PlayPlayerAttackSound();
StartAttackAction();
}

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@ -11,11 +11,6 @@ public class DungeonPanelController : MonoBehaviour
private int _countHealth = 0;
private int visibleHeartCount = 3; // 강화 레벨로 설정됨
//PC 키보드 입력 시 버튼 색상 변경
[SerializeField] private GameObject dashPressedImage;
[SerializeField] private GameObject attackPressedImage;
private float pressedTime = .1f;
private void Start()
{
int level = UpgradeManager.Instance.upgradeStat.CurrentUpgradeLevel(StatType.Heart); // 1~3
@ -55,36 +50,4 @@ public class DungeonPanelController : MonoBehaviour
{
yield return new WaitForSeconds(1.0f);
}
#region PC입력
public void DashTouchMotion()
{
StopCoroutine(DashButtonColorChange());
StartCoroutine(DashButtonColorChange());
}
public void AttackTouchMotion()
{
StopCoroutine(AttackButtonColorChange());
StartCoroutine(AttackButtonColorChange());
}
private IEnumerator DashButtonColorChange()
{
dashPressedImage.SetActive(true);
yield return new WaitForSeconds(pressedTime);
dashPressedImage.SetActive(false);
}
private IEnumerator AttackButtonColorChange()
{
attackPressedImage.SetActive(true);
yield return new WaitForSeconds(pressedTime);
attackPressedImage.SetActive(false);
}
#endregion
}

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Assets/KSH/ReDungeon.unity (Stored with Git LFS)

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@ -1,7 +0,0 @@
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externalObjects: {}
userData:
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@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: 76f779210ea250641b4559dfc6d379b5
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
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Assets/LIN/ReDungeon UI Copy.unity (Stored with Git LFS)

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@ -1,7 +0,0 @@
fileFormatVersion: 2
guid: ce2ba637dd19c434fa2eb509c2ad4270
DefaultImporter:
externalObjects: {}
userData:
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Assets/LIN/ReHousing Loding Anim.unity (Stored with Git LFS)

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@ -16,7 +16,6 @@ public class InteractionController : MonoBehaviour
private void Start()
{
PlayerStats.Instance.OnWorked -= SuddenAfterWorkEventHappen;
PlayerStats.Instance.OnWorked += SuddenAfterWorkEventHappen;
PlayerStats.Instance.SetInteractionPanelController(interactionAnimationPanelController);
}

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@ -32,6 +32,19 @@ public class HousingCanvasController : MonoBehaviour
suddenPanel.SetActive(false);
}
/// <summary>
/// 씬전환 로딩 패널 테스트용 코드.던전에서도 씬전환 할 때 해당 코드 사용하시면 됩니다.
/// </summary>
private void Update()
{
if (Input.GetKeyDown(KeyCode.A))
{
var _switchingPanel = Instantiate(switchingPanel,this.transform);
switchingPanelController = _switchingPanel.GetComponent<SwitchingPanelController>();
switchingPanelController.FadeAndSceneLoad("ReDungeon");
}
}
#region NPC
public void ShowNpcInteractionButton(Action onInteractionButtonPressed)

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Assets/Prefabs/ReDungeon/Canvas.prefab (Stored with Git LFS)

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Assets/Prefabs/ReHousing/Canvas.prefab (Stored with Git LFS)

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