DEG-125 [FEAT] 플레이어 공격, 피격 애니메이션 및 상태 구현 #12
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Normal file
21
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Normal file
@ -0,0 +1,21 @@
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using UnityEngine;
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public class AnimatorEventRelay : MonoBehaviour
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{
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private PlayerController _playerController;
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private void Awake()
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{
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public void SetAttackComboTrue()
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{
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}
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public void SetAttackComboFalse()
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{
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using UnityEngine;
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public class PlayerActionAttack : IPlayerAction {
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private static readonly int Attack = Animator.StringToHash("Attack");
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private static readonly int ComboStep = Animator.StringToHash("ComboStep");
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private PlayerController player;
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private int comboStep = 1;
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@ -16,7 +15,7 @@ public class PlayerActionAttack : IPlayerAction {
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comboStep = 1;
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comboQueued = false;
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PlayComboAnimation(comboStep);
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player.PlayerAnimator.SetBool(Attack, true);
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player.SafeSetBool("Attack", true);
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}
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public void UpdateAction() {
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@ -26,7 +25,7 @@ public class PlayerActionAttack : IPlayerAction {
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}
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public void EndAction() {
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player.SafeSetBool("Attack", false);
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player.OnActionEnded(this); // player 에서도 action 초기화
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player = null;
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@ -48,9 +47,20 @@ public class PlayerActionAttack : IPlayerAction {
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}
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}
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player.PlayerAnimator.SetInteger(ComboStep, step);
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private void PlayComboAnimation(int step)
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{
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if (player.PlayerAnimator == null) return;
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// 안전하게 파라미터 체크
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foreach (var param in player.PlayerAnimator.parameters)
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{
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||||
if (param.nameHash == ComboStep && param.type == AnimatorControllerParameterType.Int)
|
||||
{
|
||||
player.PlayerAnimator.SetInteger(ComboStep, step);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// 무기에 콤보 단계 전달
|
||||
var weapon = player.GetComponentInChildren<WeaponController>();
|
||||
if (weapon != null)
|
||||
|
@ -30,6 +30,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
private PlayerStateIdle _playerStateIdle;
|
||||
private PlayerStateMove _playerStateMove;
|
||||
private PlayerStateWin _playerStateWin;
|
||||
private PlayerStateHit _playerStateHit;
|
||||
private PlayerStateDead _playerStateDead;
|
||||
|
||||
// 행동 관련
|
||||
@ -72,6 +73,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
_playerStates[CurrentState].Update();
|
||||
}
|
||||
|
||||
// Hit 상태거나 게임 끝났을 땐 땐 입력 무시
|
||||
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead || CurrentState == PlayerState.Win)
|
||||
return;
|
||||
|
||||
// 대시 우선 입력 처리
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
@ -94,7 +99,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
OnGetHit -= TakeDamage;
|
||||
OnGetHit -= HandlePlayerHit;
|
||||
}
|
||||
|
||||
#region 초기화 관련
|
||||
@ -104,6 +109,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
// 상태 초기화
|
||||
_playerStateIdle = new PlayerStateIdle();
|
||||
_playerStateMove = new PlayerStateMove();
|
||||
_playerStateHit = new PlayerStateHit();
|
||||
_playerStateWin = new PlayerStateWin();
|
||||
_playerStateDead = new PlayerStateDead();
|
||||
|
||||
@ -111,6 +117,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
{
|
||||
{ PlayerState.Idle, _playerStateIdle },
|
||||
{ PlayerState.Move, _playerStateMove },
|
||||
{ PlayerState.Hit, _playerStateHit },
|
||||
{ PlayerState.Win, _playerStateWin },
|
||||
{ PlayerState.Dead, _playerStateDead },
|
||||
};
|
||||
@ -118,8 +125,8 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
_attackAction = new PlayerActionAttack();
|
||||
_actionDash = new PlayerActionDash();
|
||||
|
||||
OnGetHit -= TakeDamage;
|
||||
OnGetHit += TakeDamage;
|
||||
OnGetHit -= HandlePlayerHit;
|
||||
OnGetHit += HandlePlayerHit;
|
||||
|
||||
SetState(PlayerState.Idle);
|
||||
|
||||
@ -151,9 +158,13 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
SafeResetTrigger("Bore");
|
||||
SafeResetTrigger("GetHit");
|
||||
PlayerAnimator.Rebind(); // 레이어 초기화
|
||||
PlayerAnimator.Update(0f); // 즉시 반영
|
||||
// PlayerAnimator.Update(0f); // 즉시 반영
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 애니메이션 파라미터 관련
|
||||
|
||||
public void SafeSetBool(string paramName, bool value)
|
||||
{
|
||||
if (PlayerAnimator == null) return;
|
||||
@ -181,7 +192,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region 상태, 동작 변화 관련
|
||||
@ -336,37 +347,30 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
|
||||
#region 피격 관련
|
||||
|
||||
// TODO: Editor에서 확인하기 위한 임시용
|
||||
public void TakeDamage()
|
||||
// TODO: Editor에서 확인하기 위한 테스트용 메서드
|
||||
public void HandlePlayerHit()
|
||||
{
|
||||
if (CurrentState == PlayerState.Dead) return;
|
||||
|
||||
// 피격 이벤트 재생
|
||||
PlayerHitEffect();
|
||||
|
||||
// 죽었는지 체크
|
||||
if (currentHP <= 0) SetState(PlayerState.Dead);
|
||||
}
|
||||
|
||||
SetState(PlayerState.Hit);
|
||||
}
|
||||
|
||||
public void TakeDamage(CharacterBase character)
|
||||
private void HandlePlayerHit(CharacterBase character)
|
||||
{
|
||||
if (character != this) return; // 혹시 다른 애가 맞은 경우 무시
|
||||
if (character != this) return;
|
||||
if (CurrentState == PlayerState.Dead) return;
|
||||
|
||||
// 피격 이벤트 재생
|
||||
PlayerHitEffect();
|
||||
|
||||
// 죽었는지 체크
|
||||
if (currentHP <= 0) SetState(PlayerState.Dead);
|
||||
|
||||
SetState(PlayerState.Hit);
|
||||
}
|
||||
|
||||
public void PlayHitEffect()
|
||||
{
|
||||
hitEffectController?.PlayHitEffect();
|
||||
}
|
||||
|
||||
private void PlayerHitEffect()
|
||||
public void ShakeCamera()
|
||||
{
|
||||
if (_currentAction != _attackAction || !_attackAction.IsActive)
|
||||
PlayerAnimator.SetTrigger("GetHit");
|
||||
hitEffectController.PlayHitEffect();
|
||||
cameraShake.Shake();
|
||||
cameraShake?.Shake();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -24,21 +24,6 @@ public class PlayerControllerEditor : Editor
|
||||
EditorGUILayout.LabelField("현재 상태", playerController.CurrentState.ToString(), EditorStyles.boldLabel);
|
||||
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;
|
||||
@ -56,7 +41,7 @@ public class PlayerControllerEditor : Editor
|
||||
if (GUILayout.Button("Win"))
|
||||
playerController.SetState(PlayerState.Win);
|
||||
if (GUILayout.Button("Hit"))
|
||||
playerController.TakeDamage();
|
||||
playerController.HandlePlayerHit();
|
||||
if (GUILayout.Button("Dead"))
|
||||
playerController.SetState(PlayerState.Dead);
|
||||
|
||||
|
41
Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs
Normal file
41
Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs
Normal file
@ -0,0 +1,41 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerStateHit : IPlayerState
|
||||
{
|
||||
private PlayerController _playerController;
|
||||
private float hitDuration = 0.4f; // 피격 상태 지속 시간
|
||||
private float timer = 0f;
|
||||
|
||||
public void Enter(PlayerController playerController)
|
||||
{
|
||||
_playerController = playerController;
|
||||
|
||||
// 애니메이션 실행
|
||||
_playerController.SafeSetBool("IsHit", true);
|
||||
|
||||
// 현재 액션 중단 (공격, 대시 등)
|
||||
_playerController.CurrentAction?.EndAction();
|
||||
|
||||
// 이펙트 및 카메라 흔들림
|
||||
_playerController.PlayHitEffect();
|
||||
_playerController.ShakeCamera();
|
||||
|
||||
// 타이머 초기화
|
||||
timer = 0f;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
if (timer >= hitDuration)
|
||||
{
|
||||
_playerController.SetState(PlayerState.Idle);
|
||||
}
|
||||
}
|
||||
|
||||
public void Exit()
|
||||
{
|
||||
_playerController.SafeSetBool("IsHit", false);
|
||||
_playerController = null;
|
||||
}
|
||||
}
|
3
Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs.meta
Normal file
3
Assets/JAY/Scripts/PlayerState/PlayerStateHit.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bad367d3d78a422aa34cb0ebd7aacecf
|
||||
timeCreated: 1746178893
|
@ -1,38 +1,25 @@
|
||||
using System;
|
||||
// Anchor 방식 리팩토링
|
||||
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 Transform[] triggerAnchors;
|
||||
[SerializeField] private float triggerRadius = 0.5f;
|
||||
[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;
|
||||
}
|
||||
}
|
||||
public int AttackPower => _comboStep == 4 ? attackPower * 4 : attackPower;
|
||||
|
||||
private PlayerController _playerController;
|
||||
private bool _isAttacking = false;
|
||||
public bool IsAttacking => _isAttacking;
|
||||
|
||||
// 충돌 처리
|
||||
private Vector3[] _previousPositions;
|
||||
private HashSet<Collider> _hitColliders;
|
||||
private Ray _ray = new Ray();
|
||||
@ -40,12 +27,12 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (_triggerZones == null || _triggerZones.Length == 0)
|
||||
if (triggerAnchors == null || triggerAnchors.Length == 0)
|
||||
{
|
||||
Debug.LogWarning("Trigger Zones이 설정되지 않았습니다.");
|
||||
Debug.LogWarning("Trigger Anchors가 비어있습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
_playerController = GetComponent<PlayerController>();
|
||||
if (_playerController == null)
|
||||
{
|
||||
@ -55,103 +42,71 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||
_playerController = player.GetComponent<PlayerController>();
|
||||
}
|
||||
}
|
||||
|
||||
_previousPositions = new Vector3[_triggerZones.Length];
|
||||
|
||||
_previousPositions = new Vector3[triggerAnchors.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();
|
||||
|
||||
StopAllCoroutines();
|
||||
StartCoroutine(AutoEndAttack()); // 자동 공격 종료
|
||||
StartCoroutine(AutoEndAttack());
|
||||
|
||||
for (int i = 0; i < _triggerZones.Length; i++)
|
||||
for (int i = 0; i < triggerAnchors.Length; i++)
|
||||
{
|
||||
_previousPositions[i] = transform.position + transform.TransformVector(_triggerZones[i].position);
|
||||
_previousPositions[i] = triggerAnchors[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();
|
||||
}
|
||||
yield return new WaitForSeconds(0.6f);
|
||||
if (_isAttacking) AttackEnd();
|
||||
}
|
||||
|
||||
public void AttackEnd()
|
||||
{
|
||||
_isAttacking = false;
|
||||
}
|
||||
public void AttackEnd() => _isAttacking = false;
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (_isAttacking)
|
||||
if (!_isAttacking) return;
|
||||
|
||||
for (int i = 0; i < triggerAnchors.Length; i++)
|
||||
{
|
||||
for (int i = 0; i < _triggerZones.Length; i++)
|
||||
var current = triggerAnchors[i].position;
|
||||
var direction = current - _previousPositions[i];
|
||||
|
||||
if (direction.magnitude < 0.01f) continue;
|
||||
|
||||
_ray.origin = _previousPositions[i];
|
||||
_ray.direction = direction;
|
||||
|
||||
int hitCount = Physics.SphereCastNonAlloc(_ray, triggerRadius, _hits, direction.magnitude, targetLayerMask);
|
||||
for (int j = 0; j < hitCount; j++)
|
||||
{
|
||||
var worldPosition = transform.position +
|
||||
transform.TransformVector(_triggerZones[i].position);
|
||||
var direction = worldPosition - _previousPositions[i];
|
||||
_ray.origin = _previousPositions[i];
|
||||
_ray.direction = direction;
|
||||
|
||||
if (direction.magnitude < 0.01f) return;
|
||||
|
||||
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))
|
||||
{
|
||||
var hit = _hits[j];
|
||||
if (!_hitColliders.Contains(hit.collider))
|
||||
{
|
||||
_hitColliders.Add(hit.collider);
|
||||
Notify(hit.collider.gameObject);
|
||||
}
|
||||
_hitColliders.Add(hit.collider);
|
||||
Notify(hit.collider.gameObject);
|
||||
}
|
||||
_previousPositions[i] = worldPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ResumeTimeScale()
|
||||
{
|
||||
yield return new WaitForSecondsRealtime(10f);
|
||||
Time.timeScale = 1f;
|
||||
_previousPositions[i] = current;
|
||||
}
|
||||
}
|
||||
|
||||
public void Subscribe(IObserver<GameObject> observer)
|
||||
{
|
||||
if (!_observers.Contains(observer))
|
||||
{
|
||||
_observers.Add(observer);
|
||||
}
|
||||
if (!_observers.Contains(observer)) _observers.Add(observer);
|
||||
}
|
||||
|
||||
public void Unsubscribe(IObserver<GameObject> observer)
|
||||
{
|
||||
_observers.Remove(observer);
|
||||
}
|
||||
public void Unsubscribe(IObserver<GameObject> observer) => _observers.Remove(observer);
|
||||
|
||||
public void Notify(GameObject value)
|
||||
{
|
||||
foreach (var observer in _observers)
|
||||
{
|
||||
observer.OnNext(value);
|
||||
}
|
||||
foreach (var o in _observers) o.OnNext(value);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
@ -163,47 +118,19 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||
}
|
||||
_observers.Clear();
|
||||
}
|
||||
|
||||
public void SetComboStep(int step)
|
||||
{
|
||||
_comboStep = step;
|
||||
}
|
||||
|
||||
|
||||
public void SetComboStep(int step) => _comboStep = step;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
if (_triggerZones == null) return;
|
||||
|
||||
if (_isAttacking && _previousPositions != null)
|
||||
if (triggerAnchors == null) return;
|
||||
Gizmos.color = Color.green;
|
||||
foreach (var anchor in triggerAnchors)
|
||||
{
|
||||
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);
|
||||
}
|
||||
if (anchor != null)
|
||||
Gizmos.DrawWireSphere(anchor.position, triggerRadius);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
|
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.
Loading…
x
Reference in New Issue
Block a user