main #13
13
.idea/.idea.Degulleo/.idea/.gitignore
generated
vendored
Normal file
13
.idea/.idea.Degulleo/.idea/.gitignore
generated
vendored
Normal file
@ -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
|
4
.idea/.idea.Degulleo/.idea/encodings.xml
generated
Normal file
4
.idea/.idea.Degulleo/.idea/encodings.xml
generated
Normal 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>
|
8
.idea/.idea.Degulleo/.idea/indexLayout.xml
generated
Normal file
8
.idea/.idea.Degulleo/.idea/indexLayout.xml
generated
Normal file
@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
6
.idea/.idea.Degulleo/.idea/vcs.xml
generated
Normal file
6
.idea/.idea.Degulleo/.idea/vcs.xml
generated
Normal 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.Degulleo3D-main/.idea/.gitignore
generated
vendored
Normal file
13
.idea/.idea.Degulleo3D-main/.idea/.gitignore
generated
vendored
Normal file
@ -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
|
4
.idea/.idea.Degulleo3D-main/.idea/encodings.xml
generated
Normal file
4
.idea/.idea.Degulleo3D-main/.idea/encodings.xml
generated
Normal 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>
|
8
.idea/.idea.Degulleo3D-main/.idea/indexLayout.xml
generated
Normal file
8
.idea/.idea.Degulleo3D-main/.idea/indexLayout.xml
generated
Normal file
@ -0,0 +1,8 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="UserContentModel">
|
||||
<attachedFolders />
|
||||
<explicitIncludes />
|
||||
<explicitExcludes />
|
||||
</component>
|
||||
</project>
|
6
.idea/.idea.Degulleo3D-main/.idea/vcs.xml
generated
Normal file
6
.idea/.idea.Degulleo3D-main/.idea/vcs.xml
generated
Normal file
@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<project version="4">
|
||||
<component name="VcsDirectoryMappings">
|
||||
<mapping directory="" vcs="Git" />
|
||||
</component>
|
||||
</project>
|
BIN
Assets/JAY/Animation/Attack01.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Attack01.anim
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JAY/Animation/Attack02.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Attack02.anim
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JAY/Animation/Attack03.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Attack03.anim
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JAY/Animation/Attack04.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Attack04.anim
(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JAY/Animation/Attack_idle.anim
(Stored with Git LFS)
Normal file
BIN
Assets/JAY/Animation/Attack_idle.anim
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23ef3f3f7e8603c43b49b5a12de765cf
|
||||
guid: d84a1ba0d51fd80429c5896e83064112
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
BIN
Assets/JAY/Animation/CustomAttack01.anim
(Stored with Git LFS)
Normal file
BIN
Assets/JAY/Animation/CustomAttack01.anim
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c25471f7e975de140af2a11af5aa791a
|
||||
guid: 656169137a9cd5c46aa69f47fabb9598
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
BIN
Assets/JAY/Animation/CustomAttack02.anim
(Stored with Git LFS)
Normal file
BIN
Assets/JAY/Animation/CustomAttack02.anim
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ee0fb1c70ff918147854e2fa7f8ce65d
|
||||
guid: 3ac73c0cdb0b58c468547fbf44b42b84
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
BIN
Assets/JAY/Animation/Damage.anim
(Stored with Git LFS)
Normal file
BIN
Assets/JAY/Animation/Damage.anim
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c17f0c4e3017bb448ff5120b9f61794
|
||||
guid: 32e77e5f2114f974fa58a23aa6020694
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
BIN
Assets/JAY/Animation/Dead.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Dead.anim
(Stored with Git LFS)
Binary file not shown.
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26572f377ac934546b30d6d9e0cab051
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/JAY/Animation/Idle.anim
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Idle.anim
(Stored with Git LFS)
Binary file not shown.
@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 962d2d90bb1030b4599179cdb9e2e6c3
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 7400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
BIN
Assets/JAY/Animation/Idle_Battle.fbx
(Stored with Git LFS)
BIN
Assets/JAY/Animation/Idle_Battle.fbx
(Stored with Git LFS)
Binary file not shown.
@ -1,749 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 594f1161bd9cdf84a8471ede0680f194
|
||||
ModelImporter:
|
||||
serializedVersion: 19301
|
||||
internalIDToNameTable:
|
||||
- first:
|
||||
74: 1827226128182048838
|
||||
second: Idle_Battle_SwordAndShield
|
||||
externalObjects: {}
|
||||
materials:
|
||||
materialImportMode: 0
|
||||
materialName: 0
|
||||
materialSearch: 1
|
||||
materialLocation: 1
|
||||
animations:
|
||||
legacyGenerateAnimations: 4
|
||||
bakeSimulation: 0
|
||||
resampleCurves: 1
|
||||
optimizeGameObjects: 0
|
||||
motionNodeName:
|
||||
rigImportErrors:
|
||||
rigImportWarnings:
|
||||
animationImportErrors:
|
||||
animationImportWarnings:
|
||||
animationRetargetingWarnings:
|
||||
animationDoRetargetingWarnings: 0
|
||||
importAnimatedCustomProperties: 0
|
||||
importConstraints: 0
|
||||
animationCompression: 3
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
||||
clipAnimations:
|
||||
- serializedVersion: 16
|
||||
name: Idle_Battle_SwordAndShield
|
||||
takeName: Take 001
|
||||
internalID: 0
|
||||
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|
||||
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|
||||
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|
||||
orientationOffsetY: 0
|
||||
level: 0
|
||||
cycleOffset: 0
|
||||
loop: 0
|
||||
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|
||||
loopTime: 1
|
||||
loopBlend: 0
|
||||
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|
||||
loopBlendPositionY: 1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
|
||||
curves: []
|
||||
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|
||||
transformMask:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- path: Head01_Male
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
- path: root/pelvis
|
||||
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|
||||
- path: root/pelvis/spine_01
|
||||
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|
||||
- path: root/pelvis/spine_01/spine_02
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/BackpackBone
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/shoulderPadJoint_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l/index_02_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/index_01_l/index_02_l/index_03_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l/thumb_02_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/thumb_01_l/thumb_02_l/thumb_03_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_l/upperarm_l/lowerarm_l/hand_l/weapon_l
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/shoulderPadJoint_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r/index_02_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/index_01_r/index_02_r/index_03_r
|
||||
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r/thumb_02_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/thumb_01_r/thumb_02_r/thumb_03_r
|
||||
weight: 1
|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r
|
||||
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01
|
||||
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02
|
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02/CloakBone03
|
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/neck_01
|
||||
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|
||||
- path: root/pelvis/spine_01/spine_02/spine_03/neck_01/head
|
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|
||||
- path: root/pelvis/thigh_l
|
||||
weight: 1
|
||||
- path: root/pelvis/thigh_l/calf_l
|
||||
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|
||||
- path: root/pelvis/thigh_l/calf_l/foot_l
|
||||
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|
||||
- path: root/pelvis/thigh_l/calf_l/foot_l/ball_l
|
||||
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|
||||
- path: root/pelvis/thigh_r
|
||||
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|
||||
- path: root/pelvis/thigh_r/calf_r
|
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|
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- path: root/pelvis/thigh_r/calf_r/foot_r
|
||||
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|
||||
- path: root/pelvis/thigh_r/calf_r/foot_r/ball_r
|
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|
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|
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|
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|
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|
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|
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secondaryUVAngleDistortion: 8
|
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|
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|
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|
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|
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|
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|
||||
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|
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human:
|
||||
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|
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humanName: Hips
|
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|
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|
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|
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|
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|
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|
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|
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limit:
|
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min: {x: 0, y: 0, z: 0}
|
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|
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|
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|
||||
humanName: LeftLowerLeg
|
||||
limit:
|
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min: {x: 0, y: 0, z: 0}
|
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|
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|
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|
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|
||||
- boneName: calf_r
|
||||
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|
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|
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|
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|
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|
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|
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|
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BIN
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(Stored with Git LFS)
Binary file not shown.
BIN
Assets/JAY/Prefabs/woodChopstick.fbx
(Stored with Git LFS)
BIN
Assets/JAY/Prefabs/woodChopstick.fbx
(Stored with Git LFS)
Binary file not shown.
21
Assets/JAY/Scripts/AnimatorEventRelay.cs
Normal file
21
Assets/JAY/Scripts/AnimatorEventRelay.cs
Normal file
@ -0,0 +1,21 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class AnimatorEventRelay : MonoBehaviour
|
||||
{
|
||||
private PlayerController _playerController;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_playerController = GetComponentInParent<PlayerController>();
|
||||
}
|
||||
|
||||
public void SetAttackComboTrue()
|
||||
{
|
||||
_playerController?.SetAttackComboTrue();
|
||||
}
|
||||
|
||||
public void SetAttackComboFalse()
|
||||
{
|
||||
_playerController?.SetAttackComboFalse();
|
||||
}
|
||||
}
|
3
Assets/JAY/Scripts/AnimatorEventRelay.cs.meta
Normal file
3
Assets/JAY/Scripts/AnimatorEventRelay.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e1c2c9ebd51c4d7aad9883cef372663f
|
||||
timeCreated: 1746088356
|
3
Assets/JAY/Scripts/Effect.meta
Normal file
3
Assets/JAY/Scripts/Effect.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f85f06ffdab841aba19658d505e1a75a
|
||||
timeCreated: 1745899456
|
41
Assets/JAY/Scripts/Effect/CameraShake.cs
Normal file
41
Assets/JAY/Scripts/Effect/CameraShake.cs
Normal file
@ -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;
|
||||
}
|
||||
}
|
3
Assets/JAY/Scripts/Effect/CameraShake.cs.meta
Normal file
3
Assets/JAY/Scripts/Effect/CameraShake.cs.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84537ad9e9c54885bdc75a1cd0e7a1df
|
||||
timeCreated: 1745902439
|
48
Assets/JAY/Scripts/Effect/PlayerHitEffectController.cs
Normal file
48
Assets/JAY/Scripts/Effect/PlayerHitEffectController.cs
Normal file
@ -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;
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d7446d96b0c4470b42ee010cbbd809f
|
||||
timeCreated: 1745899493
|
@ -1,7 +1,6 @@
|
||||
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;
|
||||
@ -16,7 +15,7 @@ public class PlayerActionAttack : IPlayerAction {
|
||||
comboStep = 1;
|
||||
comboQueued = false;
|
||||
PlayComboAnimation(comboStep);
|
||||
player.PlayerAnimator.SetBool(Attack, true);
|
||||
player.SafeSetBool("Attack", true);
|
||||
}
|
||||
|
||||
public void UpdateAction() {
|
||||
@ -26,7 +25,7 @@ public class PlayerActionAttack : IPlayerAction {
|
||||
}
|
||||
|
||||
public void EndAction() {
|
||||
player.PlayerAnimator.SetBool(Attack, false);
|
||||
player.SafeSetBool("Attack", false);
|
||||
IsActive = false;
|
||||
player.OnActionEnded(this); // player 에서도 action 초기화
|
||||
player = null;
|
||||
@ -48,9 +47,20 @@ public class PlayerActionAttack : IPlayerAction {
|
||||
}
|
||||
}
|
||||
|
||||
private void PlayComboAnimation(int step) {
|
||||
player.PlayerAnimator.SetInteger(ComboStep, step);
|
||||
|
||||
private void PlayComboAnimation(int step)
|
||||
{
|
||||
if (player.PlayerAnimator == null) return;
|
||||
|
||||
// 안전하게 파라미터 체크
|
||||
foreach (var param in player.PlayerAnimator.parameters)
|
||||
{
|
||||
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)
|
@ -1,7 +1,10 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEditor.TextCore.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
|
||||
|
||||
@ -10,8 +13,12 @@ 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;
|
||||
@ -25,6 +32,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
private PlayerStateIdle _playerStateIdle;
|
||||
private PlayerStateMove _playerStateMove;
|
||||
private PlayerStateWin _playerStateWin;
|
||||
private PlayerStateHit _playerStateHit;
|
||||
private PlayerStateDead _playerStateDead;
|
||||
|
||||
// 행동 관련
|
||||
@ -37,41 +45,31 @@ 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();
|
||||
|
||||
// isBattle 초기화 (임시)
|
||||
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
|
||||
_isBattle = !isHousingScene;
|
||||
Debug.Log("_isBattle: " + _isBattle);*/
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@ -81,6 +79,10 @@ 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))
|
||||
{
|
||||
@ -91,7 +93,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
// 공격 입력 처리
|
||||
if (Input.GetKeyDown(KeyCode.X) && (_currentAction == null || !_currentAction.IsActive)
|
||||
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) {
|
||||
Debug.Log("X 버튼 Down 됨");
|
||||
StartAttackAction();
|
||||
}
|
||||
|
||||
@ -101,11 +102,38 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
_currentAction.UpdateAction();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
OnGetHit -= HandlePlayerHit;
|
||||
}
|
||||
|
||||
#region 초기화 관련
|
||||
|
||||
private void PlayerInit()
|
||||
{
|
||||
// 상태 초기화
|
||||
_playerStateIdle = new PlayerStateIdle();
|
||||
_playerStateMove = new PlayerStateMove();
|
||||
_playerStateHit = new PlayerStateHit();
|
||||
_playerStateWin = new PlayerStateWin();
|
||||
_playerStateDead = new PlayerStateDead();
|
||||
|
||||
_playerStates = new Dictionary<PlayerState, IPlayerState>
|
||||
{
|
||||
{ PlayerState.Idle, _playerStateIdle },
|
||||
{ PlayerState.Move, _playerStateMove },
|
||||
{ PlayerState.Hit, _playerStateHit },
|
||||
{ PlayerState.Win, _playerStateWin },
|
||||
{ PlayerState.Dead, _playerStateDead },
|
||||
};
|
||||
|
||||
_attackAction = new PlayerActionAttack();
|
||||
_actionDash = new PlayerActionDash();
|
||||
|
||||
OnGetHit -= HandlePlayerHit;
|
||||
OnGetHit += HandlePlayerHit;
|
||||
|
||||
SetState(PlayerState.Idle);
|
||||
|
||||
InstantiateWeapon();
|
||||
@ -123,6 +151,54 @@ 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
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 애니메이션 파라미터 관련
|
||||
|
||||
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 상태, 동작 변화 관련
|
||||
@ -165,6 +241,28 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
{
|
||||
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
|
||||
|
||||
@ -173,6 +271,16 @@ 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);
|
||||
}
|
||||
|
||||
@ -182,7 +290,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
|
||||
|
||||
if (_currentAction == _attackAction) {
|
||||
Debug.Log($"Attack True");
|
||||
_attackAction.EnableCombo();
|
||||
_weaponController.AttackStart();
|
||||
}
|
||||
@ -191,7 +298,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
public void SetAttackComboFalse()
|
||||
{
|
||||
if (_currentAction == _attackAction) {
|
||||
Debug.Log($"Attack False");
|
||||
// 이벤트 중복 호출? 공격 종료 시 SetAttackComboFalse가 아니라 ~True로 끝나서 오류 발생. (공격 안하는 상태여도 공격으로 판정됨)
|
||||
_attackAction.DisableCombo();
|
||||
_weaponController.AttackEnd(); // IsAttacking = false로 변경
|
||||
@ -245,4 +351,33 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
||||
|
||||
#endregion
|
||||
|
||||
#region 피격 관련
|
||||
|
||||
// TODO: Editor에서 확인하기 위한 테스트용 메서드
|
||||
public void HandlePlayerHit()
|
||||
{
|
||||
if (CurrentState == PlayerState.Dead) return;
|
||||
|
||||
SetState(PlayerState.Hit);
|
||||
}
|
||||
|
||||
private void HandlePlayerHit(CharacterBase character)
|
||||
{
|
||||
if (character != this) return;
|
||||
if (CurrentState == PlayerState.Dead) return;
|
||||
|
||||
SetState(PlayerState.Hit);
|
||||
}
|
||||
|
||||
public void PlayHitEffect()
|
||||
{
|
||||
hitEffectController?.PlayHitEffect();
|
||||
}
|
||||
|
||||
public void ShakeCamera()
|
||||
{
|
||||
cameraShake?.Shake();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
@ -24,7 +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();
|
||||
|
||||
|
||||
// 지면 접촉 상태
|
||||
GUI.backgroundColor = Color.white;
|
||||
@ -41,8 +40,8 @@ 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.HandlePlayerHit();
|
||||
if (GUILayout.Button("Dead"))
|
||||
playerController.SetState(PlayerState.Dead);
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
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
|
@ -1,15 +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);
|
||||
}
|
||||
|
@ -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/JYY/Animator/Alien Big Blink.controller
(Stored with Git LFS)
Normal file
BIN
Assets/JYY/Animator/Alien Big Blink.controller
(Stored with Git LFS)
Normal file
Binary file not shown.
8
Assets/JYY/Animator/Alien Big Blink.controller.meta
Normal file
8
Assets/JYY/Animator/Alien Big Blink.controller.meta
Normal file
@ -0,0 +1,8 @@
|
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guid: 9378ba9fe6731e24abe1d046a30c3a26
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
BIN
Assets/JYY/FBX/Alien Big Blink.FBX
(Stored with Git LFS)
Normal file
BIN
Assets/JYY/FBX/Alien Big Blink.FBX
(Stored with Git LFS)
Normal file
Binary file not shown.
129
Assets/JYY/FBX/Alien Big Blink.FBX.meta
Normal file
129
Assets/JYY/FBX/Alien Big Blink.FBX.meta
Normal file
@ -0,0 +1,129 @@
|
||||
fileFormatVersion: 2
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||||
ModelImporter:
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||||
serializedVersion: 22200
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internalIDToNameTable: []
|
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externalObjects: {}
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materials:
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||||
materialImportMode: 2
|
||||
materialName: 0
|
||||
materialSearch: 1
|
||||
materialLocation: 1
|
||||
animations:
|
||||
legacyGenerateAnimations: 4
|
||||
bakeSimulation: 0
|
||||
resampleCurves: 1
|
||||
optimizeGameObjects: 0
|
||||
removeConstantScaleCurves: 0
|
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motionNodeName:
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rigImportErrors:
|
||||
rigImportWarnings:
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animationImportErrors:
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||||
animationImportWarnings:
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||||
animationRetargetingWarnings:
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||||
animationDoRetargetingWarnings: 0
|
||||
importAnimatedCustomProperties: 0
|
||||
importConstraints: 0
|
||||
animationCompression: 1
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
||||
clipAnimations: []
|
||||
isReadable: 0
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
||||
meshCompression: 0
|
||||
addColliders: 0
|
||||
useSRGBMaterialColor: 1
|
||||
sortHierarchyByName: 1
|
||||
importPhysicalCameras: 1
|
||||
importVisibility: 1
|
||||
importBlendShapes: 1
|
||||
importCameras: 1
|
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importLights: 1
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nodeNameCollisionStrategy: 1
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fileIdsGeneration: 2
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swapUVChannels: 0
|
||||
generateSecondaryUV: 0
|
||||
useFileUnits: 1
|
||||
keepQuads: 0
|
||||
weldVertices: 1
|
||||
bakeAxisConversion: 0
|
||||
preserveHierarchy: 0
|
||||
skinWeightsMode: 0
|
||||
maxBonesPerVertex: 4
|
||||
minBoneWeight: 0.001
|
||||
optimizeBones: 1
|
||||
meshOptimizationFlags: -1
|
||||
indexFormat: 0
|
||||
secondaryUVAngleDistortion: 8
|
||||
secondaryUVAreaDistortion: 15.000001
|
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secondaryUVHardAngle: 88
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secondaryUVMarginMethod: 1
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secondaryUVMinLightmapResolution: 40
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secondaryUVMinObjectScale: 1
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secondaryUVPackMargin: 4
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useFileScale: 1
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strictVertexDataChecks: 0
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tangentSpace:
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normalImportMode: 0
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||||
tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
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Reference in New Issue
Block a user