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
|
fileFormatVersion: 2
|
||||||
guid: 23ef3f3f7e8603c43b49b5a12de765cf
|
guid: d84a1ba0d51fd80429c5896e83064112
|
||||||
NativeFormatImporter:
|
NativeFormatImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
mainObjectFileID: 7400000
|
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
|
fileFormatVersion: 2
|
||||||
guid: c25471f7e975de140af2a11af5aa791a
|
guid: 656169137a9cd5c46aa69f47fabb9598
|
||||||
NativeFormatImporter:
|
NativeFormatImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
mainObjectFileID: 7400000
|
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
|
fileFormatVersion: 2
|
||||||
guid: ee0fb1c70ff918147854e2fa7f8ce65d
|
guid: 3ac73c0cdb0b58c468547fbf44b42b84
|
||||||
NativeFormatImporter:
|
NativeFormatImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
mainObjectFileID: 7400000
|
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
|
fileFormatVersion: 2
|
||||||
guid: 2c17f0c4e3017bb448ff5120b9f61794
|
guid: 32e77e5f2114f974fa58a23aa6020694
|
||||||
NativeFormatImporter:
|
NativeFormatImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
mainObjectFileID: 7400000
|
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
|
|
||||||
firstFrame: 0
|
|
||||||
lastFrame: 20
|
|
||||||
wrapMode: 0
|
|
||||||
orientationOffsetY: 0
|
|
||||||
level: 0
|
|
||||||
cycleOffset: 0
|
|
||||||
loop: 0
|
|
||||||
hasAdditiveReferencePose: 0
|
|
||||||
loopTime: 1
|
|
||||||
loopBlend: 0
|
|
||||||
loopBlendOrientation: 1
|
|
||||||
loopBlendPositionY: 1
|
|
||||||
loopBlendPositionXZ: 1
|
|
||||||
keepOriginalOrientation: 1
|
|
||||||
keepOriginalPositionY: 1
|
|
||||||
keepOriginalPositionXZ: 1
|
|
||||||
heightFromFeet: 0
|
|
||||||
mirror: 0
|
|
||||||
bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000
|
|
||||||
curves: []
|
|
||||||
events: []
|
|
||||||
transformMask:
|
|
||||||
- path:
|
|
||||||
weight: 1
|
|
||||||
- path: Body05
|
|
||||||
weight: 0
|
|
||||||
- path: Eye01
|
|
||||||
weight: 0
|
|
||||||
- path: Hair01
|
|
||||||
weight: 0
|
|
||||||
- path: Head01_Male
|
|
||||||
weight: 0
|
|
||||||
- path: Mouth01
|
|
||||||
weight: 0
|
|
||||||
- path: root
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01
|
|
||||||
weight: 1
|
|
||||||
- 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
|
|
||||||
weight: 1
|
|
||||||
- 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
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01/spine_02/spine_03/CloakBone01/CloakBone02/CloakBone03
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01/spine_02/spine_03/neck_01
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/spine_01/spine_02/spine_03/neck_01/head
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_l
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_l/calf_l
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_l/calf_l/foot_l
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_l/calf_l/foot_l/ball_l
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_r
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_r/calf_r
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_r/calf_r/foot_r
|
|
||||||
weight: 1
|
|
||||||
- path: root/pelvis/thigh_r/calf_r/foot_r/ball_r
|
|
||||||
weight: 1
|
|
||||||
maskType: 1
|
|
||||||
maskSource: {fileID: 31900000, guid: 0a2d610c66cc08b4492b8b3de93fdbde, type: 2}
|
|
||||||
additiveReferencePoseFrame: 0
|
|
||||||
isReadable: 0
|
|
||||||
meshes:
|
|
||||||
lODScreenPercentages: []
|
|
||||||
globalScale: 1
|
|
||||||
meshCompression: 0
|
|
||||||
addColliders: 0
|
|
||||||
useSRGBMaterialColor: 1
|
|
||||||
sortHierarchyByName: 1
|
|
||||||
importVisibility: 1
|
|
||||||
importBlendShapes: 1
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|
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||||||
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||||||
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||||||
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legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
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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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|
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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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||||||
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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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|
|
||||||
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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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|
|
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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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|
|
||||||
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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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|
|
||||||
parentName: Idle_Battle_SwordAndShiled(Clone)
|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
parentName: Idle_Battle_SwordAndShiled(Clone)
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
parentName: Idle_Battle_SwordAndShiled(Clone)
|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
parentName: Idle_Battle_SwordAndShiled(Clone)
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
parentName: root
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
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|
|
||||||
parentName: pelvis
|
|
||||||
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|
|
||||||
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|
||||||
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|
|
||||||
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|
|
||||||
parentName: thigh_l
|
|
||||||
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|
|
||||||
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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();
|
||||||
|
}
|
||||||
|
}
|
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Normal file
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Normal file
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Normal file
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Normal file
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41
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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;
|
||||||
|
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|
||||||
|
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|
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Normal file
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Normal file
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|
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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);
|
||||||
|
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|
||||||
|
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;
|
using UnityEngine;
|
||||||
|
|
||||||
public class PlayerActionAttack : IPlayerAction {
|
public class PlayerActionAttack : IPlayerAction {
|
||||||
private static readonly int Attack = Animator.StringToHash("Attack");
|
|
||||||
private static readonly int ComboStep = Animator.StringToHash("ComboStep");
|
private static readonly int ComboStep = Animator.StringToHash("ComboStep");
|
||||||
private PlayerController player;
|
private PlayerController player;
|
||||||
private int comboStep = 1;
|
private int comboStep = 1;
|
||||||
@ -16,7 +15,7 @@ public class PlayerActionAttack : IPlayerAction {
|
|||||||
comboStep = 1;
|
comboStep = 1;
|
||||||
comboQueued = false;
|
comboQueued = false;
|
||||||
PlayComboAnimation(comboStep);
|
PlayComboAnimation(comboStep);
|
||||||
player.PlayerAnimator.SetBool(Attack, true);
|
player.SafeSetBool("Attack", true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdateAction() {
|
public void UpdateAction() {
|
||||||
@ -26,7 +25,7 @@ public class PlayerActionAttack : IPlayerAction {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void EndAction() {
|
public void EndAction() {
|
||||||
player.PlayerAnimator.SetBool(Attack, false);
|
player.SafeSetBool("Attack", false);
|
||||||
IsActive = false;
|
IsActive = false;
|
||||||
player.OnActionEnded(this); // player 에서도 action 초기화
|
player.OnActionEnded(this); // player 에서도 action 초기화
|
||||||
player = null;
|
player = null;
|
||||||
@ -48,8 +47,19 @@ public class PlayerActionAttack : IPlayerAction {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PlayComboAnimation(int step) {
|
private void PlayComboAnimation(int step)
|
||||||
player.PlayerAnimator.SetInteger(ComboStep, 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
|
// 무기에 콤보 단계 전달
|
||||||
var weapon = player.GetComponentInChildren<WeaponController>();
|
var weapon = player.GetComponentInChildren<WeaponController>();
|
@ -1,7 +1,10 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using System.Runtime.CompilerServices;
|
||||||
|
using UnityEditor.TextCore.Text;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
|
public enum PlayerState { None, Idle, Move, Win, Hit, Dead }
|
||||||
|
|
||||||
@ -10,8 +13,12 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
// 외부 접근 가능 변수
|
// 외부 접근 가능 변수
|
||||||
[Header("Attach Points")]
|
[Header("Attach Points")]
|
||||||
[SerializeField] private Transform rightHandTransform;
|
[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
|
// 내부에서만 사용하는 변수
|
||||||
|
private PlayerHitEffectController hitEffectController;
|
||||||
private CharacterController _characterController;
|
private CharacterController _characterController;
|
||||||
private bool _isBattle;
|
private bool _isBattle;
|
||||||
private GameObject weapon;
|
private GameObject weapon;
|
||||||
@ -25,6 +32,7 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
private PlayerStateIdle _playerStateIdle;
|
private PlayerStateIdle _playerStateIdle;
|
||||||
private PlayerStateMove _playerStateMove;
|
private PlayerStateMove _playerStateMove;
|
||||||
private PlayerStateWin _playerStateWin;
|
private PlayerStateWin _playerStateWin;
|
||||||
|
private PlayerStateHit _playerStateHit;
|
||||||
private PlayerStateDead _playerStateDead;
|
private PlayerStateDead _playerStateDead;
|
||||||
|
|
||||||
// 행동 관련
|
// 행동 관련
|
||||||
@ -37,41 +45,31 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
private Dictionary<PlayerState, IPlayerState> _playerStates;
|
private Dictionary<PlayerState, IPlayerState> _playerStates;
|
||||||
public Animator PlayerAnimator { get; private set; }
|
public Animator PlayerAnimator { get; private set; }
|
||||||
public CharacterController CharacterController => _characterController;
|
public CharacterController CharacterController => _characterController;
|
||||||
|
public bool IsBattle => _isBattle;
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
PlayerAnimator = GetComponent<Animator>();
|
|
||||||
_characterController = GetComponent<CharacterController>();
|
|
||||||
if (Joystick == null)
|
if (Joystick == null)
|
||||||
{
|
{
|
||||||
Joystick = FindObjectOfType<FixedJoystick>();
|
Joystick = FindObjectOfType<FixedJoystick>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
AssignCharacterController();
|
||||||
|
AssignAnimator();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Start()
|
protected override void Start()
|
||||||
{
|
{
|
||||||
base.Start();
|
base.Start();
|
||||||
|
|
||||||
// 상태 초기화
|
hitEffectController = GetComponentInChildren<PlayerHitEffectController>();
|
||||||
_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();
|
|
||||||
|
|
||||||
PlayerInit();
|
PlayerInit();
|
||||||
|
|
||||||
SwitchBattleMode();
|
// isBattle 초기화 (임시)
|
||||||
|
/*bool isHousingScene = SceneManager.GetActiveScene().name.Contains("Housing");
|
||||||
|
_isBattle = !isHousingScene;
|
||||||
|
Debug.Log("_isBattle: " + _isBattle);*/
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
@ -81,6 +79,10 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
_playerStates[CurrentState].Update();
|
_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
|
// 대시 우선 입력 처리
|
||||||
if (Input.GetKeyDown(KeyCode.Space))
|
if (Input.GetKeyDown(KeyCode.Space))
|
||||||
{
|
{
|
||||||
@ -91,7 +93,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
// 공격 입력 처리
|
// 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)) {
|
&& (CurrentState != PlayerState.Win && CurrentState != PlayerState.Dead)) {
|
||||||
Debug.Log("X 버튼 Down 됨");
|
|
||||||
StartAttackAction();
|
StartAttackAction();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -102,10 +103,37 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
OnGetHit -= HandlePlayerHit;
|
||||||
|
}
|
||||||
|
|
||||||
#region 초기화 관련
|
#region 초기화 관련
|
||||||
|
|
||||||
private void PlayerInit()
|
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);
|
SetState(PlayerState.Idle);
|
||||||
|
|
||||||
InstantiateWeapon();
|
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
|
#endregion
|
||||||
|
|
||||||
#region 상태, 동작 변화 관련
|
#region 상태, 동작 변화 관련
|
||||||
@ -166,6 +242,28 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
if (_currentAction == action) _currentAction = null;
|
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
|
#endregion
|
||||||
|
|
||||||
#region 공격 관련
|
#region 공격 관련
|
||||||
@ -173,6 +271,16 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
public void SwitchBattleMode()
|
public void SwitchBattleMode()
|
||||||
{
|
{
|
||||||
_isBattle = !_isBattle;
|
_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);
|
weapon.SetActive(_isBattle);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -182,7 +290,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
|
if (_weaponController.IsAttacking) return; // 이미 공격 중이면 실행 안함
|
||||||
|
|
||||||
if (_currentAction == _attackAction) {
|
if (_currentAction == _attackAction) {
|
||||||
Debug.Log($"Attack True");
|
|
||||||
_attackAction.EnableCombo();
|
_attackAction.EnableCombo();
|
||||||
_weaponController.AttackStart();
|
_weaponController.AttackStart();
|
||||||
}
|
}
|
||||||
@ -191,7 +298,6 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
public void SetAttackComboFalse()
|
public void SetAttackComboFalse()
|
||||||
{
|
{
|
||||||
if (_currentAction == _attackAction) {
|
if (_currentAction == _attackAction) {
|
||||||
Debug.Log($"Attack False");
|
|
||||||
// 이벤트 중복 호출? 공격 종료 시 SetAttackComboFalse가 아니라 ~True로 끝나서 오류 발생. (공격 안하는 상태여도 공격으로 판정됨)
|
// 이벤트 중복 호출? 공격 종료 시 SetAttackComboFalse가 아니라 ~True로 끝나서 오류 발생. (공격 안하는 상태여도 공격으로 판정됨)
|
||||||
_attackAction.DisableCombo();
|
_attackAction.DisableCombo();
|
||||||
_weaponController.AttackEnd(); // IsAttacking = false로 변경
|
_weaponController.AttackEnd(); // IsAttacking = false로 변경
|
||||||
@ -245,4 +351,33 @@ public class PlayerController : CharacterBase, IObserver<GameObject>
|
|||||||
|
|
||||||
#endregion
|
#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
|
||||||
}
|
}
|
||||||
|
@ -25,7 +25,6 @@ public class PlayerControllerEditor : Editor
|
|||||||
EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel);
|
EditorGUILayout.LabelField("현재 행동", playerController.CurrentAction != null ? playerController.CurrentAction.ToString() : "-", EditorStyles.boldLabel);
|
||||||
EditorGUILayout.EndVertical();
|
EditorGUILayout.EndVertical();
|
||||||
|
|
||||||
|
|
||||||
// 지면 접촉 상태
|
// 지면 접촉 상태
|
||||||
GUI.backgroundColor = Color.white;
|
GUI.backgroundColor = Color.white;
|
||||||
EditorGUILayout.Space();
|
EditorGUILayout.Space();
|
||||||
@ -41,8 +40,8 @@ public class PlayerControllerEditor : Editor
|
|||||||
playerController.SwitchBattleMode();
|
playerController.SwitchBattleMode();
|
||||||
if (GUILayout.Button("Win"))
|
if (GUILayout.Button("Win"))
|
||||||
playerController.SetState(PlayerState.Win);
|
playerController.SetState(PlayerState.Win);
|
||||||
// if (GUILayout.Button("Hit"))
|
if (GUILayout.Button("Hit"))
|
||||||
// playerController.SetState(PlayerState.Hit);
|
playerController.HandlePlayerHit();
|
||||||
if (GUILayout.Button("Dead"))
|
if (GUILayout.Button("Dead"))
|
||||||
playerController.SetState(PlayerState.Dead);
|
playerController.SetState(PlayerState.Dead);
|
||||||
|
|
||||||
|
@ -7,7 +7,7 @@ public class PlayerStateDead : IPlayerState
|
|||||||
public void Enter(PlayerController playerController)
|
public void Enter(PlayerController playerController)
|
||||||
{
|
{
|
||||||
_playerController = playerController;
|
_playerController = playerController;
|
||||||
_playerController.PlayerAnimator.SetBool("Dead", true);
|
// _playerController.PlayerAnimator.SetBool("Dead", true);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
@ -16,7 +16,7 @@ public class PlayerStateDead : IPlayerState
|
|||||||
|
|
||||||
public void Exit()
|
public void Exit()
|
||||||
{
|
{
|
||||||
_playerController.PlayerAnimator.SetBool("Dead", false);
|
// _playerController.PlayerAnimator.SetBool("Dead", false);
|
||||||
_playerController = null;
|
_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;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class PlayerStateMove : IPlayerState
|
public class PlayerStateMove : IPlayerState
|
||||||
{
|
{
|
||||||
private static readonly int Move = Animator.StringToHash("Move");
|
|
||||||
private PlayerController _playerController;
|
private PlayerController _playerController;
|
||||||
private Vector3 _gravityVelocity;
|
private Vector3 _gravityVelocity;
|
||||||
|
private bool isPlayerBattle;
|
||||||
|
|
||||||
public void Enter(PlayerController playerController)
|
public void Enter(PlayerController playerController)
|
||||||
{
|
{
|
||||||
_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()
|
public void Update()
|
||||||
@ -30,7 +35,8 @@ public class PlayerStateMove : IPlayerState
|
|||||||
|
|
||||||
public void Exit()
|
public void Exit()
|
||||||
{
|
{
|
||||||
_playerController.PlayerAnimator.SetBool(Move, false);
|
_playerController.SafeSetBool("Run", false);
|
||||||
|
_playerController.SafeSetBool("Walk", false);
|
||||||
_playerController = null;
|
_playerController = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -40,7 +46,8 @@ public class PlayerStateMove : IPlayerState
|
|||||||
float inputVertical = _playerController.Joystick.Vertical;
|
float inputVertical = _playerController.Joystick.Vertical;
|
||||||
|
|
||||||
Vector3 moveDir = new Vector3(inputHorizontal, 0, inputVertical);
|
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
|
// 회전
|
||||||
if (moveDir.magnitude > 0.1f)
|
if (moveDir.magnitude > 0.1f)
|
||||||
@ -56,7 +63,6 @@ public class PlayerStateMove : IPlayerState
|
|||||||
}
|
}
|
||||||
|
|
||||||
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
|
_gravityVelocity.y += _playerController.gravity * Time.deltaTime;
|
||||||
|
|
||||||
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
|
Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime;
|
||||||
_playerController.CharacterController.Move(finalMove);
|
_playerController.CharacterController.Move(finalMove);
|
||||||
}
|
}
|
||||||
|
@ -1,38 +1,25 @@
|
|||||||
using System;
|
// Anchor 방식 리팩토링
|
||||||
|
using System;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
||||||
{
|
{
|
||||||
[Serializable]
|
[SerializeField] private Transform[] triggerAnchors;
|
||||||
public class WeaponTriggerZone
|
[SerializeField] private float triggerRadius = 0.5f;
|
||||||
{
|
|
||||||
public Vector3 position;
|
|
||||||
public float radius;
|
|
||||||
}
|
|
||||||
|
|
||||||
[SerializeField] private WeaponTriggerZone[] _triggerZones;
|
|
||||||
[SerializeField] private LayerMask targetLayerMask;
|
[SerializeField] private LayerMask targetLayerMask;
|
||||||
|
|
||||||
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
private List<IObserver<GameObject>> _observers = new List<IObserver<GameObject>>();
|
||||||
|
|
||||||
// 공격 데미지 처리
|
|
||||||
private int attackPower = 1;
|
private int attackPower = 1;
|
||||||
private int _comboStep = 1;
|
private int _comboStep = 1;
|
||||||
public int AttackPower // 플레이어 공격 데미지
|
public int AttackPower => _comboStep == 4 ? attackPower * 4 : attackPower;
|
||||||
{
|
|
||||||
get
|
|
||||||
{
|
|
||||||
// 마지막 콤보일 경우 공격력 증가
|
|
||||||
return _comboStep == 4 ? attackPower * 4 : attackPower;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private PlayerController _playerController;
|
private PlayerController _playerController;
|
||||||
private bool _isAttacking = false;
|
private bool _isAttacking = false;
|
||||||
public bool IsAttacking => _isAttacking;
|
public bool IsAttacking => _isAttacking;
|
||||||
|
|
||||||
// 충돌 처리
|
|
||||||
private Vector3[] _previousPositions;
|
private Vector3[] _previousPositions;
|
||||||
private HashSet<Collider> _hitColliders;
|
private HashSet<Collider> _hitColliders;
|
||||||
private Ray _ray = new Ray();
|
private Ray _ray = new Ray();
|
||||||
@ -40,9 +27,9 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
|||||||
|
|
||||||
private void Start()
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -56,102 +43,70 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
_previousPositions = new Vector3[_triggerZones.Length];
|
_previousPositions = new Vector3[triggerAnchors.Length];
|
||||||
_hitColliders = new HashSet<Collider>();
|
_hitColliders = new HashSet<Collider>();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AttackStart()
|
public void AttackStart()
|
||||||
{
|
{
|
||||||
if (_hitColliders == null)
|
|
||||||
{
|
|
||||||
Debug.LogError("_hitColliders가 null입니다. 무기를 들고 있는지 확인해 주세요!");
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
_isAttacking = true;
|
_isAttacking = true;
|
||||||
_hitColliders.Clear();
|
_hitColliders.Clear();
|
||||||
|
|
||||||
StopAllCoroutines();
|
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()
|
private IEnumerator AutoEndAttack()
|
||||||
{
|
{
|
||||||
yield return new WaitForSeconds(0.6f); // 0.6초 가량 대기
|
yield return new WaitForSeconds(0.6f);
|
||||||
|
if (_isAttacking) AttackEnd();
|
||||||
if (_isAttacking) // 아직 공격 중이면
|
|
||||||
{
|
|
||||||
Debug.Log("공격 자동 종료 - 타임아웃");
|
|
||||||
AttackEnd();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AttackEnd()
|
public void AttackEnd() => _isAttacking = false;
|
||||||
{
|
|
||||||
_isAttacking = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
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 +
|
var hit = _hits[j];
|
||||||
transform.TransformVector(_triggerZones[i].position);
|
if (!_hitColliders.Contains(hit.collider))
|
||||||
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];
|
_hitColliders.Add(hit.collider);
|
||||||
if (!_hitColliders.Contains(hit.collider))
|
Notify(hit.collider.gameObject);
|
||||||
{
|
|
||||||
_hitColliders.Add(hit.collider);
|
|
||||||
Notify(hit.collider.gameObject);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
_previousPositions[i] = worldPosition;
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private IEnumerator ResumeTimeScale()
|
_previousPositions[i] = current;
|
||||||
{
|
}
|
||||||
yield return new WaitForSecondsRealtime(10f);
|
|
||||||
Time.timeScale = 1f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Subscribe(IObserver<GameObject> observer)
|
public void Subscribe(IObserver<GameObject> observer)
|
||||||
{
|
{
|
||||||
if (!_observers.Contains(observer))
|
if (!_observers.Contains(observer)) _observers.Add(observer);
|
||||||
{
|
|
||||||
_observers.Add(observer);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Unsubscribe(IObserver<GameObject> observer)
|
public void Unsubscribe(IObserver<GameObject> observer) => _observers.Remove(observer);
|
||||||
{
|
|
||||||
_observers.Remove(observer);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Notify(GameObject value)
|
public void Notify(GameObject value)
|
||||||
{
|
{
|
||||||
foreach (var observer in _observers)
|
foreach (var o in _observers) o.OnNext(value);
|
||||||
{
|
|
||||||
observer.OnNext(value);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDestroy()
|
private void OnDestroy()
|
||||||
@ -164,46 +119,18 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
|
|||||||
_observers.Clear();
|
_observers.Clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetComboStep(int step)
|
public void SetComboStep(int step) => _comboStep = step;
|
||||||
{
|
|
||||||
_comboStep = step;
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
private void OnDrawGizmos()
|
private void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
if (_triggerZones == null) return;
|
if (triggerAnchors == null) return;
|
||||||
|
Gizmos.color = Color.green;
|
||||||
if (_isAttacking && _previousPositions != null)
|
foreach (var anchor in triggerAnchors)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < _triggerZones.Length; i++)
|
if (anchor != null)
|
||||||
{
|
Gizmos.DrawWireSphere(anchor.position, triggerRadius);
|
||||||
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;
|
|
||||||
|
|
||||||
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user