Merge branch 'dev' of https://github.com/2aurore/Gameton-06 into dev
This commit is contained in:
@@ -261,7 +261,7 @@ AnimatorStateTransition:
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@@ -190,56 +164,6 @@ AnimatorState:
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@@ -276,8 +200,7 @@ AnimatorState:
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@@ -39,8 +38,7 @@ AnimatorState:
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@@ -66,8 +64,7 @@ AnimatorState:
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20
Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs
Normal file
20
Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
{
|
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public class Attack : MonoBehaviour
|
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{
|
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[SerializeField]
|
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private MonsterBase _monsterBase;
|
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|
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private void OnTriggerEnter2D(Collider2D other)
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{
|
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if (other.CompareTag("Player"))
|
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{
|
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_monsterBase.Attack(other.gameObject);
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}
|
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}
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}
|
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}
|
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11
Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs.meta
Normal file
11
Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs.meta
Normal file
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assetBundleName:
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assetBundleVariant:
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50
Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs
Normal file
50
Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
{
|
||||
public class Eyesight : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
private MonsterBase _monsterBase;
|
||||
// private bool _isDetect;
|
||||
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if (other.CompareTag("Player"))
|
||||
{
|
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// TODO : 플레이어 감지하면 따라가기
|
||||
|
||||
_monsterBase.IsDetect = true;
|
||||
Debug.Log("감지됨");
|
||||
|
||||
if (_monsterBase.IsDetect)
|
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{
|
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_monsterBase.Detect(other.gameObject);
|
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|
||||
// _monsterBase.IsWalking = false;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
// 단순 플레이어 태그 기준 따라가는 코드
|
||||
private void FixedUpdate()
|
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{
|
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// 타겟의 위치에서 내 현제 위치를 뺌
|
||||
// UnityEngine.Vector2 direction = target.transform.position - transform.position;
|
||||
|
||||
// 방향 * 속도 * 시간간격
|
||||
// transform.Translate(direction.normalized * speed * Time.deltaTime);
|
||||
// animator.SetBool("Iidle", true);
|
||||
|
||||
}
|
||||
|
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private void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
_monsterBase.IsDetect = false;
|
||||
_monsterBase.IsWalking = true;
|
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}
|
||||
}
|
||||
}
|
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11
Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs.meta
Normal file
11
Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs.meta
Normal file
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0eeefb865ea9d4749bbb4de3d1100f3e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Numerics;
|
||||
@@ -45,7 +46,26 @@ namespace TON
|
||||
private Collider2D _collider;
|
||||
|
||||
public float defencePower;
|
||||
|
||||
// 애니메이션 관련 선언들
|
||||
private string currentState;
|
||||
|
||||
const string AniIdle = "Idle";
|
||||
const string AniWalk = "Walk";
|
||||
const string AniAttack = "Attack";
|
||||
|
||||
public bool IsWalking
|
||||
{
|
||||
get => _isWalking;
|
||||
set => _isWalking = value;
|
||||
}
|
||||
|
||||
public bool IsDetect
|
||||
{
|
||||
get => _isDetect;
|
||||
set => _isDetect = value;
|
||||
}
|
||||
|
||||
public Dictionary<string, Monster> dicMonster = new Dictionary<string, Monster>(); // 초기화
|
||||
|
||||
[System.Serializable]
|
||||
@@ -62,12 +82,13 @@ namespace TON
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
ReadCSV();
|
||||
|
||||
// dicMonster 사용 예시
|
||||
if (dicMonster.ContainsKey("1")) // 키 존재 확인
|
||||
{
|
||||
Debug.Log(dicMonster["1"].name);
|
||||
// Debug.Log(dicMonster["1"].name);
|
||||
}
|
||||
|
||||
_currentTime = Time.realtimeSinceStartup;
|
||||
@@ -83,6 +104,13 @@ namespace TON
|
||||
defencePower = 10f;
|
||||
}
|
||||
|
||||
void ChangeAnimationState(string newState)
|
||||
{
|
||||
if(currentState == newState) return;
|
||||
|
||||
_animator.Play(newState);
|
||||
}
|
||||
|
||||
private void ReadCSV()
|
||||
{
|
||||
TextAsset csvFile = Resources.Load<TextAsset>("Monster");
|
||||
@@ -134,18 +162,17 @@ namespace TON
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
// todo : 타겟 감지 >> 몬스터의 원형 시야 안에 플레이어가 충돌했는지 여부
|
||||
// todo : 충돌 했으면 attack 전환 (바로 그냥 공격하게 따라가지 말고)
|
||||
// todo : 시야를 벗어났으면 idle 전환
|
||||
|
||||
if (_isWalking)
|
||||
{
|
||||
// walking 상태에서 walkingTime을 초과할 경우 idle 애니메이션 재생
|
||||
transform.Translate(_direction * speed * Time.deltaTime);
|
||||
|
||||
|
||||
if (Time.realtimeSinceStartup - _currentTime >= walkingTime)
|
||||
{
|
||||
_isWalking = false;
|
||||
ChangeAnimationState(AniIdle);
|
||||
_currentTime = Time.realtimeSinceStartup;
|
||||
}
|
||||
}
|
||||
@@ -164,22 +191,13 @@ namespace TON
|
||||
}
|
||||
|
||||
_isWalking = true;
|
||||
ChangeAnimationState(AniWalk);
|
||||
}
|
||||
}
|
||||
|
||||
_animator.SetBool("Walk", _isWalking); // 걷기 애니메이션
|
||||
}
|
||||
|
||||
// 단순 플레이어 태그 기준 따라가는 코드
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// 타겟의 위치에서 내 현제 위치를 뺌
|
||||
// UnityEngine.Vector2 direction = target.transform.position - transform.position;
|
||||
|
||||
// 방향 * 속도 * 시간간격
|
||||
// transform.Translate(direction.normalized * speed * Time.deltaTime);
|
||||
// animator.SetBool("Iidle", true);
|
||||
|
||||
// 걷기 애니메이션으로 변경
|
||||
// ChangeAnimationState(AniWalk);
|
||||
// _animator.SetBool("Walk", _isWalking); // 걷기 애니메이션
|
||||
}
|
||||
|
||||
public void ApplyDamage(float damage)
|
||||
@@ -203,8 +221,10 @@ namespace TON
|
||||
}
|
||||
}
|
||||
|
||||
void MonsterAttack(GameObject player)
|
||||
public void Attack(GameObject player)
|
||||
{
|
||||
ChangeAnimationState(AniAttack);
|
||||
// _animator.Play("Attack");
|
||||
_animator.SetTrigger("Attack");
|
||||
// 임시 반영 수정 예정
|
||||
DamageCalculator damageCalculator = new DamageCalculator();
|
||||
@@ -218,27 +238,32 @@ namespace TON
|
||||
|
||||
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}");
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other)
|
||||
|
||||
public void Detect(GameObject target)
|
||||
{
|
||||
if (other.collider.CompareTag("Player"))
|
||||
if (target == null) return; // 타겟이 null이면 함수 종료
|
||||
|
||||
// 타겟의 위치에서 내 현재 위치를 빼서 방향 벡터를 구함
|
||||
UnityEngine.Vector2 direction = target.transform.position - transform.position;
|
||||
|
||||
// 방향 벡터의 크기가 0이 아니면 (즉, 타겟이 존재하면) 이동
|
||||
if (direction.magnitude > 0)
|
||||
{
|
||||
_isDetect = true;
|
||||
_animator.SetTrigger("Attack");
|
||||
if (_isDetect)
|
||||
{
|
||||
_isWalking = false;
|
||||
}
|
||||
MonsterAttack(other.gameObject); // 플레이어에게 공격
|
||||
Debug.Log("감지됨");
|
||||
// 방향 벡터를 정규화하여 길이를 1로 만들고, 속도를 곱하여 이동
|
||||
transform.Translate(direction.normalized * speed * Time.deltaTime);
|
||||
|
||||
// 걷기 애니메이션 재생
|
||||
_animator.SetBool("Walk", true);
|
||||
|
||||
// 타겟 방향으로 몬스터 이미지 뒤집기
|
||||
_spriteRenderer.flipX = direction.x < 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 타겟과 몬스터가 같은 위치에 있으면 걷기 애니메이션 중지
|
||||
_animator.SetBool("Walk", false);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnCollisionExit2D(Collision2D other)
|
||||
{
|
||||
_isDetect = false;
|
||||
|
||||
_isWalking = true;
|
||||
}
|
||||
}
|
||||
|
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}
|
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Binary file not shown.
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@@ -131,7 +130,6 @@ RectTransform:
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m_AnchorMax: {x: 0.5, y: 0}
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@@ -390,6 +386,7 @@ Canvas:
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@@ -432,7 +429,7 @@ MonoBehaviour:
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m_Father: {fileID: 8589673606415132978}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 1, y: 1}
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Binary file not shown.
Reference in New Issue
Block a user