Merge branch 'dev' of https://github.com/2aurore/Gameton-06 into dev
This commit is contained in:
@@ -147,7 +147,7 @@ TilemapRenderer:
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_SortingOrder: 0
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m_ChunkSize: {x: 32, y: 32, z: 32}
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m_ChunkSize: {x: 32, y: 32, z: 32}
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m_ChunkCullingBounds: {x: 1, y: 1, z: 0}
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m_ChunkCullingBounds: {x: 0, y: 0, z: 0}
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m_MaxChunkCount: 16
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m_MaxChunkCount: 16
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m_MaxFrameAge: 16
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m_MaxFrameAge: 16
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m_SortOrder: 0
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m_SortOrder: 0
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@@ -195,11 +195,11 @@ Grid:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8286671012791683770}
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m_GameObject: {fileID: 8286671012791683770}
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m_Enabled: 1
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m_Enabled: 1
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m_CellSize: {x: 3, y: 3, z: 0}
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m_CellSize: {x: 1, y: 1, z: 0}
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m_CellGap: {x: 0, y: 0, z: 0}
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m_CellGap: {x: 0, y: 0, z: 0}
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m_CellLayout: 0
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m_CellLayout: 0
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m_CellSwizzle: 0
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m_CellSwizzle: 0
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--- !u!114 &3290863019711079829
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--- !u!114 &4559044558228241293
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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@@ -5,23 +5,20 @@ using UnityEngine;
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namespace TON
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namespace TON
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{
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{
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public class MonsterControl : MonoBehaviour
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public class MonsterBase : MonoBehaviour, IDamage
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{
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{
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public int id; // 적 고유 ID
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public int id; // 적 고유 ID
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public string name; // 적 이름
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public int hp; // HP
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public int hp; // HP
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public int damage; // 공격력
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public int damage; // 공격력
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public int defense; // 방어력
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public int speed = 2; // 이동속도
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const int speed = 2; // 이동속도
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public string aiType; // AI 패턴?
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public int dropItems; // 드롭 아이템 ID
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public int eXperiencePoint; // 경험치?
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public Animator animator;
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public Animator animator;
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GameObject target;
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GameObject target;
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private IDamage _damageImplementation;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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@@ -48,5 +45,10 @@ namespace TON
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// animator.SetBool("Iidle", true);
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// animator.SetBool("Iidle", true);
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animator.SetBool("Walk", true ); // 걷기 애니메이션
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animator.SetBool("Walk", true ); // 걷기 애니메이션
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}
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}
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public void ApplyDamage(float damage)
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{
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_damageImplementation.ApplyDamage(damage);
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}
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}
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}
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}
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}
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