캐릭터 스킬 공격 투사체 적용

This commit is contained in:
aube.lee
2025-02-03 16:38:11 +09:00
parent 059a5f5be9
commit f0b6359d61
12 changed files with 234 additions and 0 deletions

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@@ -247,5 +247,6 @@ MonoBehaviour:
maxSP: 0 maxSP: 0
speed: 3 speed: 3
jumpForce: 8 jumpForce: 8
firePoint: {fileID: 3571909985532505043}
animator: {fileID: 0} animator: {fileID: 0}
rb: {fileID: 4986202531950816680} rb: {fileID: 4986202531950816680}

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@@ -216,6 +216,7 @@ MonoBehaviour:
maxSP: 0 maxSP: 0
speed: 3 speed: 3
jumpForce: 8 jumpForce: 8
firePoint: {fileID: 3204799031628172313}
animator: {fileID: 0} animator: {fileID: 0}
rb: {fileID: 4986202531950816680} rb: {fileID: 4986202531950816680}
--- !u!1 &8790121653688035716 --- !u!1 &8790121653688035716

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@@ -764,6 +764,22 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: Skill Button value: Skill Button
objectReference: {fileID: 0} objectReference: {fileID: 0}
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value: 5
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value: OnClickSkillButton
objectReference: {fileID: 0}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_StringArgument
value: DarknessBall
objectReference: {fileID: 0}
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@@ -1029,6 +1045,22 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: Skill Button value: Skill Button
objectReference: {fileID: 0} objectReference: {fileID: 0}
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value: 5
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_MethodName
value: OnClickSkillButton
objectReference: {fileID: 0}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_StringArgument
value: FireBall
objectReference: {fileID: 0}
m_RemovedComponents: [] m_RemovedComponents: []
m_RemovedGameObjects: [] m_RemovedGameObjects: []
m_AddedGameObjects: [] m_AddedGameObjects: []
@@ -1135,6 +1167,22 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: Skill Button value: Skill Button
objectReference: {fileID: 0} objectReference: {fileID: 0}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Mode
value: 5
objectReference: {fileID: 0}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_MethodName
value: OnClickSkillButton
objectReference: {fileID: 0}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_Arguments.m_StringArgument
value: IceBall
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@@ -16,6 +16,10 @@ namespace TON
public float speed; public float speed;
public float jumpForce = 5f; // 점프 힘 public float jumpForce = 5f; // 점프 힘
private bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단 private bool isGrounded = true; // 플레이어가 바닥에 있는지 여부를 판단
private float lastDirection = 1f; // 기본적으로 오른쪽(1) 바라보는 상태
public Transform firePoint; // 스킬 발사 위치
public Animator animator; public Animator animator;
@@ -70,6 +74,12 @@ namespace TON
// 캐릭터가 양방향으로 이동시에 알맞은 방향을 바라보도록 적용 // 캐릭터가 양방향으로 이동시에 알맞은 방향을 바라보도록 적용
private void Turn(float direction) private void Turn(float direction)
{ {
if (direction != 0)
{
lastDirection = Mathf.Sign(direction); // 마지막 이동 방향 저장
}
var scale = transform.localScale; var scale = transform.localScale;
scale.x = Mathf.Sign(direction) * Mathf.Abs(scale.x); scale.x = Mathf.Sign(direction) * Mathf.Abs(scale.x);
@@ -105,6 +115,27 @@ namespace TON
animator.Play("Default Attack"); animator.Play("Default Attack");
} }
public void SkillAttack(string skillName)
{
animator.Play("Skill Attack");
// 총알 생성
GameObject skill = ObjectPoolManager.Instance.GetEffect(skillName);
// skill.transform.SetParent(firePoint);
skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
// 🔥 총알 방향 반전
var bulletScale = skill.transform.localScale;
bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
skill.transform.localScale = bulletScale;
// 총알 이동 방향 설정
Rigidbody2D skillRb = skill.GetComponent<Rigidbody2D>();
skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
}
public void ApplyDamage(float damage) public void ApplyDamage(float damage)
{ {

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@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class DarknessBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
}
void Update()
{
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
{
ReleaseObject();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
ReleaseObject();
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class FireBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
}
void Update()
{
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
{
ReleaseObject();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
ReleaseObject();
}
}
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class IceBall : PoolAble
{
private float elapsedTime; // 경과 시간 저장 변수
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
}
void Update()
{
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= 2f)
{
ReleaseObject();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
ReleaseObject();
}
}
}
}

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@@ -23,5 +23,10 @@ namespace TON
{ {
linkedCharactor.Attack(); linkedCharactor.Attack();
} }
public void OnClickSkillButton(string skill)
{
linkedCharactor.SkillAttack(skill);
}
} }
} }