몬스터 에셋 추가

This commit is contained in:
aube.lee
2025-01-30 18:41:41 +09:00
parent 61199eac78
commit f5741ba08f
209 changed files with 29094 additions and 0 deletions

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using System;
using Assets.PixelFantasy.Common.Scripts;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts.ExampleScripts
{
[RequireComponent(typeof(Monster))]
public class MonsterAnimation : MonoBehaviour
{
private Monster _monster;
public void Start()
{
_monster = GetComponent<Monster>();
}
public void SetState(MonsterState state)
{
foreach (var variable in new[] { "Idle", "Ready", "Walk", "Run", "Jump", "Die" })
{
_monster.Animator.SetBool(variable, false);
}
switch (state)
{
case MonsterState.Idle: _monster.Animator.SetBool("Idle", true); break;
case MonsterState.Ready: _monster.Animator.SetBool("Ready", true); break;
case MonsterState.Walk: _monster.Animator.SetBool("Walk", true); break;
case MonsterState.Run: _monster.Animator.SetBool("Run", true); break;
case MonsterState.Jump: _monster.Animator.SetBool("Jump", true); break;
case MonsterState.Die: _monster.Animator.SetBool("Die", true); break;
default: throw new NotSupportedException();
}
//Debug.Log("SetState: " + state);
}
public MonsterState GetState()
{
if (_monster.Animator.GetBool("Idle")) return MonsterState.Idle;
if (_monster.Animator.GetBool("Ready")) return MonsterState.Ready;
if (_monster.Animator.GetBool("Walk")) return MonsterState.Walk;
if (_monster.Animator.GetBool("Run")) return MonsterState.Run;
if (_monster.Animator.GetBool("Jump")) return MonsterState.Jump;
if (_monster.Animator.GetBool("Die")) return MonsterState.Die;
return MonsterState.Ready;
}
public void Idle()
{
SetState(MonsterState.Idle);
}
public void Ready()
{
if (GetState() == MonsterState.Walk)
{
EffectManager.Instance.CreateSpriteEffect(_monster, "Brake");
}
else if (GetState() == MonsterState.Idle)
{
return;
}
SetState(MonsterState.Ready);
}
public void Run()
{
if (GetState() != MonsterState.Walk)
{
EffectManager.Instance.CreateSpriteEffect(_monster, "Run");
}
SetState(MonsterState.Walk);
}
public void Jump()
{
EffectManager.Instance.CreateSpriteEffect(_monster, "Jump");
SetState(MonsterState.Run);
}
public void Fall()
{
SetState(MonsterState.Run);
}
public void Land()
{
EffectManager.Instance.CreateSpriteEffect(_monster, "Fall");
}
public void Die()
{
SetState(MonsterState.Die);
}
public void Attack()
{
_monster.Animator.SetTrigger("Attack");
}
public void Fire()
{
_monster.Animator.SetTrigger("Fire");
}
public void Hit()
{
_monster.Animator.SetTrigger("Hit");
}
}
}

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using System.Linq;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts.ExampleScripts
{
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(MonsterAnimation))]
public class MonsterController2D : MonoBehaviour
{
public Vector2 Input;
public bool IsGrounded;
public float Acceleration = 40;
public float MaxSpeed = 8;
public float JumpForce = 1000;
public float Gravity = 70;
private Collider2D _collider;
private Rigidbody2D _rigidbody;
private MonsterAnimation _animation;
private bool _jump;
public void Start()
{
_collider = GetComponent<Collider2D>();
_rigidbody = GetComponent<Rigidbody2D>();
_animation = GetComponent<MonsterAnimation>();
}
public void FixedUpdate()
{
var state = _animation.GetState();
if (state == MonsterState.Die) return;
var velocity = _rigidbody.velocity;
if (Input.x == 0)
{
if (IsGrounded)
{
velocity.x = Mathf.MoveTowards(velocity.x, 0, Acceleration * 3 * Time.fixedDeltaTime);
}
}
else
{
var maxSpeed = MaxSpeed;
var acceleration = Acceleration;
if (_jump)
{
acceleration /= 2;
}
velocity.x = Mathf.MoveTowards(velocity.x, Input.x * maxSpeed, acceleration * Time.fixedDeltaTime);
Turn(velocity.x);
}
if (IsGrounded)
{
if (!_jump)
{
if (Input.x == 0)
{
_animation.Ready();
}
else
{
_animation.Run();
}
}
if (Input.y > 0 && !_jump)
{
_jump = true;
_rigidbody.AddForce(Vector2.up * JumpForce);
_animation.Jump();
}
}
else
{
velocity.y -= Gravity * Time.fixedDeltaTime;
if (velocity.y < 0)
{
_jump = true;
_animation.Fall();
}
}
_rigidbody.velocity = velocity;
}
private void Turn(float direction)
{
var scale = transform.localScale;
scale.x = Mathf.Sign(direction) * Mathf.Abs(scale.x);
transform.localScale = scale;
}
private Collider2D _ground;
public void OnCollisionEnter2D(Collision2D collision)
{
if (collision.contacts.All(i => i.point.y <= _collider.bounds.min.y + 0.1f))
{
IsGrounded = true;
_ground = collision.collider;
if (_jump)
{
_jump = false;
_animation.Land();
}
}
}
public void OnCollisionExit2D(Collision2D collision)
{
if (IsGrounded && collision.collider == _ground)
{
IsGrounded = false;
}
}
}
}

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using Assets.PixelFantasy.Common.Scripts;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts.ExampleScripts
{
[RequireComponent(typeof(Monster))]
[RequireComponent(typeof(MonsterController2D))]
[RequireComponent(typeof(MonsterAnimation))]
public class MonsterControls : MonoBehaviour
{
private Monster _monster;
private MonsterController2D _controller;
private MonsterAnimation _animation;
public void Start()
{
_monster = GetComponent<Monster>();
_controller = GetComponent<MonsterController2D>();
_animation = GetComponent<MonsterAnimation>();
}
public void Update()
{
Move();
Attack();
// Play other animations, just for example.
if (Input.GetKeyDown(KeyCode.I)) { _animation.SetState(MonsterState.Idle); }
if (Input.GetKeyDown(KeyCode.R)) { _animation.SetState(MonsterState.Ready); }
if (Input.GetKeyDown(KeyCode.D)) _animation.SetState(MonsterState.Die);
if (Input.GetKeyUp(KeyCode.H)) _animation.Hit();
if (Input.GetKeyUp(KeyCode.L)) EffectManager.Instance.Blink(_monster);
}
private void Move()
{
_controller.Input = Vector2.zero;
if (Input.GetKey(KeyCode.LeftArrow))
{
_controller.Input.x = -1;
}
else if (Input.GetKey(KeyCode.RightArrow))
{
_controller.Input.x = 1;
}
if (Input.GetKey(KeyCode.UpArrow))
{
_controller.Input.y = 1;
}
else if (Input.GetKey(KeyCode.DownArrow))
{
_controller.Input.y = -1;
}
}
private void Attack()
{
if (Input.GetKeyDown(KeyCode.A)) _animation.Attack();
if (Input.GetKeyDown(KeyCode.F)) _animation.Fire();
}
}
}

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using Assets.PixelFantasy.Common.Scripts;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
[RequireComponent(typeof(Creature))]
[RequireComponent(typeof(Animator))]
public class InanimateControls : MonoBehaviour
{
private Creature _creature;
private Animator _animator;
public void Start()
{
_creature = GetComponent<Creature>();
_animator = GetComponent<Animator>();
_animator.SetBool("Idle", true);
}
public void Update()
{
if (Input.GetKeyDown(KeyCode.I))
{
SetState(idle: true);
}
else if (Input.GetKeyDown(KeyCode.D) && _animator.HasState(0, Animator.StringToHash("Destroy")))
{
SetState(destroy: true);
EffectManager.Instance.CreateSpriteEffect(_creature, "Fall");
}
else if (Input.GetKeyDown(KeyCode.O) && _animator.HasState(0, Animator.StringToHash("Open")))
{
SetState(open: true);
EffectManager.Instance.CreateSpriteEffect(_creature, "Fall");
}
else if (Input.GetKeyDown(KeyCode.L))
{
EffectManager.Instance.Blink(_creature);
}
}
private void SetState(bool idle = false, bool destroy = false, bool open = false)
{
_animator.SetBool("Idle", idle);
_animator.SetBool("Destroy", destroy);
_animator.SetBool("Open", open);
}
}
}

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using Assets.PixelFantasy.Common.Scripts;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
/// <summary>
/// The main monster script.
/// </summary>
public class Monster : Creature
{
}
}

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using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
public class MonsterGrid : MonoBehaviour
{
public float CellSize;
public void OnValidate()
{
for (var i = 0; i < transform.childCount; i++)
{
transform.GetChild(i).transform.localPosition = new Vector3(i * CellSize - (transform.childCount - 1) / 2f * CellSize, 0, 0);
}
}
}
}

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namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
/// <summary>
/// Animation state. The same parameter controls animation transitions.
/// </summary>
public enum MonsterState
{
Idle,
Ready,
Walk,
Run,
Jump,
Die
}
}

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using UnityEngine;
using UnityEngine.UI;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
public class NavigateButton : MonoBehaviour
{
public string Url;
public void Start()
{
GetComponent<Button>().onClick.AddListener(Navigate);
}
public void Navigate()
{
Application.OpenURL(Url);
}
}
}

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using System;
using UnityEngine;
namespace Assets.PixelFantasy.PixelMonsters.Common.Scripts
{
/// <summary>
/// Used to block animation transitions.
/// </summary>
public class SoloState : StateMachineBehaviour
{
public bool Continuous;
public bool Active;
public Func<bool> Continue;
private float _enterTime;
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
_enterTime = Time.time;
animator.SetBool("Action", true);
Active = true;
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (stateInfo.normalizedTime >= 1 && !Continuous)
{
Exit(animator, stateInfo);
}
}
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
Exit(animator, stateInfo);
}
private void Exit(Animator animator, AnimatorStateInfo stateInfo)
{
if (!Active || Time.time - _enterTime < stateInfo.length) return;
Active = false;
if (Continue == null)
{
animator.SetBool("Action", false);
}
else
{
if (!Continue())
{
animator.SetBool("Action", false);
}
Continue = null;
}
}
}
}

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