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