Commit 1e1153e7 authored by 15박보승's avatar 15박보승

무기 사운드 작업

parent f35b08a1
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......@@ -24,9 +24,14 @@ public class WeaponBehaviour : MonoBehaviour
private ParticleSystem knifeEffect;
[SerializeField]
private LayerMask enemyMask, blockMask;
private IWeapon weapon { get { return weaponList[weaponIndex]; } }
private List<IWeapon> weaponList = new List<IWeapon>();
private int weaponIndex = 0;
[SerializeField]
private List<RoundRobin> weaponAudioRRs = new List<RoundRobin>();
private void Start()
{
IngameUIManager.inst.UpdateWeaponTypeUI(WeaponType.GUN);
......@@ -43,7 +48,10 @@ public class WeaponBehaviour : MonoBehaviour
}
Enemy[] hitEnemies = weapon.WeaponLockOn(enemyMask, blockMask);
weapon.UseWeapon(hitEnemies);
if (weapon.UseWeapon(hitEnemies))
{
weaponAudioRRs[weaponIndex].Play();
}
if (Input.GetKeyDown(KeyCode.Tab))
{
......@@ -65,7 +73,7 @@ public class WeaponBehaviour : MonoBehaviour
public interface IWeapon
{
void UseWeapon(Enemy[] hitEnemies);
bool UseWeapon(Enemy[] hitEnemies);
void UseSkill();
Enemy[] WeaponLockOn(LayerMask enemyMask, LayerMask blockMask);
void UpdateWeapon();
......@@ -88,10 +96,10 @@ public class Gun : IWeapon
this.effect = effect;
}
public void UseWeapon(Enemy[] hitEnemies)
public bool UseWeapon(Enemy[] hitEnemies)
{
if (timer > 0)
return;
return false;
if (Input.GetMouseButton(0))
{
effect.transform.rotation = Camera.main.transform.rotation;
......@@ -102,7 +110,9 @@ public class Gun : IWeapon
IngameUIManager.inst.UpdateComboUI(weaponDamage);
}
timer = gunShotInterval;
return true;
}
return false;
}
public Enemy[] WeaponLockOn(LayerMask enemyMask, LayerMask blockMask)
......@@ -155,7 +165,7 @@ public class Knife : IWeapon
this.player = player;
}
public void UseWeapon(Enemy[] hitEnemies)
public bool UseWeapon(Enemy[] hitEnemies)
{
if (Input.GetMouseButtonDown(0))
{
......@@ -168,7 +178,9 @@ public class Knife : IWeapon
if (enemy.IsDead)
skillTimer = 0;
}
return true;
}
return false;
}
public Enemy[] WeaponLockOn(LayerMask enemyMask, LayerMask blockMask)
......
......@@ -18,7 +18,7 @@ TagManager:
- PlayerPassable
- Enemy
- Terrain
-
- PostProcessing
-
-
-
......
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