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15박보승
WidowmakerSimulator
Commits
252c6577
Commit
252c6577
authored
Oct 07, 2019
by
15박보승
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콤보 UI 구현
parent
eca0bf12
Changes
3
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3 changed files
with
228 additions
and
1 deletion
+228
-1
SampleScene.unity
Grapplers/Assets/Scenes/SampleScene.unity
+199
-0
IngameUIManager.cs
Grapplers/Assets/Scripts/IngameUIManager.cs
+25
-0
WeaponBehaviour.cs
Grapplers/Assets/Scripts/WeaponBehaviour.cs
+4
-1
No files found.
Grapplers/Assets/Scenes/SampleScene.unity
View file @
252c6577
...
...
@@ -452,6 +452,85 @@ Transform:
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MonoBehaviour:
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m_Name:
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m_Color: {r: 1, g: 0, b: 0, a: 1}
m_RaycastTarget: 1
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
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m_FontSize: 50
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...
...
@@ -1052,6 +1131,7 @@ RectTransform:
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m_Father: {fileID: 0}
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
...
...
@@ -1082,6 +1162,9 @@ MonoBehaviour:
weaponUI: {fileID: 1169779396}
skillUI: {fileID: 1271003727}
skillCooltimeText: {fileID: 753385907}
comboUI: {fileID: 2022730064}
comboText: {fileID: 568411866}
damageText: {fileID: 109917891}
--- !u!1 &477462021
GameObject:
m_ObjectHideFlags: 0
...
...
@@ -6088,6 +6171,85 @@ PrefabInstance:
objectReference: {fileID: 0}
m_RemovedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 60f985c4e15827746af49ee480a2d6f9, type: 3}
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m_Layer: 5
m_Name: ComboText
m_TagString: Untagged
m_Icon: {fileID: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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...
...
Grapplers/Assets/Scripts/IngameUIManager.cs
View file @
252c6577
...
...
@@ -28,6 +28,14 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
[
SerializeField
]
private
Text
skillCooltimeText
;
[
SerializeField
]
private
GameObject
comboUI
;
[
SerializeField
]
private
Text
comboText
;
[
SerializeField
]
private
Text
damageText
;
private
Coroutine
disableComboRoutine
;
public
void
UpdateTargetLockedUIs
(
Vector3
[]
pos
)
{
int
tmp
,
i
=
0
;
...
...
@@ -107,4 +115,21 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
else
skillCooltimeText
.
text
=
string
.
Format
(
"{0:F1}"
,
remain
);
}
public
void
UpdateComboUI
(
int
damage
)
{
if
(
disableComboRoutine
!=
null
)
StopCoroutine
(
disableComboRoutine
);
comboUI
.
SetActive
(
true
);
comboText
.
text
=
(
int
.
Parse
(
comboText
.
text
.
Split
(
' '
)[
0
])
+
1
).
ToString
()
+
" Combo!"
;
damageText
.
text
=
(
int
.
Parse
(
damageText
.
text
)
+
damage
).
ToString
();
disableComboRoutine
=
StartCoroutine
(
DisableUI
(
comboUI
,
5
));
}
private
IEnumerator
DisableUI
(
GameObject
ui
,
float
sec
)
{
yield
return
new
WaitForSeconds
(
sec
);
ui
.
SetActive
(
false
);
}
}
Grapplers/Assets/Scripts/WeaponBehaviour.cs
View file @
252c6577
...
...
@@ -99,7 +99,8 @@ public class Gun : IWeapon
effect
.
Play
();
foreach
(
var
enemy
in
hitEnemies
)
{
enemy
?.
GetDamaged
(
weaponDamage
);
enemy
.
GetDamaged
(
weaponDamage
);
IngameUIManager
.
inst
.
UpdateComboUI
(
weaponDamage
);
}
timer
=
gunShotInterval
;
}
...
...
@@ -164,6 +165,7 @@ public class Knife : IWeapon
foreach
(
var
enemy
in
hitEnemies
)
{
enemy
.
GetDamaged
(
weaponDamage
);
IngameUIManager
.
inst
.
UpdateComboUI
(
weaponDamage
);
if
(
enemy
.
IsDead
)
skillTimer
=
0
;
}
...
...
@@ -231,6 +233,7 @@ public class Knife : IWeapon
if
(
enemy
==
null
)
continue
;
enemy
.
GetDamaged
(
weaponDamage
);
IngameUIManager
.
inst
.
UpdateComboUI
(
weaponDamage
);
if
(
enemy
.
IsDead
)
skillTimer
=
0
;
}
...
...
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