Commit 8ecc93aa authored by 13정준영's avatar 13정준영

애니메이션 추가, 스나이퍼 모델링 애니메이션 추가, 피격 사운드 추가, 이펙트 추가

parent bfc37147
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...@@ -56,7 +56,8 @@ namespace AimIK ...@@ -56,7 +56,8 @@ namespace AimIK
{ {
if(chestPart.part && target) // If chest part and target exists if(chestPart.part && target) // If chest part and target exists
{ {
chestPart.part.LookAt(target.position - chestPart.offset); Quaternion targetLook = Quaternion.LookRotation(target.position - chestPart.offset);
chestPart.part.rotation = Quaternion.Slerp(chestPart.part.rotation, targetLook, 0.01f);
CheckClamp(chestPart.part, chestPart.limitRotation, chestPart.GetRotation()); CheckClamp(chestPart.part, chestPart.limitRotation, chestPart.GetRotation());
} }
} }
......
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...@@ -12,6 +12,8 @@ public class PlayerIK : MonoBehaviour ...@@ -12,6 +12,8 @@ public class PlayerIK : MonoBehaviour
public Transform cam; public Transform cam;
public GameObject shoulder; public GameObject shoulder;
public GameObject poleTarget; public GameObject poleTarget;
public GameObject lookTarget;
void Start() void Start()
{ {
...@@ -22,9 +24,10 @@ public class PlayerIK : MonoBehaviour ...@@ -22,9 +24,10 @@ public class PlayerIK : MonoBehaviour
{ {
float x = transform.InverseTransformPoint(shoulder.transform.position).x; float x = transform.InverseTransformPoint(shoulder.transform.position).x;
float z = transform.InverseTransformPoint(shoulder.transform.position).z; float z = transform.InverseTransformPoint(shoulder.transform.position).z;
Debug.Log(x);
gunTarget.transform.position = transform.TransformPoint(new Vector3(x*2+0.3f, 0.6f, -0.2f)) + cam.forward*0.5f; gunTarget.transform.position = transform.TransformPoint(new Vector3(x*2+0.3f, 0.6f, -0.2f)) + cam.forward*0.5f;
poleTarget.transform.position = transform.TransformPoint(new Vector3(1.0f, 0.0f, -0.1f + z)); poleTarget.transform.position = transform.TransformPoint(new Vector3(1.0f, 0.3f, -0.1f + z));
lookTarget.transform.position = transform.position + cam.forward * 100f;
} }
void OnDrawGizmos() void OnDrawGizmos()
......
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...@@ -20,6 +20,8 @@ public class PlayerController : MonoBehaviour ...@@ -20,6 +20,8 @@ public class PlayerController : MonoBehaviour
private float movement; private float movement;
private Animator animator; private Animator animator;
public AudioSource damageAudioSource;
[SerializeField] [SerializeField]
private Transform groundChecker; private Transform groundChecker;
...@@ -180,6 +182,7 @@ public class PlayerController : MonoBehaviour ...@@ -180,6 +182,7 @@ public class PlayerController : MonoBehaviour
public void GetDamaged(int damage) public void GetDamaged(int damage)
{ {
damageAudioSource.Play();
Health = Mathf.Max(0, Health - damage); Health = Mathf.Max(0, Health - damage);
Camera.main.GetComponent<CameraController>().PlayHitEffect(); Camera.main.GetComponent<CameraController>().PlayHitEffect();
} }
...@@ -193,12 +196,12 @@ public class PlayerController : MonoBehaviour ...@@ -193,12 +196,12 @@ public class PlayerController : MonoBehaviour
float currentMovement = vertical * vertical + horizontal * horizontal; float currentMovement = vertical * vertical + horizontal * horizontal;
if (currentMovement <= 0.0001f) if (currentMovement <= 0.0001f)
{ {
movement = Mathf.Lerp(movement, 0, 0.01f); movement = Mathf.Lerp(movement, 0, 0.05f);
} else } else
{ {
movement = Mathf.Lerp(movement, 1, 0.05f); movement = Mathf.Lerp(movement, 1, 0.1f);
} }
animator.SetFloat("Movement", normalizedClamp(movement, 0.2f, 0.8f)); animator.SetFloat("Movement", normalizedClamp(movement, 0.5f, 0.8f));
animator.SetBool("Connected", joint.enabled); animator.SetBool("Connected", joint.enabled);
} }
......
using System.Collections; using DitzelGames.FastIK;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
...@@ -18,7 +19,15 @@ public class WeaponBehaviour : MonoBehaviour ...@@ -18,7 +19,15 @@ public class WeaponBehaviour : MonoBehaviour
private float gunRange = 50; private float gunRange = 50;
[SerializeField] [SerializeField]
private ParticleSystem bulletEffect; private ParticleSystem bulletEffect;
[SerializeField] [SerializeField]
private GameObject[] modeling;
[SerializeField]
private Transform muzzle;
[SerializeField]
private Transform camTarget;
[SerializeField]
private Transform hand;
[SerializeField]
private float knifeRange; private float knifeRange;
[SerializeField] [SerializeField]
private ParticleSystem knifeEffect; private ParticleSystem knifeEffect;
...@@ -34,10 +43,11 @@ public class WeaponBehaviour : MonoBehaviour ...@@ -34,10 +43,11 @@ public class WeaponBehaviour : MonoBehaviour
private void Start() private void Start()
{ {
modeling[1].SetActive(false);
IngameUIManager.inst.UpdateWeaponTypeUI(WeaponType.GUN); IngameUIManager.inst.UpdateWeaponTypeUI(WeaponType.GUN);
weaponList.Add(new Gun(gunDamage, gunRange, bulletEffect)); weaponList.Add(new Gun(gunDamage, gunRange, bulletEffect, modeling[0], muzzle, camTarget));
weaponList.Add(new Knife(knifeDamage, knifeRange, bulletEffect, transform)); weaponList.Add(new Knife(knifeDamage, knifeRange, knifeEffect, transform, hand, weaponAudioRRs[1]));
} }
private void Update() private void Update()
...@@ -47,7 +57,10 @@ public class WeaponBehaviour : MonoBehaviour ...@@ -47,7 +57,10 @@ public class WeaponBehaviour : MonoBehaviour
weapon.UpdateWeapon(); weapon.UpdateWeapon();
} }
Enemy[] hitEnemies = weapon.WeaponLockOn(enemyMask, blockMask); modeling[weaponIndex].transform.position = hand.position;
modeling[0].transform.LookAt(camTarget);
Enemy[] hitEnemies = weapon.WeaponLockOn(enemyMask, blockMask);
if (weapon.UseWeapon(hitEnemies)) if (weapon.UseWeapon(hitEnemies))
{ {
weaponAudioRRs[weaponIndex].Play(); weaponAudioRRs[weaponIndex].Play();
...@@ -61,14 +74,28 @@ public class WeaponBehaviour : MonoBehaviour ...@@ -61,14 +74,28 @@ public class WeaponBehaviour : MonoBehaviour
{ {
weapon.UseSkill(); weapon.UseSkill();
} }
}
}
private void SwapWeapon() private void SwapWeapon()
{ {
weaponIndex = (weaponIndex + 1) % 2; modeling[weaponIndex].SetActive(false);
weaponIndex = (weaponIndex + 1) % 2;
IngameUIManager.inst.UpdateWeaponTypeUI((WeaponType)weaponIndex); IngameUIManager.inst.UpdateWeaponTypeUI((WeaponType)weaponIndex);
modeling[weaponIndex].SetActive(true);
} if (weaponIndex == 0)
{
GetComponentInChildren<FastIKFabric>().enabled = true;
} else
{
GetComponentInChildren<FastIKFabric>().enabled = false;
}
}
} }
public interface IWeapon public interface IWeapon
...@@ -86,25 +113,32 @@ public class Gun : IWeapon ...@@ -86,25 +113,32 @@ public class Gun : IWeapon
private ParticleSystem effect; private ParticleSystem effect;
private const float gunShotInterval = 0.02f; private const float gunShotInterval = 0.05f;
private float timer; private float timer;
public Gun(int dmg, float range, ParticleSystem effect) Transform muzzle;
Transform camTarget;
public Gun(int dmg, float range, ParticleSystem effect, GameObject model, Transform muzzle, Transform camTarget)
{ {
weaponDamage = dmg; weaponDamage = dmg;
weaponRange = range; weaponRange = range;
this.effect = effect; this.effect = effect;
this.muzzle = muzzle;
this.camTarget = camTarget;
} }
public bool UseWeapon(Enemy[] hitEnemies) public bool UseWeapon(Enemy[] hitEnemies)
{ {
if (timer > 0) effect.transform.LookAt(camTarget);
if (timer > 0)
return false; return false;
if (Input.GetMouseButton(0)) if (Input.GetMouseButton(0))
{ {
effect.transform.rotation = Camera.main.transform.rotation; effect.Play();
effect.Play();
foreach (var enemy in hitEnemies) foreach (var enemy in hitEnemies)
{ {
enemy.GetDamaged(weaponDamage); enemy.GetDamaged(weaponDamage);
IngameUIManager.inst.UpdateComboUI(weaponDamage); IngameUIManager.inst.UpdateComboUI(weaponDamage);
...@@ -112,6 +146,7 @@ public class Gun : IWeapon ...@@ -112,6 +146,7 @@ public class Gun : IWeapon
timer = gunShotInterval; timer = gunShotInterval;
return true; return true;
} }
return false; return false;
} }
...@@ -155,21 +190,26 @@ public class Knife : IWeapon ...@@ -155,21 +190,26 @@ public class Knife : IWeapon
Transform player; Transform player;
private const float skillTimeInterval = 5; private const float skillTimeInterval = 5;
private float skillTimer = 0; private float skillTimer = 0;
private Transform hand;
private RoundRobin skillSound;
public Knife(int dmg, float range, ParticleSystem effect, Transform player) public Knife(int dmg, float range, ParticleSystem effect, Transform player, Transform hand, RoundRobin skillSound)
{ {
weaponDamage = dmg; weaponDamage = dmg;
weaponRange = range; weaponRange = range;
this.effect = effect; this.effect = effect;
this.hand = hand;
this.player = player; this.player = player;
this.skillSound = skillSound;
} }
public bool UseWeapon(Enemy[] hitEnemies) public bool UseWeapon(Enemy[] hitEnemies)
{ {
if (Input.GetMouseButtonDown(0)) effect.transform.rotation = hand.rotation;
if (Input.GetMouseButtonDown(0))
{ {
effect.transform.rotation = Camera.main.transform.rotation; player.gameObject.GetComponentInChildren<Animator>().SetTrigger("Knife");
effect.Play(); effect.Play();
foreach (var enemy in hitEnemies) foreach (var enemy in hitEnemies)
{ {
...@@ -210,6 +250,9 @@ public class Knife : IWeapon ...@@ -210,6 +250,9 @@ public class Knife : IWeapon
return; return;
GameManager.inst.StartCoroutine(SkillRoutine()); GameManager.inst.StartCoroutine(SkillRoutine());
skillTimer = skillTimeInterval; skillTimer = skillTimeInterval;
player.GetComponentInChildren<Animator>().SetTrigger("Dash");
skillSound.Play();
} }
public void UpdateWeapon() public void UpdateWeapon()
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SniperBehaviour : MonoBehaviour
{
public GameObject rifle;
public GameObject player;
public Vector3 riflePos;
public Vector3 rifleRotation;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
rifle.transform.localPosition = new Vector3(0.25f, 0.9f, 0.5f);
rifle.transform.localRotation = Quaternion.Euler(0.0f, -90.0f, 0.0f);
var q = Quaternion.LookRotation(GameObject.Find("Player").transform.position - this.transform.position, new Vector3(0, 0, 1));
var angle = transform.rotation.eulerAngles;
angle.y = q.eulerAngles.y;
transform.rotation = Quaternion.Euler(angle);
}
}
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