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15박보승
WidowmakerSimulator
Commits
95e4b1b9
Commit
95e4b1b9
authored
Sep 27, 2019
by
15박보승
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적과 캐릭터 사이에 장애물이 있다면 타게팅이 되지 않도록 수정
parent
f88983d5
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4 changed files
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127 additions
and
14 deletions
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-14
Materials.meta
Grapplers/Assets/Materials.meta
+8
-0
SampleScene.unity
Grapplers/Assets/Scenes/SampleScene.unity
+98
-2
HookBehaviour.cs
Grapplers/Assets/Scripts/HookBehaviour.cs
+0
-1
PlayerController.cs
Grapplers/Assets/Scripts/PlayerController.cs
+21
-11
No files found.
Grapplers/Assets/Materials.meta
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95e4b1b9
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Grapplers/Assets/Scripts/HookBehaviour.cs
View file @
95e4b1b9
...
...
@@ -36,7 +36,6 @@ public class HookBehaviour : MonoBehaviour
private
void
FixedUpdate
()
{
Debug
.
Log
(
curDistance
);
if
(
curDistance
<=
maxDistance
)
{
curDistance
+=
rb
.
velocity
.
magnitude
*
Time
.
fixedDeltaTime
;
...
...
Grapplers/Assets/Scripts/PlayerController.cs
View file @
95e4b1b9
...
...
@@ -31,11 +31,14 @@ public class PlayerController : MonoBehaviour
}
}
[
SerializeField
]
private
float
bulletMaxDistance
;
[
SerializeField
]
private
ParticleSystem
bulletEffect
;
[
SerializeField
]
private
LayerMask
enemyMask
;
[
SerializeField
]
private
LayerMask
bulletBlockMask
;
#if UNITY_EDITOR
private
void
OnDrawGizmos
()
...
...
@@ -64,25 +67,32 @@ public class PlayerController : MonoBehaviour
float
vertical
=
Input
.
GetAxis
(
"Vertical"
);
float
horizontal
=
Input
.
GetAxis
(
"Horizontal"
);
RaycastHit
[]
enemyHits
=
Physics
.
SphereCastAll
(
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
),
3
,
bulletMaxDistance
,
enemyMask
);
Ray
ray
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
RaycastHit
[]
enemyHits
=
Physics
.
SphereCastAll
(
ray
,
3
,
50
,
enemyMask
);
Vector3
[]
positions
=
new
Vector3
[
enemyHits
.
Length
];
for
(
int
i
=
0
;
i
<
enemyHits
.
Length
;
i
++)
{
positions
[
i
]
=
enemyHits
[
i
].
collider
.
transform
.
position
;
}
List
<
Enemy
>
hitEnemies
=
new
List
<
Enemy
>();
List
<
Vector3
>
hitEnemyPositions
=
new
List
<
Vector3
>();
foreach
(
var
enemyHit
in
enemyHits
)
{
Ray
ray
=
new
Ray
(
Camera
.
main
.
transform
.
position
,
(
enemyHit
.
point
-
Camera
.
main
.
transform
.
position
).
normalized
);
if
(!
Physics
.
Raycast
(
ray
,
Vector3
.
Distance
(
Camera
.
main
.
transform
.
position
,
enemyHit
.
point
),
bulletBlockMask
))
{
hitEnemies
.
Add
(
enemyHit
.
collider
.
GetComponent
<
Enemy
>());
hitEnemyPositions
.
Add
(
enemyHit
.
transform
.
position
);
}
}
IngameUIManager
.
inst
.
UpdateTargetLockedUIs
(
positions
);
IngameUIManager
.
inst
.
UpdateTargetLockedUIs
(
hitEnemyPositions
.
ToArray
()
);
if
(
Input
.
GetMouseButton
(
0
))
{
bulletEffect
.
transform
.
rotation
=
Camera
.
main
.
transform
.
rotation
;
bulletEffect
.
Play
();
foreach
(
var
enemy
Hit
in
enemyHit
s
)
foreach
(
var
enemy
in
hitEnemie
s
)
{
enemy
Hit
.
collider
.
GetComponent
<
Enemy
>()
?.
GetDamaged
(
1
);
enemy
?.
GetDamaged
(
1
);
}
}
...
...
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