Commit c184c282 authored by 15박보승's avatar 15박보승

플레이어 체력/비행선 적과 미사일 구현

parent ed5b95ee
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......
......@@ -17,6 +17,9 @@ public class CameraController : MonoBehaviour
private Camera cam;
[SerializeField]
private LayerMask blockMask;
private void Start()
{
cam = GetComponent<Camera>();
......@@ -24,16 +27,32 @@ public class CameraController : MonoBehaviour
private void Update()
{
currentX += Input.GetAxis("Mouse X");
currentY = Mathf.Clamp(currentY - Input.GetAxis("Mouse Y"), -89, 89);
}
currentX += Input.GetAxis("Mouse X");
currentY = Mathf.Clamp(currentY - Input.GetAxis("Mouse Y"), -89, 89);
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
transform.position = target.position + rotation * new Vector3(0, 0, -distance);
target.rotation = Quaternion.Euler(0, currentX, 0);
transform.LookAt(target.position + offset);
/*
//Vector3 direction = rotation * Vector3.back;
//Debug.Log(rotation.eulerAngles);
float dist;
RaycastHit hit;
if (Physics.Raycast(target.position + offset, -transform.forward, out hit, distance, blockMask))
dist = Mathf.Max(1, hit.distance);
else
dist = distance;
transform.position = target.position + -transform.forward * dist;
target.rotation = Quaternion.Euler(0, currentX, 0);
transform.LookAt(target.position + offset);
*/
}
private void LateUpdate()
{
Vector3 dir = new Vector3(0, 0, -distance);
Quaternion rotation = Quaternion.Euler(currentY, currentX, 0);
transform.position = /*offset +*/ target.position + rotation * dir;
target.rotation = Quaternion.Euler(0, currentX, 0);
transform.LookAt(target.position + offset);
}
}
}
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AirplaneEnemy : Enemy
{
private float shotTimer = 5;
protected override void InitializeStateMachine()
{
State idle = new State("idle");
State detected = new State("detected");
State attack = new State("attack");
idle.StateUpdate += delegate
{
if (DetectPlayer())
{
stateMachine.Transtion("detected");
}
};
detected.StateUpdate += ShotProjectile;
State[] states = { idle, detected, attack };
stateMachine.AddNewStates(states);
stateMachine.Transtion("idle");
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}
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......@@ -3,14 +3,22 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Enemy : MonoBehaviour
public abstract class Enemy : MonoBehaviour
{
[SerializeField]
private int maxHealth;
[SerializeField]
private int curHealth;
private MeshRenderer meshRenderer;
[SerializeField]
protected int attackDamage;
[SerializeField]
private float detectRange;
[SerializeField]
protected float moveSpeed;
[SerializeField]
private LayerMask playerMask;
[SerializeField]
private GameObject projectilePrefab;
[SerializeField]
private ParticleSystem bloodEffect;
......@@ -20,15 +28,34 @@ public class Enemy : MonoBehaviour
private Collider col;
protected StateMachine stateMachine = new StateMachine();
protected PlayerController target;
[SerializeField]
private float shotSpeed;
[SerializeField]
private float shotTimeInterval;
private float shotTimer;
#if UNITY_EDITOR
private void OnDrawGizmos()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, detectRange);
}
#endif
private void Start()
{
meshRenderer = GetComponent<MeshRenderer>();
col = GetComponent<Collider>();
curHealth = maxHealth;
InitializeStateMachine();
}
private void Update()
{
stateMachine.curState?.StateUpdate();
UpdateHealthUIRect();
}
......@@ -47,16 +74,19 @@ public class Enemy : MonoBehaviour
private void Dead()
{
Debug.Log(gameObject + " : DEAD!");
GetComponent<Rigidbody>().useGravity = false;
Rigidbody rb = GetComponent<Rigidbody>();
if (rb != null)
rb.useGravity = false;
GetComponent<Collider>().enabled = false;
if (healthUI != null)
Destroy(healthUI.gameObject);
Destroy(gameObject, 5);
Destroy(gameObject);
}
private IEnumerator DamageRoutine()
{
bloodEffect?.Play();
if (bloodEffect != null)
bloodEffect.Play();
yield return null;
}
......@@ -82,4 +112,43 @@ public class Enemy : MonoBehaviour
healthUIRect.anchorMax = viewportPoint;
healthUIRect.anchorMin = viewportPoint;
}
protected bool DetectPlayer()
{
var detectResults = Physics.OverlapSphere(transform.position, detectRange, playerMask);
if (detectResults.Length > 0)
{
target = detectResults[0].GetComponent<PlayerController>();
return true;
}
return false;
}
protected void GiveDamageToPlayer()
{
target.GetDamaged(attackDamage);
}
protected virtual void ShotProjectile()
{
shotTimer -= Time.deltaTime;
if (shotTimer <= 0)
{
shotTimer = shotTimeInterval;
Vector3 shotDirection = (target.transform.position - transform.position).normalized;
Instantiate(projectilePrefab, transform.position, transform.rotation)
.GetComponent<Enemy>().SetTarget(target);
}
}
public void SetTarget(PlayerController pc)
{
target = pc;
}
protected virtual void Initialize()
{
InitializeStateMachine();
}
protected abstract void InitializeStateMachine();
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IProjectile : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Missile : Enemy
{
protected override void InitializeStateMachine()
{
State idle = new State("idle");
idle.StateUpdate += delegate
{
transform.position += (target.transform.position - transform.position).normalized * moveSpeed;
};
stateMachine.AddNewState(idle);
stateMachine.Transtion("idle");
}
private void OnTriggerEnter(Collider other)
{
Debug.Log(other);
if (other.tag.Contains("Enemy"))
return;
other.GetComponent<PlayerController>()?.GetDamaged(attackDamage);
Destroy(gameObject);
}
}
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......@@ -17,6 +17,9 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
[SerializeField]
private GameObject enemyHealthUIPrefab;
[SerializeField]
private Slider playerHealthUI;
public void UpdateTargetLockedUIs(Vector3[] pos)
{
int tmp, i = 0;
......@@ -67,6 +70,10 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
if (ui == null)
Debug.LogError("There's no health ui available");
ui.value = curHealth / (float)maxHealth;
Debug.Log(ui.value);
}
public void UpdatePlayerHealthUI(int maxHealth, int curHealth)
{
playerHealthUI.value = (float)curHealth / maxHealth;
}
}
......@@ -40,6 +40,20 @@ public class PlayerController : MonoBehaviour
[SerializeField]
private LayerMask bulletBlockMask;
public int MaxHealth { get; private set; }
private int _health;
public int Health {
get
{
return _health;
}
private set
{
_health = value;
IngameUIManager.inst.UpdatePlayerHealthUI(MaxHealth, _health);
}
}
#if UNITY_EDITOR
private void OnDrawGizmos()
{
......@@ -61,6 +75,8 @@ public class PlayerController : MonoBehaviour
//col.enabled = !IsGrounded;
//cc.enabled = IsGrounded;
MaxHealth = Health = 100;
}
private void Update()
{
......@@ -151,4 +167,31 @@ public class PlayerController : MonoBehaviour
isWired = true;
rb.useGravity = false;
}
public void GetDamaged(int damage)
{
Health = Mathf.Max(0, Health - damage);
}
}
public interface IWeapon
{
void UseWeapon();
}
public class Gun : IWeapon
{
public void UseWeapon()
{
throw new System.NotImplementedException();
}
}
public class Weapon : IWeapon
{
public void UseWeapon()
{
throw new System.NotImplementedException();
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StateMachine
{
private Dictionary<string, State> states = new Dictionary<string, State>();
public State curState = null;
public void AddNewState(State state)
{
states.Add(state.name, state);
}
public void AddNewStates(State[] states)
{
foreach (var state in states)
{
this.states.Add(state.name, state);
}
}
public void Transtion(string name)
{
curState?.Exit?.Invoke();
curState = states[name];
curState.Enter?.Invoke();
}
}
public class State
{
public State(string name)
{
this.name = name;
}
public string name;
public Action Enter;
public Action Exit;
public Action StateUpdate;
}
\ No newline at end of file
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- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors:
- _Color: {r: 0.5377358, g: 0.42270154, b: 0.21560162, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
fileFormatVersion: 2
guid: b4409bc82ca6b894d96281afa63aa758
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 2100000
userData:
assetBundleName:
assetBundleVariant:
......@@ -3,7 +3,8 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- Enemy
layers:
- Default
- TransparentFX
......
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