Commit f6675e3d authored by 15박보승's avatar 15박보승

콤보 UI 추가

parent 5a2d49ca
...@@ -110,7 +110,7 @@ Rigidbody: ...@@ -110,7 +110,7 @@ Rigidbody:
m_UseGravity: 0 m_UseGravity: 0
m_IsKinematic: 0 m_IsKinematic: 0
m_Interpolate: 0 m_Interpolate: 0
m_Constraints: 0 m_Constraints: 112
m_CollisionDetection: 0 m_CollisionDetection: 0
--- !u!114 &808483076966640904 --- !u!114 &808483076966640904
MonoBehaviour: MonoBehaviour:
......
...@@ -111,7 +111,7 @@ Rigidbody: ...@@ -111,7 +111,7 @@ Rigidbody:
m_UseGravity: 1 m_UseGravity: 1
m_IsKinematic: 0 m_IsKinematic: 0
m_Interpolate: 0 m_Interpolate: 0
m_Constraints: 0 m_Constraints: 112
m_CollisionDetection: 0 m_CollisionDetection: 0
--- !u!120 &1585691613636896513 --- !u!120 &1585691613636896513
LineRenderer: LineRenderer:
...@@ -224,7 +224,7 @@ MonoBehaviour: ...@@ -224,7 +224,7 @@ MonoBehaviour:
maxHealth: 10 maxHealth: 10
curHealth: 0 curHealth: 0
attackDamage: 20 attackDamage: 20
detectRange: 60 detectRange: 200
moveSpeed: 0 moveSpeed: 0
playerMask: playerMask:
serializedVersion: 2 serializedVersion: 2
......
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fileFormatVersion: 2
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externalObjects: {}
userData:
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...@@ -734,7 +734,7 @@ MonoBehaviour: ...@@ -734,7 +734,7 @@ MonoBehaviour:
m_EditorClassIdentifier: m_EditorClassIdentifier:
mapBound: mapBound:
m_Center: {x: 0, y: 0, z: 0} m_Center: {x: 0, y: 0, z: 0}
m_Extent: {x: 2000, y: 1000, z: 2000} m_Extent: {x: 500, y: 500, z: 500}
--- !u!1 &245057446 --- !u!1 &245057446
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
...@@ -19,6 +19,13 @@ public class AirplaneEnemy : Enemy ...@@ -19,6 +19,13 @@ public class AirplaneEnemy : Enemy
}; };
detected.StateUpdate += ShotProjectile; detected.StateUpdate += ShotProjectile;
detected.StateUpdate += delegate
{
if (!DetectPlayer())
{
stateMachine.Transtion("idle");
}
};
State[] states = { idle, detected, attack }; State[] states = { idle, detected, attack };
stateMachine.AddNewStates(states); stateMachine.AddNewStates(states);
......
...@@ -4,6 +4,12 @@ using UnityEngine; ...@@ -4,6 +4,12 @@ using UnityEngine;
public class Missile : Enemy public class Missile : Enemy
{ {
protected override void Start()
{
base.Start();
Destroy(gameObject, 20);
}
protected override void InitializeStateMachine() protected override void InitializeStateMachine()
{ {
State idle = new State("idle"); State idle = new State("idle");
......
...@@ -8,6 +8,8 @@ public class HookBehaviour : MonoBehaviour ...@@ -8,6 +8,8 @@ public class HookBehaviour : MonoBehaviour
private LineRenderer lr; private LineRenderer lr;
[SerializeField] [SerializeField]
private Transform player; private Transform player;
[SerializeField]
private Transform hookOrigin;
[SerializeField] [SerializeField]
private Rigidbody rb; private Rigidbody rb;
...@@ -31,7 +33,7 @@ public class HookBehaviour : MonoBehaviour ...@@ -31,7 +33,7 @@ public class HookBehaviour : MonoBehaviour
private void Update() private void Update()
{ {
lr.SetPosition(0, transform.position); lr.SetPosition(0, transform.position);
lr.SetPosition(1, player.position); lr.SetPosition(1, hookOrigin.position);
} }
private void FixedUpdate() private void FixedUpdate()
......
...@@ -127,19 +127,26 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager> ...@@ -127,19 +127,26 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
comboUI.SetActive(true); comboUI.SetActive(true);
comboText.text = (int.Parse(comboText.text.Split(' ')[0]) + 1).ToString() + " Combo!"; comboText.text = (int.Parse(comboText.text.Split(' ')[0]) + 1).ToString() + " Combo!";
damageText.text = (int.Parse(damageText.text) + damage).ToString(); damageText.text = (int.Parse(damageText.text) + damage).ToString();
disableComboRoutine = StartCoroutine(DisableUI(comboUI, 5)); disableComboRoutine = StartCoroutine(DisableComboUI(5));
} }
private IEnumerator DisableUI(GameObject ui, float sec) private void ResetComboUI()
{
comboText.text = "0 Combo!";
damageText.text = "0";
}
private IEnumerator DisableComboUI(float sec)
{ {
yield return new WaitForSeconds(sec); yield return new WaitForSeconds(sec);
ui.SetActive(false); ResetComboUI();
comboUI.SetActive(false);
} }
public void UpdateOutOfMapWarningUI(float remainTime) public void UpdateOutOfMapWarningUI(float remainTime)
{ {
if (remainTime >= 10) if (remainTime >= 10 || remainTime <= 0)
OutOfMapWarningUI.text = ""; OutOfMapWarningUI.text = "";
else else
OutOfMapWarningUI.text = string.Format("{0:F1}",remainTime); OutOfMapWarningUI.text = string.Format("{0:F1}",remainTime);
......
...@@ -28,7 +28,7 @@ public class PlayerController : MonoBehaviour ...@@ -28,7 +28,7 @@ public class PlayerController : MonoBehaviour
private bool IsGrounded private bool IsGrounded
{ {
get { get {
return Physics.OverlapSphere(groundChecker.position, 0.01f, groundMask).Length > 0; return Physics.OverlapSphere(groundChecker.position, 0.1f, groundMask).Length > 0;
} }
} }
...@@ -55,7 +55,7 @@ public class PlayerController : MonoBehaviour ...@@ -55,7 +55,7 @@ public class PlayerController : MonoBehaviour
Gizmos.color = Color.red; Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, Camera.main.transform.forward.normalized * 200); Gizmos.DrawLine(transform.position, Camera.main.transform.forward.normalized * 200);
if (!IsGrounded) if (IsGrounded)
Gizmos.color = Color.green; Gizmos.color = Color.green;
Gizmos.DrawSphere(groundChecker.position, 0.1f); Gizmos.DrawSphere(groundChecker.position, 0.1f);
} }
......
...@@ -218,14 +218,14 @@ public class Knife : IWeapon ...@@ -218,14 +218,14 @@ public class Knife : IWeapon
Physics.Raycast(ray, out hit, dashDistance, player.GetComponent<PlayerController>().groundMask); Physics.Raycast(ray, out hit, dashDistance, player.GetComponent<PlayerController>().groundMask);
Vector3 dest = hit.collider != null ? hit.point - Camera.main.transform.forward * 0.5f : player.position + Camera.main.transform.forward * dashDistance; Vector3 dest = hit.collider != null ? hit.point - Camera.main.transform.forward * 0.5f : player.position + Camera.main.transform.forward * dashDistance;
player.GetComponent<MeshRenderer>().enabled = false; //player.GetComponent<MeshRenderer>().enabled = false;
for (float t = 0; t < dashTime; t += Time.fixedDeltaTime) for (float t = 0; t < dashTime; t += Time.fixedDeltaTime)
{ {
player.position = Vector3.Lerp(oriPos, dest, 1 - Mathf.Pow(1 - (t / dashTime),2)); player.position = Vector3.Lerp(oriPos, dest, 1 - Mathf.Pow(1 - (t / dashTime),2));
yield return new WaitForFixedUpdate(); yield return new WaitForFixedUpdate();
} }
player.GetComponent<Rigidbody>().velocity = Vector3.zero; player.GetComponent<Rigidbody>().velocity = Vector3.zero;
player.GetComponent<MeshRenderer>().enabled = true; //player.GetComponent<MeshRenderer>().enabled = true;
foreach (var enemyHit in Physics.SphereCastAll(ray, 3, Vector3.Distance(oriPos,dest), 1 << LayerMask.NameToLayer("Enemy"))) foreach (var enemyHit in Physics.SphereCastAll(ray, 3, Vector3.Distance(oriPos,dest), 1 << LayerMask.NameToLayer("Enemy")))
{ {
......
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