Commit f6675e3d authored by 15박보승's avatar 15박보승

콤보 UI 추가

parent 5a2d49ca
......@@ -110,7 +110,7 @@ Rigidbody:
m_UseGravity: 0
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
m_Constraints: 112
m_CollisionDetection: 0
--- !u!114 &808483076966640904
MonoBehaviour:
......
......@@ -111,7 +111,7 @@ Rigidbody:
m_UseGravity: 1
m_IsKinematic: 0
m_Interpolate: 0
m_Constraints: 0
m_Constraints: 112
m_CollisionDetection: 0
--- !u!120 &1585691613636896513
LineRenderer:
......@@ -224,7 +224,7 @@ MonoBehaviour:
maxHealth: 10
curHealth: 0
attackDamage: 20
detectRange: 60
detectRange: 200
moveSpeed: 0
playerMask:
serializedVersion: 2
......
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fileFormatVersion: 2
guid: 5970430cbb702c44ea45c747247db6ab
DefaultImporter:
externalObjects: {}
userData:
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......@@ -734,7 +734,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
mapBound:
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
GameObject:
m_ObjectHideFlags: 0
......
......@@ -19,6 +19,13 @@ public class AirplaneEnemy : Enemy
};
detected.StateUpdate += ShotProjectile;
detected.StateUpdate += delegate
{
if (!DetectPlayer())
{
stateMachine.Transtion("idle");
}
};
State[] states = { idle, detected, attack };
stateMachine.AddNewStates(states);
......
......@@ -4,6 +4,12 @@ using UnityEngine;
public class Missile : Enemy
{
protected override void Start()
{
base.Start();
Destroy(gameObject, 20);
}
protected override void InitializeStateMachine()
{
State idle = new State("idle");
......
......@@ -8,6 +8,8 @@ public class HookBehaviour : MonoBehaviour
private LineRenderer lr;
[SerializeField]
private Transform player;
[SerializeField]
private Transform hookOrigin;
[SerializeField]
private Rigidbody rb;
......@@ -31,7 +33,7 @@ public class HookBehaviour : MonoBehaviour
private void Update()
{
lr.SetPosition(0, transform.position);
lr.SetPosition(1, player.position);
lr.SetPosition(1, hookOrigin.position);
}
private void FixedUpdate()
......
......@@ -127,19 +127,26 @@ public class IngameUIManager : SingletonBehaviour<IngameUIManager>
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));
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);
ui.SetActive(false);
ResetComboUI();
comboUI.SetActive(false);
}
public void UpdateOutOfMapWarningUI(float remainTime)
{
if (remainTime >= 10)
if (remainTime >= 10 || remainTime <= 0)
OutOfMapWarningUI.text = "";
else
OutOfMapWarningUI.text = string.Format("{0:F1}",remainTime);
......
......@@ -28,7 +28,7 @@ public class PlayerController : MonoBehaviour
private bool IsGrounded
{
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
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, Camera.main.transform.forward.normalized * 200);
if (!IsGrounded)
if (IsGrounded)
Gizmos.color = Color.green;
Gizmos.DrawSphere(groundChecker.position, 0.1f);
}
......
......@@ -218,14 +218,14 @@ public class Knife : IWeapon
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;
player.GetComponent<MeshRenderer>().enabled = false;
//player.GetComponent<MeshRenderer>().enabled = false;
for (float t = 0; t < dashTime; t += Time.fixedDeltaTime)
{
player.position = Vector3.Lerp(oriPos, dest, 1 - Mathf.Pow(1 - (t / dashTime),2));
yield return new WaitForFixedUpdate();
}
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")))
{
......
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