Commit 23a3f113 authored by 18신대성's avatar 18신대성

이제 에임한데 위치쯤 갔는데도 안맞으면 강제로 트리거 발동하게 함

parent d75e2966
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......@@ -17,10 +17,20 @@ public abstract class Bullet : MonoBehaviour
GameManager.inst.isBulletFlying = false;
}
public void Init(Vector3 velocity)
IEnumerator ForceInteract(Collider col, float _time)
{
yield return new WaitForSeconds(_time);
OnTriggerEnter(col);
}
public void Init(Vector3 velocity, Collider col)
{
GameManager.inst.isBulletFlying = true;
GetComponent<Rigidbody>().velocity = velocity;
Destroy(gameObject, MapManager.inst.currentMap.maxMapSize / velocity.magnitude);
float flightTime;
if (col != null) flightTime = (col.transform.position - transform.position).magnitude / velocity.magnitude;
else flightTime = MapManager.inst.currentMap.maxMapSize / velocity.magnitude;
StartCoroutine(ForceInteract(col, flightTime));
Destroy(gameObject, flightTime + 0.5f);
}
}
......@@ -91,7 +91,7 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1)
{
yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) || !StageSelector.inst.gameSettings["zoomAnim"])
break;
transform.position += posDiff;
transform.eulerAngles += new Vector3(angleDiff, 0, 0);
......@@ -140,7 +140,7 @@ public class CameraController : MonoBehaviour
for (i = 0; i < cameraMoveDuration; i += 1)
{
yield return new WaitForSeconds(0.01f);
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) || !StageSelector.inst.gameSettings["zoomAnim"])
break;
transform.position += posDiff;
transform.eulerAngles += angleDiff;
......
......@@ -25,9 +25,10 @@ public class Player : MonoBehaviour
public VLight aimLight;
public bool canShoot = false;
public Collider lastCol = null;
private Collider beforeRay = null;
private GameObject currentBullet;
private float lastShoot;
private Collider beforeRay = null;
/// <summary>
/// Set this player as the current player.
......@@ -153,7 +154,7 @@ public class Player : MonoBehaviour
Bullet newBullet = MapManager.inst.bulletFactory.MakeBullet(bulletCode);
newBullet.transform.position = shootingFinger.transform.position;
newBullet.transform.LookAt(shootingArm.transform.forward + newBullet.transform.position);
newBullet.Init(shootingArm.transform.forward * 3);
newBullet.Init(shootingArm.transform.forward * 3, lastCol);
currentBullet = newBullet.gameObject;
PlayerController.inst.bulletList.RemoveAt(0);
GameManager.inst.bulletUIGenerator.RemoveBulletUI();
......@@ -164,6 +165,7 @@ public class Player : MonoBehaviour
public void OffAllOutline()
{
canShoot = false;
if (beforeRay != null) lastCol = beforeRay;
laser.GetComponent<LineRenderer>().startColor = Color.red;
laser.GetComponent<LineRenderer>().endColor = Color.red;
if (beforeRay != null)
......
......@@ -17,7 +17,8 @@ public class StageSelector : SingletonBehaviour<StageSelector>
public Dictionary<string, bool> gameSettings = new Dictionary<string, bool>()
{
{ "postProcessing", true },
{ "sound", true }
{ "sound", true },
{ "zoomAnim", true }
};
[Header("맵 추가시 반드시 바꿔줘야하는 값.각 카테고리마다의 스테이지 수")]
......
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