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30e0829e
Commit
30e0829e
authored
May 23, 2019
by
18손재민
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슈팅 애니메이션 연결, 플레이어 몸은 이제 카메라 방향을 향함
parent
255c8a17
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116 additions
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63 deletions
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-63
Data.meta
Assets/Data.meta
+0
-8
jackson.prefab
Assets/Prefabs/MapObjects/jackson.prefab
+11
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SampleScene.unity
Assets/Scenes/SampleScene.unity
+43
-12
CameraController.cs
Assets/Scripts/CameraController.cs
+8
-6
Player.cs
Assets/Scripts/Player.cs
+16
-8
PlayerController.cs
Assets/Scripts/PlayerController.cs
+38
-21
No files found.
Assets/Data.meta
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@@ -670,11 +706,6 @@ PrefabInstance:
...
@@ -670,11 +706,6 @@ PrefabInstance:
propertyPath
:
m_IsActive
propertyPath
:
m_IsActive
value
:
1
value
:
1
objectReference
:
{
fileID
:
0
}
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
7277015661519863741
,
guid
:
20dee07e28273f049a9093ae4453912f
,
type
:
3
}
propertyPath
:
m_NavMeshData
value
:
objectReference
:
{
fileID
:
0
}
-
target
:
{
fileID
:
7277015661519863742
,
guid
:
20dee07e28273f049a9093ae4453912f
,
-
target
:
{
fileID
:
7277015661519863742
,
guid
:
20dee07e28273f049a9093ae4453912f
,
type
:
3
}
type
:
3
}
propertyPath
:
m_LocalPosition.x
propertyPath
:
m_LocalPosition.x
...
...
Assets/Scripts/CameraController.cs
View file @
30e0829e
...
@@ -8,13 +8,14 @@ public class CameraController : MonoBehaviour
...
@@ -8,13 +8,14 @@ public class CameraController : MonoBehaviour
public
float
dragSpeed
;
public
float
dragSpeed
;
Vector3
previousPos
;
Vector3
previousPos
;
Vector3
previousAngle
;
Vector3
previousAngle
;
float
shootingFov
=
6
0f
;
float
shootingFov
=
4
0f
;
float
mapFov
=
4
0f
;
float
mapFov
=
2
0f
;
float
rotationX
=
0
;
float
rotationX
=
0
;
float
rotationY
=
0
;
float
rotationY
=
0
;
float
sensitivity
=
30
;
float
sensitivity
=
30
;
Vector3
centerPos
=
new
Vector3
(
0
,
0
,
0
);
Vector3
centerPos
=
new
Vector3
(
0
,
0
,
0
);
/// <summary>
/// <summary>
/// Move camera.
/// Move camera.
/// </summary>
/// </summary>
...
@@ -76,6 +77,9 @@ public class CameraController : MonoBehaviour
...
@@ -76,6 +77,9 @@ public class CameraController : MonoBehaviour
rotationX
=
transform
.
eulerAngles
.
y
;
rotationX
=
transform
.
eulerAngles
.
y
;
rotationY
=
transform
.
eulerAngles
.
x
;
rotationY
=
transform
.
eulerAngles
.
x
;
PlayerController
.
inst
.
isZooming
=
false
;
PlayerController
.
inst
.
isZooming
=
false
;
PlayerController
.
inst
.
currentPlayer
.
GetComponent
<
Animator
>().
SetBool
(
"isShooting"
,
true
);
PlayerController
.
inst
.
currentPlayer
.
GetComponent
<
Player
>().
head
.
SetActive
(
false
);
}
}
/// <summary>
/// <summary>
/// Zoom out from player.
/// Zoom out from player.
...
@@ -87,17 +91,15 @@ public class CameraController : MonoBehaviour
...
@@ -87,17 +91,15 @@ public class CameraController : MonoBehaviour
Vector3
posDiff
=
(
previousPos
-
transform
.
position
)
/
40
;
Vector3
posDiff
=
(
previousPos
-
transform
.
position
)
/
40
;
float
fovDiff
=
(
mapFov
-
shootingFov
)
/
40f
;
float
fovDiff
=
(
mapFov
-
shootingFov
)
/
40f
;
PlayerController
.
inst
.
isZooming
=
true
;
PlayerController
.
inst
.
isZooming
=
true
;
PlayerController
.
inst
.
currentPlayer
.
GetComponent
<
Animator
>().
SetBool
(
"isShooting"
,
false
);
PlayerController
.
inst
.
currentPlayer
.
GetComponent
<
Player
>().
head
.
SetActive
(
true
);
Vector3
tempAngle
=
new
Vector3
(
transform
.
eulerAngles
.
x
>
180
?
transform
.
eulerAngles
.
x
-
360
:
transform
.
eulerAngles
.
x
,
Vector3
tempAngle
=
new
Vector3
(
transform
.
eulerAngles
.
x
>
180
?
transform
.
eulerAngles
.
x
-
360
:
transform
.
eulerAngles
.
x
,
transform
.
eulerAngles
.
y
>
180
?
transform
.
eulerAngles
.
y
-
360
:
transform
.
eulerAngles
.
y
,
transform
.
eulerAngles
.
y
>
180
?
transform
.
eulerAngles
.
y
-
360
:
transform
.
eulerAngles
.
y
,
transform
.
eulerAngles
.
z
>
180
?
transform
.
eulerAngles
.
z
-
360
:
transform
.
eulerAngles
.
z
);
transform
.
eulerAngles
.
z
>
180
?
transform
.
eulerAngles
.
z
-
360
:
transform
.
eulerAngles
.
z
);
Vector3
angleDiff
=
(
previousAngle
-
tempAngle
)
/
40
;
Vector3
angleDiff
=
(
previousAngle
-
tempAngle
)
/
40
;
angleDiff
=
new
Vector3
(
angleDiff
.
x
>
180
?
360
-
angleDiff
.
x
:
angleDiff
.
x
,
angleDiff
=
new
Vector3
(
angleDiff
.
x
>
180
?
360
-
angleDiff
.
x
:
angleDiff
.
x
,
angleDiff
.
y
>
180
?
360
-
angleDiff
.
y
:
angleDiff
.
y
,
angleDiff
.
y
>
180
?
360
-
angleDiff
.
y
:
angleDiff
.
y
,
angleDiff
.
z
>
180
?
360
-
angleDiff
.
z
:
angleDiff
.
z
);
angleDiff
.
z
>
180
?
360
-
angleDiff
.
z
:
angleDiff
.
z
);
Debug
.
Log
(
previousAngle
+
"previousAngle"
);
Debug
.
Log
(
tempAngle
+
"tempAngle"
);
Debug
.
Log
(
angleDiff
+
"angleDiff"
);
for
(
int
i
=
0
;
i
<
40
;
i
++)
for
(
int
i
=
0
;
i
<
40
;
i
++)
{
{
yield
return
null
;
yield
return
null
;
...
...
Assets/Scripts/Player.cs
View file @
30e0829e
...
@@ -12,9 +12,13 @@ public class Player : MonoBehaviour
...
@@ -12,9 +12,13 @@ public class Player : MonoBehaviour
Coroutine
playerArrivalCheck
;
Coroutine
playerArrivalCheck
;
public
GameObject
head
;
public
GameObject
head
;
public
GameObject
shootingArm
;
Animator
anim
;
Animator
anim
;
NavMeshAgent
agent
;
/// <summary>
/// Set this player as the current player.
/// </summary>
/// <returns></returns>
public
IEnumerator
SetCurrentPlayer
()
public
IEnumerator
SetCurrentPlayer
()
{
{
GetComponent
<
NavMeshObstacle
>().
enabled
=
false
;
GetComponent
<
NavMeshObstacle
>().
enabled
=
false
;
...
@@ -22,6 +26,10 @@ public class Player : MonoBehaviour
...
@@ -22,6 +26,10 @@ public class Player : MonoBehaviour
GetComponent
<
NavMeshAgent
>().
enabled
=
true
;
GetComponent
<
NavMeshAgent
>().
enabled
=
true
;
StartCoroutine
(
MapManager
.
inst
.
Rebaker
());
StartCoroutine
(
MapManager
.
inst
.
Rebaker
());
}
}
/// <summary>
/// Reset this player from the current player.
/// </summary>
/// <returns></returns>
public
void
ResetCurrentPlayer
()
public
void
ResetCurrentPlayer
()
{
{
GetComponent
<
NavMeshAgent
>().
enabled
=
false
;
GetComponent
<
NavMeshAgent
>().
enabled
=
false
;
...
@@ -67,6 +75,11 @@ public class Player : MonoBehaviour
...
@@ -67,6 +75,11 @@ public class Player : MonoBehaviour
anim
.
SetBool
(
"isWalking"
,
false
);
anim
.
SetBool
(
"isWalking"
,
false
);
PlayerController
.
inst
.
isPlayerMoving
=
false
;
PlayerController
.
inst
.
isPlayerMoving
=
false
;
}
}
/// <summary>
/// Count 2 second to make player in shooting mode.
/// </summary>
/// <param name="startTime">Start time of the timer.</param>
/// <returns></returns>
public
IEnumerator
CountPlayerClick
(
float
startTime
)
public
IEnumerator
CountPlayerClick
(
float
startTime
)
{
{
float
time
=
Time
.
time
;
float
time
=
Time
.
time
;
...
@@ -84,11 +97,12 @@ public class Player : MonoBehaviour
...
@@ -84,11 +97,12 @@ public class Player : MonoBehaviour
StartCoroutine
(
Camera
.
main
.
GetComponent
<
CameraController
>().
ZoomInAtPlayer
(
this
));
StartCoroutine
(
Camera
.
main
.
GetComponent
<
CameraController
>().
ZoomInAtPlayer
(
this
));
}
}
}
}
// Start is called before the first frame update
// Start is called before the first frame update
void
Start
()
void
Start
()
{
{
anim
=
GetComponent
<
Animator
>();
anim
=
GetComponent
<
Animator
>();
agent
=
GetComponent
<
NavMeshAgent
>();
}
}
// Update is called once per frame
// Update is called once per frame
...
@@ -96,10 +110,4 @@ public class Player : MonoBehaviour
...
@@ -96,10 +110,4 @@ public class Player : MonoBehaviour
{
{
}
}
private
void
LateUpdate
()
{
if
(
agent
.
isActiveAndEnabled
&&
agent
.
velocity
.
magnitude
>
0
)
transform
.
rotation
=
Quaternion
.
LookRotation
(
agent
.
velocity
.
normalized
);
}
}
}
Assets/Scripts/PlayerController.cs
View file @
30e0829e
...
@@ -40,9 +40,13 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -40,9 +40,13 @@ public class PlayerController : SingletonBehaviour<PlayerController>
prePos
=
MapPos
;
prePos
=
MapPos
;
}
}
//Control player only if camera is not zooming in to or out from the current player
if
(!
isZooming
)
if
(!
isZooming
)
{
{
if
(
Input
.
GetMouseButtonDown
(
0
)
&&
!
isPlayerMoving
&&
!
isPlayerShooting
)
if
(
Input
.
GetMouseButtonDown
(
0
))
{
//Move the current player.
if
(!
isPlayerMoving
&&
!
isPlayerShooting
)
{
{
Ray
mouseRay
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
Ray
mouseRay
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
RaycastHit
hit
;
RaycastHit
hit
;
...
@@ -67,10 +71,23 @@ public class PlayerController : SingletonBehaviour<PlayerController>
...
@@ -67,10 +71,23 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer
.
ResetCurrentPlayer
();
currentPlayer
.
ResetCurrentPlayer
();
}
}
}
}
}
else
if
(
Input
.
GetMouseButtonDown
(
1
)
&&
isPlayerShooting
)
else
if
(
Input
.
GetMouseButtonDown
(
1
)
&&
isPlayerShooting
)
{
{
StartCoroutine
(
Camera
.
main
.
GetComponent
<
CameraController
>().
ZoomOutFromPlayer
());
StartCoroutine
(
Camera
.
main
.
GetComponent
<
CameraController
>().
ZoomOutFromPlayer
());
}
}
if
(
isPlayerShooting
)
{
Quaternion
destinationRotation
=
Quaternion
.
Euler
(
new
Vector3
(
transform
.
eulerAngles
.
x
,
Camera
.
main
.
transform
.
eulerAngles
.
y
,
currentPlayer
.
transform
.
eulerAngles
.
z
));
currentPlayer
.
transform
.
rotation
=
Quaternion
.
Lerp
(
currentPlayer
.
transform
.
rotation
,
destinationRotation
,
Time
.
deltaTime
*
10
);
currentPlayer
.
shootingArm
.
transform
.
LookAt
(
Camera
.
main
.
transform
.
position
+
new
Vector3
(
1
,
0
,
0
));
}
}
}
}
}
void
LateUpdate
()
{
if
(
currentPlayer
!=
null
&&
currentPlayer
.
GetComponent
<
NavMeshAgent
>().
velocity
.
magnitude
>
0
)
transform
.
rotation
=
Quaternion
.
LookRotation
(
currentPlayer
.
GetComponent
<
NavMeshAgent
>().
velocity
.
normalized
);
}
}
}
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