Commit c7ac933b authored by 18신대성's avatar 18신대성 Committed by 18손재민

마네킹 한종류만 쓰게 변경,

마네킹 콜라이더 자세하게 만듬,
쏘는 모션 적용,
레이저 있을때만 쏠수 있는 시각적 효과 추가
parent 8365f34f
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SphereCollider:
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m_CorrespondingSourceObject: {fileID: 0}
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m_GameObject: {fileID: 6169104080419908266}
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m_Radius: 0.11
m_Center: {x: 0.13, y: 1.29, z: 0.06}
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m_ObjectHideFlags: 0
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m_Radius: 0.06
m_Center: {x: 0.1, y: 1.47, z: 0.15}
--- !u!135 &5008880329460952899
SphereCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &6169104080419908268 --- !u!1 &6169104080419908268
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
...@@ -833,10 +833,10 @@ CapsuleCollider: ...@@ -833,10 +833,10 @@ CapsuleCollider:
m_Material: {fileID: 0} m_Material: {fileID: 0}
m_IsTrigger: 0 m_IsTrigger: 0
m_Enabled: 1 m_Enabled: 1
m_Radius: 0.26 m_Radius: 0.2
m_Height: 0.57 m_Height: 0.4
m_Direction: 1 m_Direction: 1
m_Center: {x: 0, y: 0.42, z: 0} m_Center: {x: 0, y: 0.45, z: 0}
--- !u!1 &6001025753464815807 --- !u!1 &6001025753464815807
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
......
...@@ -186,9 +186,9 @@ NavMeshObstacle: ...@@ -186,9 +186,9 @@ NavMeshObstacle:
m_Enabled: 1 m_Enabled: 1
serializedVersion: 3 serializedVersion: 3
m_Shape: 1 m_Shape: 1
m_Extents: {x: 0.26000002, y: 0.22500001, z: 0.063} m_Extents: {x: 0.26000002, y: 0.185, z: 0.063}
m_MoveThreshold: 0.1 m_MoveThreshold: 0.1
m_Carve: 0 m_Carve: 0
m_CarveOnlyStationary: 1 m_CarveOnlyStationary: 1
m_Center: {x: 0, y: 0.030000001, z: 0} m_Center: {x: 0, y: 0, z: 0}
m_TimeToStationary: 0.5 m_TimeToStationary: 0.5
...@@ -233,7 +233,7 @@ RectTransform: ...@@ -233,7 +233,7 @@ RectTransform:
- {fileID: 1519023766} - {fileID: 1519023766}
- {fileID: 1839944656} - {fileID: 1839944656}
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 9 m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
m_AnchorMin: {x: 0, y: 0} m_AnchorMin: {x: 0, y: 0}
m_AnchorMax: {x: 0, y: 0} m_AnchorMax: {x: 0, y: 0}
...@@ -489,7 +489,7 @@ Transform: ...@@ -489,7 +489,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1} m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: [] m_Children: []
m_Father: {fileID: 0} m_Father: {fileID: 0}
m_RootOrder: 8 m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &534669902 --- !u!1 &534669902
GameObject: GameObject:
...@@ -1178,7 +1178,7 @@ PrefabInstance: ...@@ -1178,7 +1178,7 @@ PrefabInstance:
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type: 3} type: 3}
propertyPath: m_RootOrder propertyPath: m_RootOrder
value: 6 value: 9
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type: 3} type: 3}
...@@ -1214,6 +1214,36 @@ PrefabInstance: ...@@ -1214,6 +1214,36 @@ PrefabInstance:
propertyPath: m_LocalPosition.z propertyPath: m_LocalPosition.z
value: 0 value: 0
objectReference: {fileID: 0} objectReference: {fileID: 0}
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value: 0
objectReference: {fileID: 0}
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...@@ -1266,7 +1296,7 @@ PrefabInstance: ...@@ -1266,7 +1296,7 @@ PrefabInstance:
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type: 3} type: 3}
...@@ -1357,6 +1387,12 @@ PrefabInstance: ...@@ -1357,6 +1387,12 @@ PrefabInstance:
propertyPath: surface propertyPath: surface
value: value:
objectReference: {fileID: 2102809461} objectReference: {fileID: 2102809461}
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propertyPath: mannequin
value:
objectReference: {fileID: 6169104080419908266, guid: 420a4f921e52a4141b80a3eefcd511e6,
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......
...@@ -17,7 +17,7 @@ public class MapManager : SingletonBehaviour<MapManager> ...@@ -17,7 +17,7 @@ public class MapManager : SingletonBehaviour<MapManager>
public GameObject truthBullet, fakeBullet, mirrorBullet; public GameObject truthBullet, fakeBullet, mirrorBullet;
public GameObject briefCase; public GameObject briefCase;
public GameObject cameraTurret; public GameObject cameraTurret;
public GameObject[] mannequins; public GameObject mannequin;
public GameObject player; public GameObject player;
[Header("All players")] [Header("All players")]
public List<GameObject> players; public List<GameObject> players;
......
...@@ -238,7 +238,7 @@ public class Map : MonoBehaviour ...@@ -238,7 +238,7 @@ public class Map : MonoBehaviour
objectGrid[pos].Init(GetFloorAtPos(pos)); objectGrid[pos].Init(GetFloorAtPos(pos));
break; break;
case ObjType.Mannequin: case ObjType.Mannequin:
objectGrid.Add(pos, Instantiate(MapManager.inst.mannequins[Random.Range(0, 5)], new Vector3(pos.x, 0, pos.y), Quaternion.identity, objects.transform).GetComponent<IObject>()); objectGrid.Add(pos, Instantiate(MapManager.inst.mannequin, new Vector3(pos.x, 0, pos.y), Quaternion.identity, objects.transform).GetComponent<IObject>());
objectGrid[pos].Init(GetFloorAtPos(pos)); objectGrid[pos].Init(GetFloorAtPos(pos));
objectGrid[pos].GetObject().GetComponent<Mannequin>().SetColor(isWhite); objectGrid[pos].GetObject().GetComponent<Mannequin>().SetColor(isWhite);
break; break;
......
...@@ -23,6 +23,9 @@ public class Player : MonoBehaviour ...@@ -23,6 +23,9 @@ public class Player : MonoBehaviour
public GameObject selectPointer; public GameObject selectPointer;
public VLight aimLight; public VLight aimLight;
private GameObject currentBullet;
private float lastShoot;
/// <summary> /// <summary>
/// Set this player as the current player. /// Set this player as the current player.
/// </summary> /// </summary>
...@@ -125,10 +128,13 @@ public class Player : MonoBehaviour ...@@ -125,10 +128,13 @@ public class Player : MonoBehaviour
newBullet.transform.position = shootingFinger.transform.position; newBullet.transform.position = shootingFinger.transform.position;
newBullet.transform.LookAt(shootingArm.transform.forward + newBullet.transform.position); newBullet.transform.LookAt(shootingArm.transform.forward + newBullet.transform.position);
newBullet.Init(shootingArm.transform.forward * 3); newBullet.Init(shootingArm.transform.forward * 3);
currentBullet = newBullet.gameObject;
PlayerController.inst.bulletList.RemoveAt(0); PlayerController.inst.bulletList.RemoveAt(0);
GameManager.inst.bulletUIGenerator.RemoveBulletUI(); GameManager.inst.bulletUIGenerator.RemoveBulletUI();
laser.SetActive(false);
lastShoot = Time.time;
anim.SetTrigger("shoot");
} }
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -138,7 +144,12 @@ public class Player : MonoBehaviour ...@@ -138,7 +144,12 @@ public class Player : MonoBehaviour
// Update is called once per frame // Update is called once per frame
void Update() void Update()
{ {
laser.transform.position = shootingFinger.transform.position; if (GameManager.inst.isPlayerShooting && !GameManager.inst.isZooming)
{
laser.transform.position = shootingFinger.transform.position;
if (currentBullet == null && lastShoot + 1f < Time.time) laser.SetActive(true);
}
else if (laser.activeSelf) laser.SetActive(false);
} }
} }
...@@ -173,7 +173,7 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -173,7 +173,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
currentPlayer.ResetCurrentPlayer(); currentPlayer.ResetCurrentPlayer();
} }
} }
else if (GameManager.inst.isPlayerShooting) else if (GameManager.inst.isPlayerShooting && currentPlayer.laser.activeSelf)
{ {
if (bulletList.Count > 0) if (bulletList.Count > 0)
{ {
......
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