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MIM
man-in-the-mirror
Commits
c85321b5
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Commit
c85321b5
authored
Aug 09, 2019
by
18신대성
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아웃라인 적용 완료
parent
3fd6ce06
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7 changed files
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202 additions
and
84 deletions
+202
-84
mirror.prefab
Assets/Prefabs/MapObjects/mirror.prefab
+1
-1
wall.prefab
Assets/Prefabs/MapObjects/wall.prefab
+1
-1
mannequin (4).prefab
Assets/Prefabs/Objects/Mannequin/mannequin (4).prefab
+2
-2
camera.prefab
Assets/Prefabs/Objects/camera.prefab
+2
-2
PlayStage.unity
Assets/Scenes/PlayStage.unity
+76
-76
Player.cs
Assets/Scripts/Player.cs
+118
-1
PlayerController.cs
Assets/Scripts/PlayerController.cs
+2
-1
No files found.
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c85321b5
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Assets/Scripts/Player.cs
View file @
c85321b5
...
...
@@ -2,6 +2,7 @@
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.AI
;
using
cakeslice
;
public
class
Player
:
MonoBehaviour
{
...
...
@@ -23,8 +24,10 @@ public class Player : MonoBehaviour
public
GameObject
selectPointer
;
public
VLight
aimLight
;
public
bool
canShoot
=
false
;
private
GameObject
currentBullet
;
private
float
lastShoot
;
private
Collider
beforeRay
=
null
;
/// <summary>
/// Set this player as the current player.
...
...
@@ -47,6 +50,7 @@ public class Player : MonoBehaviour
GetComponent
<
NavMeshAgent
>().
enabled
=
false
;
GetComponent
<
NavMeshObstacle
>().
enabled
=
true
;
selectPointer
.
SetActive
(
false
);
OffAllOutline
();
StartCoroutine
(
MapManager
.
inst
.
Rebaker
());
PlayerController
.
inst
.
currentPlayer
=
null
;
}
...
...
@@ -127,6 +131,7 @@ public class Player : MonoBehaviour
public
void
Shoot
(
BulletCode
bulletCode
)
{
OffAllOutline
();
Bullet
newBullet
=
MapManager
.
inst
.
bulletFactory
.
MakeBullet
(
bulletCode
);
newBullet
.
transform
.
position
=
shootingFinger
.
transform
.
position
;
newBullet
.
transform
.
LookAt
(
shootingArm
.
transform
.
forward
+
newBullet
.
transform
.
position
);
...
...
@@ -138,6 +143,39 @@ public class Player : MonoBehaviour
lastShoot
=
Time
.
time
;
anim
.
SetTrigger
(
"shoot"
);
}
public
void
OffAllOutline
()
{
canShoot
=
false
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
red
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
red
;
if
(
beforeRay
!=
null
)
{
if
(
beforeRay
.
tag
.
Equals
(
"wall"
))
{
beforeRay
.
GetComponent
<
Outline
>().
enabled
=
false
;
}
else
if
(
beforeRay
.
tag
.
Equals
(
"Mirror"
))
{
beforeRay
.
GetComponent
<
Outline
>().
enabled
=
false
;
}
else
if
(
beforeRay
.
tag
.
Equals
(
"CameraTurret"
))
{
foreach
(
var
comp
in
beforeRay
.
GetComponentsInChildren
<
Outline
>())
{
comp
.
enabled
=
false
;
}
}
else
if
(
beforeRay
.
tag
.
Equals
(
"Mannequin"
))
{
foreach
(
var
comp
in
beforeRay
.
GetComponentsInChildren
<
Outline
>())
{
comp
.
enabled
=
false
;
}
}
beforeRay
=
null
;
}
}
// Start is called before the first frame update
void
Start
()
{
...
...
@@ -152,7 +190,86 @@ public class Player : MonoBehaviour
{
laser
.
transform
.
position
=
shootingFinger
.
transform
.
position
;
if
(
currentBullet
==
null
&&
lastShoot
+
1f
<
Time
.
time
)
laser
.
SetActive
(
true
);
Ray
mouseRay
=
Camera
.
main
.
ScreenPointToRay
(
Input
.
mousePosition
);
int
layerMask
=
(-
1
)
-
(
1
<<
LayerMask
.
NameToLayer
(
"Scattered"
));
RaycastHit
hit
;
bool
isHit
=
Physics
.
Raycast
(
mouseRay
,
out
hit
,
float
.
MaxValue
,
layerMask
);
if
(
isHit
&&
PlayerController
.
inst
.
bulletList
.
Count
>
0
&&
beforeRay
!=
hit
.
collider
)
{
OffAllOutline
();
beforeRay
=
hit
.
collider
;
if
(
PlayerController
.
inst
.
bulletList
[
0
]
==
BulletCode
.
True
)
{
if
(
beforeRay
.
tag
.
Equals
(
"Mirror"
))
{
beforeRay
.
GetComponent
<
Outline
>().
enabled
=
true
;
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
else
if
(
beforeRay
.
tag
.
Equals
(
"CameraTurret"
))
{
foreach
(
var
comp
in
beforeRay
.
GetComponentsInChildren
<
Outline
>())
{
comp
.
enabled
=
true
;
}
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
else
if
(
beforeRay
.
tag
.
Equals
(
"Mannequin"
)
&&
beforeRay
.
GetComponent
<
Mannequin
>().
isWhite
==
false
)
{
foreach
(
var
comp
in
beforeRay
.
GetComponentsInChildren
<
Outline
>())
{
comp
.
enabled
=
true
;
}
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
}
else
if
(
PlayerController
.
inst
.
bulletList
[
0
]
==
BulletCode
.
False
)
{
if
(
beforeRay
.
tag
.
Equals
(
"Mirror"
))
{
beforeRay
.
GetComponent
<
Outline
>().
enabled
=
true
;
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
else
if
(
beforeRay
.
tag
.
Equals
(
"Mannequin"
)
&&
beforeRay
.
GetComponent
<
Mannequin
>().
isWhite
==
true
)
{
foreach
(
var
comp
in
beforeRay
.
GetComponentsInChildren
<
Outline
>())
{
comp
.
enabled
=
true
;
}
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
}
else
if
(
PlayerController
.
inst
.
bulletList
[
0
]
==
BulletCode
.
Mirror
)
{
if
(
beforeRay
.
tag
.
Equals
(
"wall"
))
{
beforeRay
.
GetComponent
<
Outline
>().
enabled
=
true
;
canShoot
=
true
;
laser
.
GetComponent
<
LineRenderer
>().
startColor
=
Color
.
green
;
laser
.
GetComponent
<
LineRenderer
>().
endColor
=
Color
.
green
;
}
}
}
else
if
(!
isHit
)
{
OffAllOutline
();
beforeRay
=
null
;
}
}
else
if
(
laser
.
activeSelf
)
{
OffAllOutline
();
laser
.
SetActive
(
false
);
}
else
if
(
laser
.
activeSelf
)
laser
.
SetActive
(
false
);
}
}
Assets/Scripts/PlayerController.cs
View file @
c85321b5
...
...
@@ -195,7 +195,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
}
else
if
(
GameManager
.
inst
.
isPlayerShooting
&&
currentPlayer
.
laser
.
activeSelf
)
{
if
(
bulletList
.
Count
>
0
)
if
(
bulletList
.
Count
>
0
&&
currentPlayer
.
canShoot
)
{
currentPlayer
.
Shoot
(
bulletList
[
0
]);
}
...
...
@@ -210,6 +210,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
else
if
(
Input
.
GetMouseButtonDown
(
1
)
&&
GameManager
.
inst
.
isPlayerShooting
)
{
StartCoroutine
(
Camera
.
main
.
GetComponent
<
CameraController
>().
ZoomOutFromPlayer
(
currentPlayer
));
currentPlayer
.
OffAllOutline
();
currentPlayer
.
shootingArm
.
rotation
=
currentPlayer
.
armRotation
;
}
}
...
...
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