Commit c85321b5 authored by 18신대성's avatar 18신대성

아웃라인 적용 완료

parent 3fd6ce06
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...@@ -2,6 +2,7 @@ ...@@ -2,6 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
using cakeslice;
public class Player : MonoBehaviour public class Player : MonoBehaviour
{ {
...@@ -23,8 +24,10 @@ public class Player : MonoBehaviour ...@@ -23,8 +24,10 @@ public class Player : MonoBehaviour
public GameObject selectPointer; public GameObject selectPointer;
public VLight aimLight; public VLight aimLight;
public bool canShoot = false;
private GameObject currentBullet; private GameObject currentBullet;
private float lastShoot; private float lastShoot;
private Collider beforeRay = null;
/// <summary> /// <summary>
/// Set this player as the current player. /// Set this player as the current player.
...@@ -47,6 +50,7 @@ public class Player : MonoBehaviour ...@@ -47,6 +50,7 @@ public class Player : MonoBehaviour
GetComponent<NavMeshAgent>().enabled = false; GetComponent<NavMeshAgent>().enabled = false;
GetComponent<NavMeshObstacle>().enabled = true; GetComponent<NavMeshObstacle>().enabled = true;
selectPointer.SetActive(false); selectPointer.SetActive(false);
OffAllOutline();
StartCoroutine(MapManager.inst.Rebaker()); StartCoroutine(MapManager.inst.Rebaker());
PlayerController.inst.currentPlayer = null; PlayerController.inst.currentPlayer = null;
} }
...@@ -127,6 +131,7 @@ public class Player : MonoBehaviour ...@@ -127,6 +131,7 @@ public class Player : MonoBehaviour
public void Shoot(BulletCode bulletCode) public void Shoot(BulletCode bulletCode)
{ {
OffAllOutline();
Bullet newBullet = MapManager.inst.bulletFactory.MakeBullet(bulletCode); Bullet newBullet = MapManager.inst.bulletFactory.MakeBullet(bulletCode);
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);
...@@ -138,6 +143,39 @@ public class Player : MonoBehaviour ...@@ -138,6 +143,39 @@ public class Player : MonoBehaviour
lastShoot = Time.time; lastShoot = Time.time;
anim.SetTrigger("shoot"); 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 // Start is called before the first frame update
void Start() void Start()
{ {
...@@ -152,7 +190,86 @@ public class Player : MonoBehaviour ...@@ -152,7 +190,86 @@ public class Player : MonoBehaviour
{ {
laser.transform.position = shootingFinger.transform.position; laser.transform.position = shootingFinger.transform.position;
if (currentBullet == null && lastShoot + 1f < Time.time) laser.SetActive(true); 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);
} }
} }
...@@ -195,7 +195,7 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -195,7 +195,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
} }
else if (GameManager.inst.isPlayerShooting && currentPlayer.laser.activeSelf) else if (GameManager.inst.isPlayerShooting && currentPlayer.laser.activeSelf)
{ {
if (bulletList.Count > 0) if (bulletList.Count > 0 && currentPlayer.canShoot)
{ {
currentPlayer.Shoot(bulletList[0]); currentPlayer.Shoot(bulletList[0]);
} }
...@@ -210,6 +210,7 @@ public class PlayerController : SingletonBehaviour<PlayerController> ...@@ -210,6 +210,7 @@ public class PlayerController : SingletonBehaviour<PlayerController>
else if (Input.GetMouseButtonDown(1) && GameManager.inst.isPlayerShooting) else if (Input.GetMouseButtonDown(1) && GameManager.inst.isPlayerShooting)
{ {
StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer(currentPlayer)); StartCoroutine(Camera.main.GetComponent<CameraController>().ZoomOutFromPlayer(currentPlayer));
currentPlayer.OffAllOutline();
currentPlayer.shootingArm.rotation = currentPlayer.armRotation; currentPlayer.shootingArm.rotation = currentPlayer.armRotation;
} }
} }
......
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