Commit 0fbf3a4e authored by 18류지석's avatar 18류지석

콤보 거의 완성, 공격 거의 완성

parent dfcc65bd
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackProperty : MonoBehaviour{
public float damage=0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
}
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...@@ -19,10 +19,9 @@ public class Enemy : MonoBehaviour { ...@@ -19,10 +19,9 @@ public class Enemy : MonoBehaviour {
// debuff // debuff
float[] immunity_time = new float[5] { 0.0f, 3.0f, 6.0f, 6.0f, 6.0f };//면역 시간 float[] immunity_time = new float[5] { 0.0f, 3.0f, 6.0f, 6.0f, 6.0f };//면역 시간
bool[] immunity = new bool[] { false, }; //현재 에너미가 디버프 상태에 대해서 면역인지를 체크하는 변수 bool[] immunity = new bool[] { false, }; //현재 에너미가 디버프 상태에 대해서 면역인지를 체크하는 변수
enum debuffCase { fire, ice, stun, blind, charm };
struct EnemyDebuffed struct EnemyDebuffed
{ {
public debuffCase Case; public EnemyDebuffCase Case;
public float debuffTime; public float debuffTime;
} }
...@@ -96,36 +95,36 @@ public class Enemy : MonoBehaviour { ...@@ -96,36 +95,36 @@ public class Enemy : MonoBehaviour {
IEnumerator DebuffCase(EnemyDebuffed sCase) IEnumerator DebuffCase(EnemyDebuffed sCase)
{ {
if (sCase.Case == debuffCase.fire) if (sCase.Case == EnemyDebuffCase.fire)
{ {
StartCoroutine(OnFire(sCase)); StartCoroutine(OnFire(sCase));
} }
else if (sCase.Case == debuffCase.ice && !immunity[(int)debuffCase.ice]) else if (sCase.Case == EnemyDebuffCase.ice && !immunity[(int)EnemyDebuffCase.ice])
{ {
//Enemy 정지하는 코드 필요 //Enemy 정지하는 코드 필요
immunity[(int)debuffCase.ice] = true; immunity[(int)EnemyDebuffCase.ice] = true;
yield return StartCoroutine(DebuffDoing(sCase)); yield return StartCoroutine(DebuffDoing(sCase));
} }
else if (sCase.Case == debuffCase.stun && !immunity[(int)debuffCase.stun]) else if (sCase.Case == EnemyDebuffCase.stun && !immunity[(int)EnemyDebuffCase.stun])
{ {
//Enemy 정지하는 코드 필요 //Enemy 정지하는 코드 필요
immunity[(int)debuffCase.stun] = true; immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase)); yield return StartCoroutine(DebuffDoing(sCase));
} }
else if (sCase.Case == debuffCase.blind && !immunity[(int)debuffCase.blind]) else if (sCase.Case == EnemyDebuffCase.blind && !immunity[(int)EnemyDebuffCase.blind])
{ {
//Enemy의 공격이 적중하지 않는 코드 필요 //Enemy의 공격이 적중하지 않는 코드 필요
immunity[(int)debuffCase.stun] = true; immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase)); yield return StartCoroutine(DebuffDoing(sCase));
} }
else if (sCase.Case == debuffCase.charm && !immunity[(int)debuffCase.charm]) else if (sCase.Case == EnemyDebuffCase.charm && !immunity[(int)EnemyDebuffCase.charm])
{ {
//Enemy 공격이 플레이어 회복하는 코드 필요 //Enemy 공격이 플레이어 회복하는 코드 필요
immunity[(int)debuffCase.stun] = true; immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase)); yield return StartCoroutine(DebuffDoing(sCase));
} }
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
}
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using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor.Animations;
using UnityEngine; using UnityEngine;
using UnityEngine.UI; using UnityEngine.UI;
public class PlayerAttack : MonoBehaviour { public class PlayerAttack : MonoBehaviour {
public ComboState state; public float[] attackRaw = new float[3];
public float attackA,attackB,attackC; public int[] attackKeyState = new int[3]; //0: released 1: push 2: pushing
public float cancel; public float cancelRaw;
public int cancelKeyState;
public bool playingSkill;
public float comboTime;
public Text time, combo; public Text time, combo;
public static string comboArray; public string comboArray;
public static float StartTime; public float StartTime;
public bool keyCoolDown=true;
public Animator anim; public Animator anim;
public AttackCombo[] AttackArr= { new AttackCombo("화염발사", "ABC", 1.5f,"PlayerRunAnim"), public AnimatorOverrideController aoc;
new AttackCombo("공격A", "A", 0.5f,"PlayerGoingDownAnim"), public AnimationClip[] normalAttack = new AnimationClip[3];
new AttackCombo("공격B", "B", 0.5f,"PlayerWalkAnim"), public InventoryManager inventoryManager;
new AttackCombo("공격C", "C", 0.5f,"PlayerGoingUpAnim"),
new AttackCombo("콩", "AC", 1f,"PlayerIdleAnim"),
new AttackCombo("콩콩콩", "ACB", 2f,"PlayerIdleAnim"),
};
public Queue comboQueue = new Queue();
// Use this for initialization float comboEndTime;
void Start () { bool comboTimeOn;
StartTime = Time.time; PlayerController playerController;
state = ComboState.Idle;
void Awake ()
{
playerController = GetComponent<PlayerController>();
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
aoc = new AnimatorOverrideController(anim.runtimeAnimatorController);
anim.runtimeAnimatorController = aoc;
} }
// Update is called once per frame
void Update() void Update()
{ {
SetTimeText(comboTime, comboEndTime - Time.time);
for (int i = 0; i < 3; i++)
attackRaw[i] = Input.GetAxisRaw("Fire" + (i+1));
cancelRaw = Input.GetAxisRaw("stop");
attackA = Input.GetAxisRaw("Fire1"); for (int i = 0; i < 3; i++)
attackB = Input.GetAxisRaw("Fire2");
attackC = Input.GetAxisRaw("Fire3");
cancel = Input.GetAxisRaw("stop");
combo.text = comboArray;
float tempTime = Mathf.Clamp(StartTime - Time.time+1f , 0f, 9999f) ;
foreach (AttackCombo c in comboQueue)
{ {
tempTime += c.getTime(); if (attackRaw[i] > 0 && attackKeyState[i] < 2)
attackKeyState[i]++;
else if (attackRaw[i] == 0)
attackKeyState[i] = 0;
} }
if (cancelRaw > 0 && cancelKeyState < 2)
time.text=Mathf.Round(tempTime*10f)/10f+""; cancelKeyState++;
else if (cancelRaw == 0)
cancelKeyState = 0;
if (attackA + attackB + attackC == 0) if (cancelKeyState == 1)
{ {
keyCoolDown = true; comboTimeOn = false;
} }
if (state == ComboState.Idle)
{
if (attackA + attackB + attackC > 0 && keyCoolDown)
{
state = ComboState.Attack;
StartTime = Time.time;
ComboCheck();
} if (!playingSkill)
}
else if (state == ComboState.Attack)
{ {
ComboCheck(); for (int i = 0; i < 3; i++)
//공격중일때 if (attackKeyState[i] == 1)
{
if (Time.time > StartTime) comboArray += (char)('A' + i);
{ CheckCombo();
state = ComboState.Combo; SetComboText();
} break;
}
} }
}
else if (state == ComboState.Combo) public void SetComboText()
{
string conString = "";
if (comboArray.Equals(""))
{ {
ComboCheck(); combo.text = "";
if (comboQueue.Count > 0) //콤보가 남아있다면 return;
{ }
conString += comboArray[0];
for (int i = 1; i < comboArray.Length; i++)
conString += " " + comboArray[i];
combo.text = conString;
}
AttackCombo cur = (AttackCombo)comboQueue.Dequeue(); public void SetTimeText(float fullTime, float currentTime)
print(cur); {
anim.Play(cur.getComboAnim()); if (comboTimeOn)
//실제로는 애니메이션 가져옴 {
state = ComboState.Attack; for (int i = 0; i < 20; i++)
StartTime = Time.time + cur.getTime();
}
else if (Time.time > StartTime + 1f || cancel==1)
{ {
//현재 시간이 마지막 콤보 끝나는 시점보다 1초 지났다면 if (currentTime / fullTime < (i + 1) * 0.05f)
state = ComboState.Idle; {
comboArray = ""; string str = "";
for (int j = 0; j < i + 1; j++) str += "-";
time.text = str;
break;
}
} }
} }
else
if (attackA + attackB + attackC > 0)
{ {
keyCoolDown = false; time.text = "";
} }
} }
public void SkillEnd()
{
if (CheckLongerCombo()) StartCoroutine(SkillEndCoroutine());
else
{
comboArray = "";
StartCoroutine(ComboTextReset());
}
}
IEnumerator ComboTextReset()
{
yield return new WaitForSeconds(1.5f);
SetComboText();
}
IEnumerator SkillEndCoroutine()
{
comboEndTime = Time.time + comboTime;
comboTimeOn = true;
while (Time.time < comboEndTime && comboTimeOn && !playingSkill)
{
yield return null;
}
if (!playingSkill)
{
comboArray = "";
SetComboText();
}
comboTimeOn = false;
}
void ComboCheck() void CheckCombo()
{ {
//들어갈 콤보가 있는지 확인함 List<Item> itemList = inventoryManager.itemList;
if (attackA + attackB + attackC > 0 && keyCoolDown) foreach(Item item in itemList)
{ {
if (attackA == 1) for(int i=0; i< item.skillNum; i++)
{
comboArray += "A";
}
else if (attackB == 1)
{ {
comboArray += "B"; if(item.combo[i].Equals(comboArray))
}
else if (attackC == 1)
{
comboArray += "C";
}
bool success = false;
foreach (AttackCombo com in AttackArr)
{
if (com.Equals(comboArray))
{
comboQueue.Enqueue(com);
success = true;
}
}
if (success==false) //콤보 실행에 실패했다면
{
string temp = comboArray[comboArray.Length - 1]+"";
foreach (AttackCombo com2 in AttackArr) //기본 글자 콤보 실행
{ {
if (com2.Equals(temp)) playerController.playerState = PlayerState.Attack;
{ aoc["PlayerAttackAnim"] = item.animation[i];
comboQueue.Enqueue(com2); anim.SetTrigger("attack");
} item.ComboAction(i);
playingSkill = true;
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x,-3f,3f), 0);
return;
} }
} }
} }
playerController.playerState = PlayerState.Attack;
aoc["PlayerAttackAnim"] = normalAttack[comboArray[comboArray.Length - 1] - 'A'];
anim.SetTrigger("attack");
playingSkill = true;
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x, -3f, 3f), 0);
if (!CheckLongerCombo()) comboArray = comboArray[comboArray.Length - 1] + "";
}
bool CheckLongerCombo()
{
List<Item> itemList = inventoryManager.itemList;
foreach(Item item in itemList)
for (int i = 0; i < item.skillNum; i++)
if (item.combo[i].Length > comboArray.Length && item.combo[i].Substring(0, comboArray.Length).Equals(comboArray))
return true;
return false;
} }
} }
...@@ -9,6 +9,8 @@ public class PlayerController : MonoBehaviour ...@@ -9,6 +9,8 @@ public class PlayerController : MonoBehaviour
private Animator anim; private Animator anim;
[SerializeField] [SerializeField]
private float rbGravityScale; private float rbGravityScale;
[SerializeField]
private float rbAttackGravityScale;
// Speeds of player // Speeds of player
[SerializeField] [SerializeField]
private float maxSpeed; private float maxSpeed;
...@@ -30,7 +32,6 @@ public class PlayerController : MonoBehaviour ...@@ -30,7 +32,6 @@ public class PlayerController : MonoBehaviour
// Bool values for jump & doublejump // Bool values for jump & doublejump
private bool isGrounded = true; private bool isGrounded = true;
private bool isJumpable = true; // Can player jump or doublejump? private bool isJumpable = true; // Can player jump or doublejump?
private bool isInRope = false;
private bool isDownPlatform = false; private bool isDownPlatform = false;
private bool ropeEnabled = true; private bool ropeEnabled = true;
// Inputs // Inputs
...@@ -58,17 +59,15 @@ public class PlayerController : MonoBehaviour ...@@ -58,17 +59,15 @@ public class PlayerController : MonoBehaviour
[SerializeField] [SerializeField]
private float ropeUp, ropeDown; private float ropeUp, ropeDown;
enum PlayerState { Idle, Walk, Run, GoingUp, GoingDown, Rope }
PlayerState playerState, previousState; public PlayerState playerState, previousState;
// Use this for initialization
void Start() void Start()
{ {
rb = gameObject.GetComponent<Rigidbody2D>(); rb = gameObject.GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
} }
// Update is called once per frame
void Update() void Update()
{ {
horizontal = Input.GetAxis("Horizontal"); horizontal = Input.GetAxis("Horizontal");
...@@ -87,132 +86,139 @@ public class PlayerController : MonoBehaviour ...@@ -87,132 +86,139 @@ public class PlayerController : MonoBehaviour
if (GameManager.gameState == GameState.Ingame) if (GameManager.gameState == GameState.Ingame)
{ {
if (playerState == PlayerState.Attack)
{
rb.gravityScale = rbAttackGravityScale;
return;
}
if (isGrounded) if (isGrounded)
isJumpable = true; isJumpable = true;
if (isGrounded) if (playerState != PlayerState.Attack)
{ {
if (horizontalRaw == 1f) transform.localScale = new Vector3(-1f, transform.localScale.y, transform.localScale.z); if (isGrounded)
else if (horizontalRaw == -1f) transform.localScale = new Vector3(1f, transform.localScale.y, transform.localScale.z); {
} if (horizontalRaw == 1f) transform.localScale = new Vector3(-1f, transform.localScale.y, transform.localScale.z);
else if (horizontalRaw == -1f) transform.localScale = new Vector3(1f, transform.localScale.y, transform.localScale.z);
}
if (verticalRaw == -1 && !isDownPlatform) if (verticalRaw == -1 && !isDownPlatform)
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
if (hit.collider != null && rb.velocity.y == 0)
{ {
Room curRoom = MapManager.mapGrid[Player.tx, Player.ty]; RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
platformArray = curRoom.GetComponentsInChildren<TilemapCollider2D>(); if (hit.collider != null && rb.velocity.y == 0)
isDownPlatform = true; {
StartCoroutine(DownPlatform()); Room curRoom = MapManager.mapGrid[Player.tx, Player.ty];
platformArray = curRoom.GetComponentsInChildren<TilemapCollider2D>();
isDownPlatform = true;
StartCoroutine(DownPlatform());
}
} }
} if (IsInRope())
if (IsInRope())
{
if (isInRope)
{ {
if (horizontalRaw != 0f && verticalRaw == 0f) if (playerState == PlayerState.Rope)
{ {
isInRope = false; if (horizontalRaw != 0f && verticalRaw == 0f)
playerState = PlayerState.Idle; {
rb.gravityScale = rbGravityScale; playerState = PlayerState.Idle;
StartCoroutine(RopeDelay()); rb.gravityScale = rbGravityScale;
StartCoroutine(RopeDelay());
}
rb.velocity = new Vector2(0f, verticalRaw * ropeSpeed);
}
else if (verticalRaw != 0 && ropeEnabled && horizontalRaw == 0)
{
playerState = PlayerState.Rope;
rb.gravityScale = 0f;
transform.position = new Vector2(Mathf.Round(transform.position.x - 0.5f) + 0.5f, transform.position.y);
rb.velocity = new Vector2(0f, 0f);
} }
rb.velocity = new Vector2(0f, verticalRaw * ropeSpeed); anim.SetFloat("ropeUpDown", verticalRaw);
} }
else if (verticalRaw != 0 && ropeEnabled && horizontalRaw == 0) else
{ {
isInRope = true; playerState = PlayerState.Idle;
playerState = PlayerState.Rope; rb.gravityScale = rbGravityScale;
rb.gravityScale = 0f;
transform.position = new Vector2(Mathf.Round(transform.position.x - 0.5f) + 0.5f, transform.position.y);
rb.velocity = new Vector2(0f, 0f);
} }
if (playerState != PlayerState.Rope)
}
else
{
isInRope = false;
playerState = PlayerState.Idle;
rb.gravityScale = rbGravityScale;
}
if (!isInRope)
{
float vertical = rb.velocity.y;
if (jump)
{ {
if (isGrounded) float vertical = rb.velocity.y;
if (jump)
{ {
vertical = jumpSpeed; if (isGrounded)
{
vertical = jumpSpeed;
}
else if (isJumpable)
{
vertical = doubleJumpSpeed;
isJumpable = false;
}
} }
else if (isJumpable)
if (!isGrounded)
{ {
vertical = doubleJumpSpeed; if (vertical > 0) playerState = PlayerState.GoingUp;
isJumpable = false; else playerState = PlayerState.GoingDown;
rb.gravityScale = rbGravityScale;
} }
}
if (!isGrounded)
{
if (vertical > 0) playerState = PlayerState.GoingUp;
else playerState = PlayerState.GoingDown;
}
if (horizontalRaw != 0) if (horizontalRaw != 0)
{
if (horizontal != 1 && horizontal != -1 && dashStart == 0)
{ {
//짧게 눌렀을 때 if (horizontal != 1 && horizontal != -1 && dashStart == 0)
dashStart = 1; {
//짧게 눌렀을 때
dashStart = 1;
}
}
if (horizontalRaw == 0 && horizontal != 0 && dashStart == 1)
{
//방금 뗐을때
dashStart = 2;
//이제 빠르게 켜면 됨
}
if (dashStart == 2 && horizontalRaw != 0)
{
isDashing = true;
}
if (horizontalRaw == 0 && horizontal == 0)
{
dashStart = 0;
isDashing = false;
} }
}
if (horizontalRaw == 0 && horizontal != 0 && dashStart == 1)
{
//방금 뗐을때
dashStart = 2;
//이제 빠르게 켜면 됨
}
if (dashStart == 2 && horizontalRaw != 0)
{
isDashing = true;
}
if (horizontalRaw == 0 && horizontal == 0)
{
dashStart = 0;
isDashing = false;
}
if (isDashing) if (isDashing)
rb.AddForce(horizontalRaw * dashAccerlation * Time.smoothDeltaTime * Vector2.right); rb.AddForce(horizontalRaw * dashAccerlation * Time.smoothDeltaTime * Vector2.right);
else else
rb.AddForce(horizontalRaw * accerlation * Time.smoothDeltaTime * Vector2.right); rb.AddForce(horizontalRaw * accerlation * Time.smoothDeltaTime * Vector2.right);
if (isGrounded) if (isGrounded)
{
if (horizontalRaw == 0) playerState = PlayerState.Idle;
else
{ {
if (isDashing) playerState = PlayerState.Run; if (horizontalRaw == 0) playerState = PlayerState.Idle;
else playerState = PlayerState.Walk; else
{
if (isDashing) playerState = PlayerState.Run;
else playerState = PlayerState.Walk;
}
} }
}
if (((horizontalRaw == 0) || (rb.velocity.x > 0 && horizontalRaw < 0) if (((horizontalRaw == 0) || (rb.velocity.x > 0 && horizontalRaw < 0)
|| (rb.velocity.x < 0 && horizontalRaw > 0)) && (isGrounded)) || (rb.velocity.x < 0 && horizontalRaw > 0)) && (isGrounded))
{ {
// rb.AddForce(rb.velocity.x * (-100f) * Vector2.right * Time.smoothDeltaTime); // rb.AddForce(rb.velocity.x * (-100f) * Vector2.right * Time.smoothDeltaTime);
rb.velocity = new Vector2(rb.velocity.x / (1.5f), rb.velocity.y); rb.velocity = new Vector2(rb.velocity.x / (1.5f), rb.velocity.y);
}
if (isDashing) rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxDashSpeed, maxDashSpeed), vertical);
else
rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxSpeed, maxSpeed), vertical);
} }
if (isDashing) rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxDashSpeed, maxDashSpeed), vertical);
else
rb.velocity = new Vector2(Mathf.Clamp(rb.velocity.x, -maxSpeed, maxSpeed), vertical);
} }
if (previousState != playerState) if (previousState != playerState)
switch (playerState) switch (playerState)
...@@ -224,6 +230,7 @@ public class PlayerController : MonoBehaviour ...@@ -224,6 +230,7 @@ public class PlayerController : MonoBehaviour
case PlayerState.GoingDown: anim.SetTrigger("downTrigger"); break; case PlayerState.GoingDown: anim.SetTrigger("downTrigger"); break;
case PlayerState.Rope: anim.SetTrigger("rope"); break; case PlayerState.Rope: anim.SetTrigger("rope"); break;
} }
previousState = playerState; previousState = playerState;
} }
...@@ -261,7 +268,7 @@ public class PlayerController : MonoBehaviour ...@@ -261,7 +268,7 @@ public class PlayerController : MonoBehaviour
{ {
Physics2D.IgnoreCollision(element, transform.GetComponent<Collider2D>(), true); Physics2D.IgnoreCollision(element, transform.GetComponent<Collider2D>(), true);
yield return new WaitForSeconds(0.3f); yield return new WaitForSeconds(0.3f);
while (isInRope) yield return new WaitForSeconds(0.1f); while (playerState == PlayerState.Rope) yield return new WaitForSeconds(0.1f);
Physics2D.IgnoreCollision(element, transform.GetComponent<Collider2D>(), false); Physics2D.IgnoreCollision(element, transform.GetComponent<Collider2D>(), false);
isDownPlatform = false; isDownPlatform = false;
} }
......
public enum ItemQuality public enum EnemyDebuffCase
{
fire,
ice,
stun,
blind,
charm
};
public enum ItemQuality
{ {
Study, Study,
Ordinary, Ordinary,
...@@ -29,8 +38,7 @@ public enum ItemType ...@@ -29,8 +38,7 @@ public enum ItemType
MasterpieceAdd MasterpieceAdd
} }
public enum PlayerState { Idle, Walk, Run, GoingUp, GoingDown, Rope } public enum PlayerState { Idle, Walk, Run, GoingUp, GoingDown, Rope, Attack }
public enum ComboState {Idle, Combo, Attack}
/// <summary> /// <summary>
/// Enum for game's state. /// Enum for game's state.
......
...@@ -13,6 +13,7 @@ public class InventoryManager : MonoBehaviour { ...@@ -13,6 +13,7 @@ public class InventoryManager : MonoBehaviour {
private void Start() private void Start()
{ {
ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>(); ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>();
GameObject.Find("InventoryCanvas").SetActive(false);
//itemPool //itemPool
itemPool.Add("Bow"); itemPool.Add("Bow");
...@@ -30,7 +31,8 @@ public class InventoryManager : MonoBehaviour { ...@@ -30,7 +31,8 @@ public class InventoryManager : MonoBehaviour {
{ {
yield return null; yield return null;
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[0]))); PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[0])));
yield return new WaitForSeconds(1f); PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[2])));
/*yield return new WaitForSeconds(1f);
ItemSelect(0); ItemSelect(0);
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[1]))); PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[1])));
...@@ -43,7 +45,7 @@ public class InventoryManager : MonoBehaviour { ...@@ -43,7 +45,7 @@ public class InventoryManager : MonoBehaviour {
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
AttachAddon(0, 0); AttachAddon(0, 0);
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1f);
*/
} }
public void SetOnPosition() public void SetOnPosition()
{ {
......
...@@ -8,6 +8,7 @@ public abstract class Item { ...@@ -8,6 +8,7 @@ public abstract class Item {
public ItemQuality quality; public ItemQuality quality;
public int skillNum; public int skillNum;
public string[] combo = new string[3]; //Capital Letters A B C public string[] combo = new string[3]; //Capital Letters A B C
public AnimationClip[] animation = new AnimationClip[3];
public bool[] attachable = new bool[4]; //0: prop 1: matter 2: component 3:theory public bool[] attachable = new bool[4]; //0: prop 1: matter 2: component 3:theory
public Addon[] addons = new Addon[4]; //0: prop 1: matter 2: component 3:theory public Addon[] addons = new Addon[4]; //0: prop 1: matter 2: component 3:theory
public Sprite sprite; public Sprite sprite;
...@@ -27,6 +28,13 @@ public abstract class Item { ...@@ -27,6 +28,13 @@ public abstract class Item {
} }
return false; return false;
} }
public bool ComboAction(int currenSkill)
{
if (currenSkill == 0) PlaySkill1();
else if (currenSkill == 1) PlaySkill2();
else if (currenSkill == 2) PlaySkill3();
return true;
}
public Item() public Item()
{ {
Declare(); Declare();
...@@ -39,6 +47,9 @@ public abstract class Item { ...@@ -39,6 +47,9 @@ public abstract class Item {
combo = new string[3] { "", "", "" }; combo = new string[3] { "", "", "" };
attachable = new bool[4] { false, false, false, false }; attachable = new bool[4] { false, false, false, false };
sprite = null; sprite = null;
animation[0] = null;
animation[1] = null;
animation[2] = null;
sizeInventory = new Vector2(0, 0); sizeInventory = new Vector2(0, 0);
} }
protected virtual void PlaySkill1() protected virtual void PlaySkill1()
......
...@@ -15,6 +15,9 @@ public class Bow : Item { ...@@ -15,6 +15,9 @@ public class Bow : Item {
combo = new string[3] { "BB", "BC", "" }; combo = new string[3] { "BB", "BC", "" };
attachable = new bool[4] { true, true, true, true }; attachable = new bool[4] { true, true, true, true };
sprite = Resources.Load<Sprite>("Sprites/Items/bow"); sprite = Resources.Load<Sprite>("Sprites/Items/bow");
animation[0] = Resources.Load<AnimationClip>("Animations/normalAttackA");
animation[1] = Resources.Load<AnimationClip>("Animations/normalAttackA");
animation[2] = null;
sizeInventory = new Vector2(90, 160); sizeInventory = new Vector2(90, 160);
} }
} }
...@@ -15,6 +15,9 @@ public class Ksanife : Item ...@@ -15,6 +15,9 @@ public class Ksanife : Item
combo = new string[3] { "A", "AABAA", "" }; combo = new string[3] { "A", "AABAA", "" };
attachable = new bool[4] { true, true, false, false }; attachable = new bool[4] { true, true, false, false };
sprite = Resources.Load<Sprite>("Sprites/Items/ksanife"); sprite = Resources.Load<Sprite>("Sprites/Items/ksanife");
animation[0] = Resources.Load<AnimationClip>("Animations/normalAttackA");
animation[1] = Resources.Load<AnimationClip>("Animations/normalAttackA");
animation[2] = null;
sizeInventory = new Vector2(160, 160); sizeInventory = new Vector2(160, 160);
} }
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkillPlay : StateMachineBehaviour {
public PlayerController playercontroller;
public PlayerAttack playerattack;
public GameObject player;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
player = GameObject.Find("Player");
playercontroller = player.GetComponent<PlayerController>();
playerattack = player.GetComponent<PlayerAttack>();
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
//override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
playercontroller.playerState = PlayerState.Idle;
playerattack.playingSkill = false;
playerattack.SkillEnd();
}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
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...@@ -23,7 +23,7 @@ TagManager: ...@@ -23,7 +23,7 @@ TagManager:
- OuterWall - OuterWall
- Item - Item
- Tetris - Tetris
- - PlayerAttack
- -
- -
- -
......
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