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tetra-tower
Commits
0fbf3a4e
Commit
0fbf3a4e
authored
Jan 25, 2019
by
18류지석
Browse files
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콤보 거의 완성, 공격 거의 완성
parent
dfcc65bd
Changes
25
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25 changed files
with
1467 additions
and
297 deletions
+1467
-297
Player animator.controller
Assets/Animation/Player/Player animator.controller
+99
-34
Player animator.controller.meta
Assets/Animation/Player/Player animator.controller.meta
+0
-0
PlayerAttackAnim.anim
Assets/Animation/Player/PlayerAttackAnim.anim
+1
-1
PlayerRopeAnim.anim
Assets/Animation/Player/PlayerRopeAnim.anim
+92
-0
PlayerRopeAnim.anim.meta
Assets/Animation/Player/PlayerRopeAnim.anim.meta
+8
-0
Player.prefab
Assets/Prefabs/Characters/Player.prefab
+92
-2
Animations.meta
Assets/Resources/Animations.meta
+8
-0
normalAttackA.anim
Assets/Resources/Animations/normalAttackA.anim
+566
-0
normalAttackA.anim.meta
Assets/Resources/Animations/normalAttackA.anim.meta
+8
-0
PlayScene.unity
Assets/Scenes/PlayScene.unity
+213
-30
AttackProperty.cs
Assets/Scripts/Characters/AttackProperty.cs
+11
-0
AttackProperty.cs.meta
Assets/Scripts/Characters/AttackProperty.cs.meta
+11
-0
Enemy.cs
Assets/Scripts/Characters/Enemy.cs
+10
-11
NewBehaviourScript.cs
Assets/Scripts/Characters/NewBehaviourScript.cs
+16
-0
NewBehaviourScript.cs.meta
Assets/Scripts/Characters/NewBehaviourScript.cs.meta
+11
-0
PlayerAttack.cs
Assets/Scripts/Characters/PlayerAttack.cs
+131
-112
PlayerController.cs
Assets/Scripts/Characters/PlayerController.cs
+108
-101
Enumerators.cs
Assets/Scripts/Enumerators.cs
+11
-3
InventoryManager.cs
Assets/Scripts/Item/InventoryManager.cs
+4
-2
Item.cs
Assets/Scripts/Item/Item.cs
+11
-0
Bow.cs
Assets/Scripts/Item/Items/Bow.cs
+3
-0
Ksanife.cs
Assets/Scripts/Item/Items/Ksanife.cs
+3
-0
SkillPlay.cs
Assets/SkillPlay.cs
+38
-0
SkillPlay.cs.meta
Assets/SkillPlay.cs.meta
+11
-0
TagManager.asset
ProjectSettings/TagManager.asset
+1
-1
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0fbf3a4e
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...
...
Assets/Scripts/Characters/AttackProperty.cs
0 → 100644
View file @
0fbf3a4e
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
];
}
Assets/Scripts/Characters/AttackProperty.cs.meta
0 → 100644
View file @
0fbf3a4e
fileFormatVersion: 2
guid: 64f948f7c7aacab409fe963a6f9e0d2a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy.cs
View file @
0fbf3a4e
...
...
@@ -19,10 +19,9 @@ public class Enemy : MonoBehaviour {
// debuff
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
enum
debuffCase
{
fire
,
ice
,
stun
,
blind
,
charm
};
struct
EnemyDebuffed
{
public
d
ebuffCase
Case
;
public
EnemyD
ebuffCase
Case
;
public
float
debuffTime
;
}
...
...
@@ -96,36 +95,36 @@ public class Enemy : MonoBehaviour {
IEnumerator
DebuffCase
(
EnemyDebuffed
sCase
)
{
if
(
sCase
.
Case
==
d
ebuffCase
.
fire
)
if
(
sCase
.
Case
==
EnemyD
ebuffCase
.
fire
)
{
StartCoroutine
(
OnFire
(
sCase
));
}
else
if
(
sCase
.
Case
==
debuffCase
.
ice
&&
!
immunity
[(
int
)
d
ebuffCase
.
ice
])
else
if
(
sCase
.
Case
==
EnemyDebuffCase
.
ice
&&
!
immunity
[(
int
)
EnemyD
ebuffCase
.
ice
])
{
//Enemy 정지하는 코드 필요
immunity
[(
int
)
d
ebuffCase
.
ice
]
=
true
;
immunity
[(
int
)
EnemyD
ebuffCase
.
ice
]
=
true
;
yield
return
StartCoroutine
(
DebuffDoing
(
sCase
));
}
else
if
(
sCase
.
Case
==
debuffCase
.
stun
&&
!
immunity
[(
int
)
d
ebuffCase
.
stun
])
else
if
(
sCase
.
Case
==
EnemyDebuffCase
.
stun
&&
!
immunity
[(
int
)
EnemyD
ebuffCase
.
stun
])
{
//Enemy 정지하는 코드 필요
immunity
[(
int
)
d
ebuffCase
.
stun
]
=
true
;
immunity
[(
int
)
EnemyD
ebuffCase
.
stun
]
=
true
;
yield
return
StartCoroutine
(
DebuffDoing
(
sCase
));
}
else
if
(
sCase
.
Case
==
debuffCase
.
blind
&&
!
immunity
[(
int
)
d
ebuffCase
.
blind
])
else
if
(
sCase
.
Case
==
EnemyDebuffCase
.
blind
&&
!
immunity
[(
int
)
EnemyD
ebuffCase
.
blind
])
{
//Enemy의 공격이 적중하지 않는 코드 필요
immunity
[(
int
)
d
ebuffCase
.
stun
]
=
true
;
immunity
[(
int
)
EnemyD
ebuffCase
.
stun
]
=
true
;
yield
return
StartCoroutine
(
DebuffDoing
(
sCase
));
}
else
if
(
sCase
.
Case
==
debuffCase
.
charm
&&
!
immunity
[(
int
)
d
ebuffCase
.
charm
])
else
if
(
sCase
.
Case
==
EnemyDebuffCase
.
charm
&&
!
immunity
[(
int
)
EnemyD
ebuffCase
.
charm
])
{
//Enemy 공격이 플레이어 회복하는 코드 필요
immunity
[(
int
)
d
ebuffCase
.
stun
]
=
true
;
immunity
[(
int
)
EnemyD
ebuffCase
.
stun
]
=
true
;
yield
return
StartCoroutine
(
DebuffDoing
(
sCase
));
}
...
...
Assets/Scripts/Characters/NewBehaviourScript.cs
0 → 100644
View file @
0fbf3a4e
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
()
{
}
}
Assets/Scripts/Characters/NewBehaviourScript.cs.meta
0 → 100644
View file @
0fbf3a4e
fileFormatVersion: 2
guid: 7f01b427f819dc74294c920de58ba15d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/PlayerAttack.cs
View file @
0fbf3a4e
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEditor.Animations
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
PlayerAttack
:
MonoBehaviour
{
public
ComboState
state
;
public
float
attackA
,
attackB
,
attackC
;
public
float
cancel
;
public
float
[]
attackRaw
=
new
float
[
3
];
public
int
[]
attackKeyState
=
new
int
[
3
];
//0: released 1: push 2: pushing
public
float
cancelRaw
;
public
int
cancelKeyState
;
public
bool
playingSkill
;
public
float
comboTime
;
public
Text
time
,
combo
;
public
static
string
comboArray
;
public
static
float
StartTime
;
public
bool
keyCoolDown
=
true
;
public
string
comboArray
;
public
float
StartTime
;
public
Animator
anim
;
public
AttackCombo
[]
AttackArr
=
{
new
AttackCombo
(
"화염발사"
,
"ABC"
,
1.5f
,
"PlayerRunAnim"
),
new
AttackCombo
(
"공격A"
,
"A"
,
0.5f
,
"PlayerGoingDownAnim"
),
new
AttackCombo
(
"공격B"
,
"B"
,
0.5f
,
"PlayerWalkAnim"
),
new
AttackCombo
(
"공격C"
,
"C"
,
0.5f
,
"PlayerGoingUpAnim"
),
new
AttackCombo
(
"콩"
,
"AC"
,
1f
,
"PlayerIdleAnim"
),
new
AttackCombo
(
"콩콩콩"
,
"ACB"
,
2f
,
"PlayerIdleAnim"
),
};
public
Queue
comboQueue
=
new
Queue
();
public
AnimatorOverrideController
aoc
;
public
AnimationClip
[]
normalAttack
=
new
AnimationClip
[
3
];
public
InventoryManager
inventoryManager
;
// Use this for initialization
void
Start
()
{
StartTime
=
Time
.
time
;
state
=
ComboState
.
Idle
;
float
comboEndTime
;
bool
comboTimeOn
;
PlayerController
playerController
;
void
Awake
()
{
playerController
=
GetComponent
<
PlayerController
>();
anim
=
GetComponent
<
Animator
>();
aoc
=
new
AnimatorOverrideController
(
anim
.
runtimeAnimatorController
);
anim
.
runtimeAnimatorController
=
aoc
;
}
// Update is called once per frame
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"
);
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
)
for
(
int
i
=
0
;
i
<
3
;
i
++)
{
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
)
cancelKeyState
++;
else
if
(
cancelRaw
==
0
)
cancelKeyState
=
0
;
time
.
text
=
Mathf
.
Round
(
tempTime
*
10f
)/
10f
+
""
;
if
(
attackA
+
attackB
+
attackC
==
0
)
if
(
cancelKeyState
==
1
)
{
keyCoolDown
=
tru
e
;
comboTimeOn
=
fals
e
;
}
if
(
state
==
ComboState
.
Idle
)
if
(
!
playingSkill
)
{
if
(
attackA
+
attackB
+
attackC
>
0
&&
keyCoolDown
)
for
(
int
i
=
0
;
i
<
3
;
i
++)
if
(
attackKeyState
[
i
]
==
1
)
{
state
=
ComboState
.
Attack
;
StartTime
=
Time
.
time
;
ComboCheck
();
comboArray
+=
(
char
)(
'A'
+
i
);
CheckCombo
();
SetComboText
();
break
;
}
}
}
else
if
(
state
==
ComboState
.
Attack
)
{
ComboCheck
();
//공격중일때
if
(
Time
.
time
>
StartTime
)
public
void
SetComboText
(
)
{
state
=
ComboState
.
Combo
;
string
conString
=
""
;
if
(
comboArray
.
Equals
(
""
))
{
combo
.
text
=
""
;
return
;
}
conString
+=
comboArray
[
0
];
for
(
int
i
=
1
;
i
<
comboArray
.
Length
;
i
++)
conString
+=
" "
+
comboArray
[
i
];
combo
.
text
=
conString
;
}
else
if
(
state
==
ComboState
.
Combo
)
public
void
SetTimeText
(
float
fullTime
,
float
currentTime
)
{
ComboCheck
();
if
(
comboQueue
.
Count
>
0
)
//콤보가 남아있다면
if
(
comboTimeOn
)
{
AttackCombo
cur
=
(
AttackCombo
)
comboQueue
.
Dequeue
();
print
(
cur
);
anim
.
Play
(
cur
.
getComboAnim
());
//실제로는 애니메이션 가져옴
state
=
ComboState
.
Attack
;
StartTime
=
Time
.
time
+
cur
.
getTime
();
}
else
if
(
Time
.
time
>
StartTime
+
1f
||
cancel
==
1
)
for
(
int
i
=
0
;
i
<
20
;
i
++)
{
//현재 시간이 마지막 콤보 끝나는 시점보다 1초 지났다면
state
=
ComboState
.
Idle
;
comboArray
=
""
;
if
(
currentTime
/
fullTime
<
(
i
+
1
)
*
0.05f
)
{
string
str
=
""
;
for
(
int
j
=
0
;
j
<
i
+
1
;
j
++)
str
+=
"-"
;
time
.
text
=
str
;
break
;
}
}
if
(
attackA
+
attackB
+
attackC
>
0
)
}
else
{
keyCoolDown
=
false
;
time
.
text
=
""
;
}
}
void
ComboCheck
()
{
//들어갈 콤보가 있는지 확인함
if
(
attackA
+
attackB
+
attackC
>
0
&&
keyCoolDown
)
public
void
SkillEnd
()
{
if
(
attackA
==
1
)
if
(
CheckLongerCombo
())
StartCoroutine
(
SkillEndCoroutine
());
else
{
comboArray
+=
"A"
;
comboArray
=
""
;
StartCoroutine
(
ComboTextReset
());
}
else
if
(
attackB
==
1
)
{
comboArray
+=
"B"
;
}
else
if
(
attackC
==
1
)
IEnumerator
ComboTextReset
(
)
{
comboArray
+=
"C"
;
yield
return
new
WaitForSeconds
(
1.5f
);
SetComboText
();
}
bool
success
=
false
;
foreach
(
AttackCombo
com
in
AttackArr
)
IEnumerator
SkillEndCoroutine
()
{
if
(
com
.
Equals
(
comboArray
))
comboEndTime
=
Time
.
time
+
comboTime
;
comboTimeOn
=
true
;
while
(
Time
.
time
<
comboEndTime
&&
comboTimeOn
&&
!
playingSkill
)
{
comboQueue
.
Enqueue
(
com
);
success
=
true
;
yield
return
null
;
}
if
(!
playingSkill
)
{
comboArray
=
""
;
SetComboText
();
}
if
(
success
==
false
)
//콤보 실행에 실패했다면
comboTimeOn
=
false
;
}
void
CheckCombo
()
{
string
temp
=
comboArray
[
comboArray
.
Length
-
1
]+
""
;
foreach
(
AttackCombo
com2
in
AttackArr
)
//기본 글자 콤보 실행
List
<
Item
>
itemList
=
inventoryManager
.
itemList
;
foreach
(
Item
item
in
itemList
)
{
if
(
com2
.
Equals
(
temp
)
)
for
(
int
i
=
0
;
i
<
item
.
skillNum
;
i
++
)
{
comboQueue
.
Enqueue
(
com2
);
if
(
item
.
combo
[
i
].
Equals
(
comboArray
))
{
playerController
.
playerState
=
PlayerState
.
Attack
;
aoc
[
"PlayerAttackAnim"
]
=
item
.
animation
[
i
];
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
;
}
}
Assets/Scripts/Characters/PlayerController.cs
View file @
0fbf3a4e
...
...
@@ -9,6 +9,8 @@ public class PlayerController : MonoBehaviour
private
Animator
anim
;
[
SerializeField
]
private
float
rbGravityScale
;
[
SerializeField
]
private
float
rbAttackGravityScale
;
// Speeds of player
[
SerializeField
]
private
float
maxSpeed
;
...
...
@@ -30,7 +32,6 @@ public class PlayerController : MonoBehaviour
// Bool values for jump & doublejump
private
bool
isGrounded
=
true
;
private
bool
isJumpable
=
true
;
// Can player jump or doublejump?
private
bool
isInRope
=
false
;
private
bool
isDownPlatform
=
false
;
private
bool
ropeEnabled
=
true
;
// Inputs
...
...
@@ -58,17 +59,15 @@ public class PlayerController : MonoBehaviour
[
SerializeField
]
private
float
ropeUp
,
ropeDown
;
enum
PlayerState
{
Idle
,
Walk
,
Run
,
GoingUp
,
GoingDown
,
Rope
}
PlayerState
playerState
,
previousState
;
// Use this for initialization
public
PlayerState
playerState
,
previousState
;
void
Start
()
{
rb
=
gameObject
.
GetComponent
<
Rigidbody2D
>();
anim
=
GetComponent
<
Animator
>();
}
// Update is called once per frame
void
Update
()
{
horizontal
=
Input
.
GetAxis
(
"Horizontal"
);
...
...
@@ -87,9 +86,16 @@ public class PlayerController : MonoBehaviour
if
(
GameManager
.
gameState
==
GameState
.
Ingame
)
{
if
(
playerState
==
PlayerState
.
Attack
)
{
rb
.
gravityScale
=
rbAttackGravityScale
;
return
;
}
if
(
isGrounded
)
isJumpable
=
true
;
if
(
playerState
!=
PlayerState
.
Attack
)
{
if
(
isGrounded
)
{
if
(
horizontalRaw
==
1f
)
transform
.
localScale
=
new
Vector3
(-
1f
,
transform
.
localScale
.
y
,
transform
.
localScale
.
z
);
...
...
@@ -110,11 +116,10 @@ public class PlayerController : MonoBehaviour
}
if
(
IsInRope
())
{
if
(
isIn
Rope
)
if
(
playerState
==
PlayerState
.
Rope
)
{
if
(
horizontalRaw
!=
0f
&&
verticalRaw
==
0f
)
{
isInRope
=
false
;
playerState
=
PlayerState
.
Idle
;
rb
.
gravityScale
=
rbGravityScale
;
StartCoroutine
(
RopeDelay
());
...
...
@@ -125,21 +130,20 @@ public class PlayerController : MonoBehaviour
}
else
if
(
verticalRaw
!=
0
&&
ropeEnabled
&&
horizontalRaw
==
0
)
{
isInRope
=
true
;
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
);
}
anim
.
SetFloat
(
"ropeUpDown"
,
verticalRaw
);
}
else
{
isInRope
=
false
;
playerState
=
PlayerState
.
Idle
;
rb
.
gravityScale
=
rbGravityScale
;
}
if
(!
isIn
Rope
)
if
(
playerState
!=
PlayerState
.
Rope
)
{
float
vertical
=
rb
.
velocity
.
y
;
if
(
jump
)
...
...
@@ -159,6 +163,7 @@ public class PlayerController : MonoBehaviour
{
if
(
vertical
>
0
)
playerState
=
PlayerState
.
GoingUp
;
else
playerState
=
PlayerState
.
GoingDown
;
rb
.
gravityScale
=
rbGravityScale
;
}
...
...
@@ -214,6 +219,7 @@ public class PlayerController : MonoBehaviour
else
rb
.
velocity
=
new
Vector2
(
Mathf
.
Clamp
(
rb
.
velocity
.
x
,
-
maxSpeed
,
maxSpeed
),
vertical
);
}
}
if
(
previousState
!=
playerState
)
switch
(
playerState
)
{
...
...
@@ -224,6 +230,7 @@ public class PlayerController : MonoBehaviour
case
PlayerState
.
GoingDown
:
anim
.
SetTrigger
(
"downTrigger"
);
break
;
case
PlayerState
.
Rope
:
anim
.
SetTrigger
(
"rope"
);
break
;
}
previousState
=
playerState
;
}
...
...
@@ -261,7 +268,7 @@ public class PlayerController : MonoBehaviour
{
Physics2D
.
IgnoreCollision
(
element
,
transform
.
GetComponent
<
Collider2D
>(),
true
);
yield
return
new
WaitForSeconds
(
0.3f
);
while
(
isIn
Rope
)
yield
return
new
WaitForSeconds
(
0.1f
);
while
(
playerState
==
PlayerState
.
Rope
)
yield
return
new
WaitForSeconds
(
0.1f
);
Physics2D
.
IgnoreCollision
(
element
,
transform
.
GetComponent
<
Collider2D
>(),
false
);
isDownPlatform
=
false
;
}
...
...
Assets/Scripts/Enumerators.cs
View file @
0fbf3a4e
public
enum
ItemQuality
public
enum
EnemyDebuffCase
{
fire
,
ice
,
stun
,
blind
,
charm
};
public
enum
ItemQuality
{
Study
,
Ordinary
,
...
...
@@ -29,8 +38,7 @@ public enum ItemType
MasterpieceAdd
}
public
enum
PlayerState
{
Idle
,
Walk
,
Run
,
GoingUp
,
GoingDown
,
Rope
}
public
enum
ComboState
{
Idle
,
Combo
,
Attack
}
public
enum
PlayerState
{
Idle
,
Walk
,
Run
,
GoingUp
,
GoingDown
,
Rope
,
Attack
}
/// <summary>
/// Enum for game's state.
...
...
Assets/Scripts/Item/InventoryManager.cs
View file @
0fbf3a4e
...
...
@@ -13,6 +13,7 @@ public class InventoryManager : MonoBehaviour {
private
void
Start
()
{
ui
=
GameObject
.
Find
(
"InventoryCanvas"
).
GetComponent
<
InventoryUI
>();
GameObject
.
Find
(
"InventoryCanvas"
).
SetActive
(
false
);
//itemPool
itemPool
.
Add
(
"Bow"
);
...
...
@@ -30,7 +31,8 @@ public class InventoryManager : MonoBehaviour {
{
yield
return
null
;
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);
yield return new WaitForSeconds(1f);
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[1])));
...
...
@@ -43,7 +45,7 @@ public class InventoryManager : MonoBehaviour {
yield return new WaitForSeconds(1f);
AttachAddon(0, 0);
yield return new WaitForSeconds(1f);
*/
}
public
void
SetOnPosition
()
{
...
...
Assets/Scripts/Item/Item.cs
View file @
0fbf3a4e
...
...
@@ -8,6 +8,7 @@ public abstract class Item {
public
ItemQuality
quality
;
public
int
skillNum
;
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
Addon
[]
addons
=
new
Addon
[
4
];
//0: prop 1: matter 2: component 3:theory
public
Sprite
sprite
;
...
...
@@ -27,6 +28,13 @@ public abstract class Item {
}
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
()
{
Declare
();
...
...
@@ -39,6 +47,9 @@ public abstract class Item {
combo
=
new
string
[
3
]
{
""
,
""
,
""
};
attachable
=
new
bool
[
4
]
{
false
,
false
,
false
,
false
};
sprite
=
null
;
animation
[
0
]
=
null
;
animation
[
1
]
=
null
;
animation
[
2
]
=
null
;
sizeInventory
=
new
Vector2
(
0
,
0
);
}
protected
virtual
void
PlaySkill1
()
...
...
Assets/Scripts/Item/Items/Bow.cs
View file @
0fbf3a4e
...
...
@@ -15,6 +15,9 @@ public class Bow : Item {
combo
=
new
string
[
3
]
{
"BB"
,
"BC"
,
""
};
attachable
=
new
bool
[
4
]
{
true
,
true
,
true
,
true
};
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
);
}
}
Assets/Scripts/Item/Items/Ksanife.cs
View file @
0fbf3a4e
...
...
@@ -15,6 +15,9 @@ public class Ksanife : Item
combo
=
new
string
[
3
]
{
"A"
,
"AABAA"
,
""
};
attachable
=
new
bool
[
4
]
{
true
,
true
,
false
,
false
};
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
);
}
}
Assets/SkillPlay.cs
0 → 100644
View file @
0fbf3a4e
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) {
//
//}
}
Assets/SkillPlay.cs.meta
0 → 100644
View file @
0fbf3a4e
fileFormatVersion: 2
guid: 60bdd8700d3860e4c9a3d3d60b82a0ea
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
ProjectSettings/TagManager.asset
View file @
0fbf3a4e
...
...
@@ -23,7 +23,7 @@ TagManager:
-
OuterWall
-
Item
-
Tetris
-
-
PlayerAttack
-
-
-
...
...
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