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tetra-tower
Commits
241329bb
Commit
241329bb
authored
Feb 16, 2019
by
18류지석
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이제 활을 쏜다. 와!
parent
50408057
Changes
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30 changed files
with
815 additions
and
385 deletions
+815
-385
Player animator.controller
Assets/Animation/Player/Player animator.controller
+61
-5
Player.prefab
Assets/Prefabs/Characters/Player.prefab
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bowAttack1.anim
Assets/Resources/Animations/bowAttack1.anim
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Prefabs.meta
Assets/Resources/Prefabs.meta
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Projectiles.meta
Assets/Resources/Prefabs/Projectiles.meta
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bow_arrow.prefab
Assets/Resources/Prefabs/Projectiles/bow_arrow.prefab
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bow_arrow.prefab.meta
Assets/Resources/Prefabs/Projectiles/bow_arrow.prefab.meta
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AttackProperty.cs
Assets/Scripts/Characters/AttackProperty.cs
+13
-7
PlayerAttack.cs
Assets/Scripts/Characters/PlayerAttack.cs
+3
-0
ProjectileGenerator.cs
Assets/Scripts/Characters/ProjectileGenerator.cs
+11
-0
ProjectileGenerator.cs.meta
Assets/Scripts/Characters/ProjectileGenerator.cs.meta
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ProjectileVanish.cs
Assets/Scripts/Characters/ProjectileVanish.cs
+18
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ProjectileVanish.cs.meta
Assets/Scripts/Characters/ProjectileVanish.cs.meta
+11
-0
InventoryManager.cs
Assets/Scripts/Item/InventoryManager.cs
+4
-4
Bow.cs
Assets/Scripts/Item/Items/Bow.cs
+20
-2
bow.png
Assets/Sprites/Items/bow.png
+0
-0
bow.meta
Assets/Sprites/Player/attack/bow.meta
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-0
bow_attack1.png
Assets/Sprites/Player/attack/bow/bow_attack1.png
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-0
bow_attack1.png.meta
Assets/Sprites/Player/attack/bow/bow_attack1.png.meta
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bow_attack2.png
Assets/Sprites/Player/attack/bow/bow_attack2.png
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bow_attack2.png.meta
Assets/Sprites/Player/attack/bow/bow_attack2.png.meta
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bow_attack3.png
Assets/Sprites/Player/attack/bow/bow_attack3.png
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bow_attack3.png.meta
Assets/Sprites/Player/attack/bow/bow_attack3.png.meta
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bow_attack4.png
Assets/Sprites/Player/attack/bow/bow_attack4.png
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bow_attack4.png.meta
Assets/Sprites/Player/attack/bow/bow_attack4.png.meta
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bow_attack5.png
Assets/Sprites/Player/attack/bow/bow_attack5.png
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bow_attack5.png.meta
Assets/Sprites/Player/attack/bow/bow_attack5.png.meta
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Projectiles.meta
Assets/Sprites/Projectiles.meta
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arrow.png
Assets/Sprites/Projectiles/arrow.png
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arrow.png.meta
Assets/Sprites/Projectiles/arrow.png.meta
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-3
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241329bb
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241329bb
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Assets/Resources/Animations/bowAttack1.anim
View file @
241329bb
This diff is collapsed.
Click to expand it.
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m_SortingOrder
:
0
m_Sprite
:
{
fileID
:
21300000
,
guid
:
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,
type
:
3
}
m_Color
:
{
r
:
1
,
g
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1
,
b
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1
,
a
:
1
}
m_FlipX
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m_FlipY
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m_DrawMode
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m_Size
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{
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0.17
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y
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0.05
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m_AdaptiveModeThreshold
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m_SpriteTileMode
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m_WasSpriteAssigned
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1
m_MaskInteraction
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m_SpriteSortPoint
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Assets/Resources/Prefabs/Projectiles/bow_arrow.prefab.meta
0 → 100644
View file @
241329bb
fileFormatVersion: 2
guid: 1c9a92f3138a12b4dafb15dfa56578d2
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/AttackProperty.cs
View file @
241329bb
...
@@ -6,14 +6,16 @@ public class AttackProperty : MonoBehaviour{
...
@@ -6,14 +6,16 @@ public class AttackProperty : MonoBehaviour{
public
float
damage
=
0
;
public
float
damage
=
0
;
public
float
knockBackMultiplier
=
1f
;
public
float
knockBackMultiplier
=
1f
;
public
float
[]
debuffTime
=
new
float
[(
int
)
EnemyDebuffCase
.
END_POINTER
];
public
float
[]
debuffTime
=
new
float
[(
int
)
EnemyDebuffCase
.
END_POINTER
];
public
int
projectileType
;
//0: melee attack, 1: vanish after hit
EffectManager
effectManager
;
EffectManager
effectManager
;
PlayerAttack
playerAttack
;
InventoryManager
inventoryManager
;
InventoryManager
inventoryManager
;
public
LayerMask
enemyLayer
;
public
LayerMask
vanishLayer
;
public
string
attackCombo
;
private
void
Awake
()
private
void
Awake
()
{
{
effectManager
=
EffectManager
.
Instance
;
effectManager
=
EffectManager
.
Instance
;
playerAttack
=
transform
.
parent
.
GetComponentInChildren
<
PlayerAttack
>();
inventoryManager
=
InventoryManager
.
Instance
;
inventoryManager
=
InventoryManager
.
Instance
;
}
}
...
@@ -21,18 +23,17 @@ public class AttackProperty : MonoBehaviour{
...
@@ -21,18 +23,17 @@ public class AttackProperty : MonoBehaviour{
{
{
Bounds
tmpBounds
=
new
Bounds
();
Bounds
tmpBounds
=
new
Bounds
();
if
(
collision
.
CompareTag
(
"Enemy"
)
&&
!
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>().
Invisible
)
if
(
(
enemyLayer
==
(
enemyLayer
|
1
<<
collision
.
gameObject
.
layer
)
)
&&
!
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>().
Invisible
)
{
{
PlayerAttackInfo
curAttack
=
new
PlayerAttackInfo
(
damage
,
knockBackMultiplier
,
debuffTime
);
PlayerAttackInfo
curAttack
=
new
PlayerAttackInfo
(
damage
,
knockBackMultiplier
,
debuffTime
);
Enemy
enemyInfo
=
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>();
Enemy
enemyInfo
=
collision
.
transform
.
GetChild
(
0
).
GetComponent
<
Enemy
>();
string
combo
=
playerAttack
.
comboArray
;
foreach
(
Item
tmpItem
in
inventoryManager
.
itemList
)
foreach
(
Item
tmpItem
in
inventoryManager
.
itemList
)
for
(
int
i
=
0
;
i
<
tmpItem
.
skillNum
;
i
++)
for
(
int
i
=
0
;
i
<
tmpItem
.
skillNum
;
i
++)
{
{
if
(
tmpItem
.
combo
[
i
].
Equals
(
c
ombo
))
if
(
tmpItem
.
combo
[
i
].
Equals
(
attackC
ombo
))
{
{
tmpItem
.
AttackCalculation
(
curAttack
,
enemyInfo
,
c
ombo
);
tmpItem
.
AttackCalculation
(
curAttack
,
enemyInfo
,
attackC
ombo
);
break
;
break
;
}
}
}
}
...
@@ -46,6 +47,11 @@ public class AttackProperty : MonoBehaviour{
...
@@ -46,6 +47,11 @@ public class AttackProperty : MonoBehaviour{
if
(!
tmpBounds
.
Equals
(
new
Bounds
()))
if
(!
tmpBounds
.
Equals
(
new
Bounds
()))
effectManager
.
StartEffect
(
0
,
tmpBounds
,
collision
.
bounds
);
effectManager
.
StartEffect
(
0
,
tmpBounds
,
collision
.
bounds
);
}
if
(
projectileType
==
1
&&
(
vanishLayer
==
(
vanishLayer
|
1
<<
collision
.
gameObject
.
layer
)))
{
Destroy
(
gameObject
);
}
}
}
}
}
}
Assets/Scripts/Characters/PlayerAttack.cs
View file @
241329bb
...
@@ -21,12 +21,14 @@ public class PlayerAttack : MonoBehaviour {
...
@@ -21,12 +21,14 @@ public class PlayerAttack : MonoBehaviour {
float
comboEndTime
;
float
comboEndTime
;
bool
comboTimeOn
;
bool
comboTimeOn
;
PlayerController
playerController
;
PlayerController
playerController
;
AttackProperty
attackProperty
;
void
Awake
()
void
Awake
()
{
{
inventoryManager
=
InventoryManager
.
Instance
;
inventoryManager
=
InventoryManager
.
Instance
;
playerController
=
GetComponent
<
PlayerController
>();
playerController
=
GetComponent
<
PlayerController
>();
attackProperty
=
GetComponentInChildren
<
AttackProperty
>();
anim
=
GetComponent
<
Animator
>();
anim
=
GetComponent
<
Animator
>();
aoc
=
new
AnimatorOverrideController
(
anim
.
runtimeAnimatorController
);
aoc
=
new
AnimatorOverrideController
(
anim
.
runtimeAnimatorController
);
anim
.
runtimeAnimatorController
=
aoc
;
anim
.
runtimeAnimatorController
=
aoc
;
...
@@ -52,6 +54,7 @@ public class PlayerAttack : MonoBehaviour {
...
@@ -52,6 +54,7 @@ public class PlayerAttack : MonoBehaviour {
if
(
playerController
.
playerState
==
PlayerState
.
GoingUp
||
playerController
.
playerState
==
PlayerState
.
GoingDown
)
if
(
playerController
.
playerState
==
PlayerState
.
GoingUp
||
playerController
.
playerState
==
PlayerState
.
GoingDown
)
playerController
.
airAttack
=
false
;
playerController
.
airAttack
=
false
;
comboArray
+=
(
char
)(
'A'
+
i
);
comboArray
+=
(
char
)(
'A'
+
i
);
attackProperty
.
attackCombo
=
comboArray
;
CheckCombo
();
CheckCombo
();
SetComboText
();
SetComboText
();
break
;
break
;
...
...
Assets/Scripts/Characters/ProjectileGenerator.cs
0 → 100644
View file @
241329bb
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
ProjectileGenerator
:
MonoBehaviour
{
public
GameObject
InstantiateProjectile
(
GameObject
obj
,
Vector3
pos
,
Quaternion
rot
)
{
return
Instantiate
(
obj
,
pos
,
rot
);
}
}
Assets/Scripts/Characters/ProjectileGenerator.cs.meta
0 → 100644
View file @
241329bb
fileFormatVersion: 2
guid: df26c325b370e6a4bb7a589984854376
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/ProjectileVanish.cs
0 → 100644
View file @
241329bb
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
ProjectileVanish
:
MonoBehaviour
{
public
float
vanishDistance
;
Vector3
startPosition
;
void
Awake
()
{
startPosition
=
transform
.
position
;
}
void
Update
()
{
if
(
Vector3
.
Distance
(
startPosition
,
transform
.
position
)
>
vanishDistance
)
Destroy
(
gameObject
);
}
}
Assets/Scripts/Characters/ProjectileVanish.cs.meta
0 → 100644
View file @
241329bb
fileFormatVersion: 2
guid: 6b1c781f0ca8f2446bf6ded900798c86
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Item/InventoryManager.cs
View file @
241329bb
...
@@ -22,8 +22,8 @@ public class InventoryManager : Singleton<InventoryManager> {
...
@@ -22,8 +22,8 @@ public class InventoryManager : Singleton<InventoryManager> {
player
=
GameObject
.
Find
(
"Player"
);
player
=
GameObject
.
Find
(
"Player"
);
SetPool
();
SetPool
();
ItemInstantiate
(
"Bow"
,
player
.
transform
.
position
,
0f
);
ItemInstantiate
(
"Dagger"
,
player
.
transform
.
position
,
0f
);
StartCoroutine
(
TestCoroutine
());
StartCoroutine
(
TestCoroutine
());
}
}
/// <summary>
/// <summary>
...
@@ -85,8 +85,8 @@ public class InventoryManager : Singleton<InventoryManager> {
...
@@ -85,8 +85,8 @@ public class InventoryManager : Singleton<InventoryManager> {
}
}
IEnumerator
TestCoroutine
()
IEnumerator
TestCoroutine
()
{
{
yield
return
n
ull
;
yield
return
n
ew
WaitForSeconds
(
1.5f
);
;
}
}
IEnumerator
PopoutCoroutine
(
GameObject
obj
)
IEnumerator
PopoutCoroutine
(
GameObject
obj
)
...
...
Assets/Scripts/Item/Items/Bow.cs
View file @
241329bb
...
@@ -6,6 +6,8 @@ using UnityEngine;
...
@@ -6,6 +6,8 @@ using UnityEngine;
/// 번호: 2
/// 번호: 2
/// </summary>
/// </summary>
public
class
Bow
:
Item
{
public
class
Bow
:
Item
{
GameObject
arrow
;
GameObject
player
;
public
override
void
Declare
()
public
override
void
Declare
()
{
{
...
@@ -15,10 +17,26 @@ public class Bow : Item {
...
@@ -15,10 +17,26 @@ 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"
);
highlight
=
Resources
.
Load
<
Sprite
>(
"Sprites/Items/bow"
);
highlight
=
Resources
.
Load
<
Sprite
>(
"Sprites/Items/bow
_border
"
);
animation
[
0
]
=
Resources
.
Load
<
AnimationClip
>(
"Animations/bowAttack1"
);
animation
[
0
]
=
Resources
.
Load
<
AnimationClip
>(
"Animations/bowAttack1"
);
animation
[
1
]
=
Resources
.
Load
<
AnimationClip
>(
"Animations/bowAttack2"
);
animation
[
1
]
=
Resources
.
Load
<
AnimationClip
>(
"Animations/bowAttack2"
);
animation
[
2
]
=
null
;
animation
[
2
]
=
null
;
sizeInventory
=
new
Vector2
(
90
,
160
);
sizeInventory
=
new
Vector2
(
137.5f
,
137.5f
);
player
=
GameObject
.
Find
(
"Player"
);
arrow
=
Resources
.
Load
<
GameObject
>(
"Prefabs/Projectiles/bow_arrow"
);
}
protected
override
void
PlaySkill1
()
{
player
.
GetComponent
<
Player
>().
StartCoroutine
(
Shoot1
());
}
}
IEnumerator
Shoot1
()
{
yield
return
new
WaitForSeconds
(
0.3f
);
GameObject
tmpObj
=
Object
.
Instantiate
(
arrow
,
player
.
transform
.
position
,
Quaternion
.
identity
);
tmpObj
.
transform
.
localScale
=
new
Vector3
(
Mathf
.
Sign
(
player
.
transform
.
localScale
.
x
),
1
,
1
);
tmpObj
.
GetComponent
<
Rigidbody2D
>().
velocity
=
new
Vector2
(-
10f
*
Mathf
.
Sign
(
player
.
transform
.
localScale
.
x
),
0f
);
}
}
}
Assets/Sprites/Items/bow.png
deleted
100644 → 0
View file @
50408057
6.63 KB
Assets/Sprites/Player/attack/bow.meta
0 → 100644
View file @
241329bb
fileFormatVersion: 2
guid: 47cdca949099c834c8cc5559e458a475
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Sprites/Player/attack/bow/bow_attack1.png
0 → 100644
View file @
241329bb
2.12 KB
Assets/Sprites/
Items/bow
.png.meta
→
Assets/Sprites/
Player/attack/bow/bow_attack1
.png.meta
View file @
241329bb
fileFormatVersion: 2
fileFormatVersion: 2
guid:
9f2400336ba3dbf4cab6ac985a3a23e9
guid:
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TextureImporter:
TextureImporter:
fileIDToRecycleName: {}
fileIDToRecycleName: {}
externalObjects: {}
externalObjects: {}
...
@@ -31,7 +31,7 @@ TextureImporter:
...
@@ -31,7 +31,7 @@ TextureImporter:
maxTextureSize: 2048
maxTextureSize: 2048
textureSettings:
textureSettings:
serializedVersion: 2
serializedVersion: 2
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filterMode:
0
aniso: -1
aniso: -1
mipBias: -100
mipBias: -100
wrapU: 1
wrapU: 1
...
@@ -45,7 +45,7 @@ TextureImporter:
...
@@ -45,7 +45,7 @@ TextureImporter:
spriteMeshType: 1
spriteMeshType: 1
alignment: 0
alignment: 0
spritePivot: {x: 0.5, y: 0.5}
spritePivot: {x: 0.5, y: 0.5}
spritePixelsToUnits:
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spritePixelsToUnits:
64
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
spriteGenerateFallbackPhysicsShape: 1
spriteGenerateFallbackPhysicsShape: 1
alphaUsage: 1
alphaUsage: 1
...
@@ -63,7 +63,18 @@ TextureImporter:
...
@@ -63,7 +63,18 @@ TextureImporter:
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...
@@ -75,7 +86,7 @@ TextureImporter:
...
@@ -75,7 +86,7 @@ TextureImporter:
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outline: []
physicsShape: []
physicsShape: []
bones: []
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spriteID:
855ac13c3069bab4284d497eed397d4c
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173e720326bebe740adab58b3fabb34d
vertices: []
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indices:
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edges: []
...
...
Assets/Sprites/Player/attack/bow/bow_attack2.png
0 → 100644
View file @
241329bb
2.21 KB
Assets/Sprites/Player/attack/bow/bow_attack2.png.meta
0 → 100644
View file @
241329bb
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Assets/Sprites/Player/attack/bow/bow_attack3.png
0 → 100644
View file @
241329bb
2.29 KB
Assets/Sprites/Player/attack/bow/bow_attack3.png.meta
0 → 100644
View file @
241329bb
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