Commit 241329bb authored by 18류지석's avatar 18류지석

이제 활을 쏜다. 와!

parent 50408057
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...@@ -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{
{ {
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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(combo)) if (tmpItem.combo[i].Equals(attackCombo))
{ {
tmpItem.AttackCalculation(curAttack, enemyInfo, combo); tmpItem.AttackCalculation(curAttack, enemyInfo, attackCombo);
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);
} }
} }
} }
...@@ -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;
......
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);
}
}
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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)
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...@@ -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 null; yield return new WaitForSeconds(1.5f); ;
} }
IEnumerator PopoutCoroutine(GameObject obj) IEnumerator PopoutCoroutine(GameObject obj)
......
...@@ -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);
}
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