Commit 42f9dffa authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/enemy'

# Conflicts:
#	Assets/Scripts/Characters/Enemy/Enemy.cs
parents 5a99a028 e7a1ad84
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyPhysics : MonoBehaviour {
}
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......@@ -51,24 +51,9 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
player: {fileID: 1623439448163086, guid: 3d077a5f727dd1e4780e9265ed26e036, type: 2}
dropTableData: {fileID: 4900000, guid: 6216895c658a2af40890a4446cc10a8c, type: 3}
dropItemList:
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- {fileID: 1346522711063220, guid: e4298313f9e94c44fb057542ec7ad273, type: 2}
EnemySpawnCount: 0
EnemyDeadCount: 0
......@@ -52,6 +52,7 @@ MonoBehaviour:
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAirIdle : StateMachineBehaviour {
float patrolRange;
float patrolSpeed;
float noticeRange;
Vector2 origin;
Transform animatorRoot;
EnemyAir enemy;
// 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) {
origin = animator.transform.position;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyAir>();
patrolRange = enemy.patrolRange;
noticeRange = enemy.noticeRange;
patrolSpeed = enemy.patrolSpeed;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (enemy.PlayerDistance < noticeRange)
{
animator.ResetTrigger("IdleTrigger");
animator.SetTrigger("TrackTrigger");
return;
}
}
// 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) {
//
//}
// 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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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAirTrack : StateMachineBehaviour {
float trackSpeed;
float trackRange;
float angle;
GameObject player;
Transform animatorRoot;
EnemyAir enemy;
Vector2 direction;
int maxFrame = 10;
int frameCount;
// 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) {
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyAir>();
player = EnemyManager.Instance.Player;
trackSpeed = enemy.trackSpeed;
frameCount = 0;
SetDirection();
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (enemy.PlayerDistance > enemy.noticeRange)
{
animator.ResetTrigger("TrackTrigger");
animator.SetTrigger("IdleTrigger");
enemy.ChangeVelocityXY_noOption(Vector2.zero);
return;
}
SetDirection();
Vector2 vel = direction.normalized * trackSpeed;
enemy.ChangeVelocityXY_noOption(vel);
}
// 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) {
//
//}
// 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) {
//
//}
private void SetDirection()
{
direction = player.transform.position - animatorRoot.position;
angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
enemy.ChangeAngleZ_noOption(angle - 90.0f);
}
}
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......@@ -8,25 +8,25 @@ public class EnemyMeleeIdle : StateMachineBehaviour {
float noticeRange;
Vector2 origin;
Transform animatorRoot;
Enemy enemy;
EnemyGround enemy;
// 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) {
origin = animator.transform.position;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<Enemy>();
enemy = animator.GetComponent<EnemyGround>();
patrolRange = enemy.patrolRange;
noticeRange = enemy.noticeRange;
patrolSpeed = enemy.patrolSpeed;
enemy.ChangeDir(NumeratedDir.Left);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
enemy.ChangeDir_noOption(NumeratedDir.Left);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * patrolSpeed);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (enemy.PlayerDistance < noticeRange)
if (enemy.PlayerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
......@@ -40,8 +40,8 @@ public class EnemyMeleeIdle : StateMachineBehaviour {
enemy.CliffTest[(enemy.MoveDir + 1) / 2]
)
{
enemy.ChangeDir(enemy.MoveDir * -1);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
enemy.ChangeDir_noOption(enemy.MoveDir * -1);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * patrolSpeed);
}
}
}
......
......@@ -7,7 +7,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
float attackRange;
GameObject player;
Transform animatorRoot;
Enemy enemy;
EnemyGround enemy;
readonly int maxFrame = 10;
int frameCounter = 0;
......@@ -15,21 +15,21 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
// 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) {
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<Enemy>();
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
trackSpeed = enemy.trackSpeed;
attackRange = enemy.attackRange;
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir(trackDir);
enemy.ChangeDir_noOption(trackDir);
if (enemy.CliffTest[(enemy.MoveDir + 1) / 2] || animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
enemy.ChangeVelocityX(0.0f);
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX(enemy.MoveDir * trackSpeed);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
}
......@@ -43,18 +43,18 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
int integerDir = enemy.MoveDir;
if (enemy.WallTest[(integerDir + 1) / 2] || enemy.CliffTest[(integerDir + 1) / 2])
{
enemy.ChangeVelocityX(0.0f);
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX(enemy.MoveDir * trackSpeed);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
frameCounter += 1;
if (frameCounter >= maxFrame)
{
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir(trackDir);
enemy.ChangeDir_noOption(trackDir);
frameCounter = 0;
}
}
......
......@@ -4,13 +4,33 @@ using UnityEngine;
public class DamageToPlayer : MonoBehaviour {
public int damage;
public bool isBumpAttack;
// enum debuff
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
if (collision.CompareTag("Player") && !isBumpAttack)
{
EnemyAttackInfo attack = new EnemyAttackInfo(damage, 1f, 0, null, null);
collision.gameObject.GetComponent<PlayerAttack>().TakeDamage(attack);
}
}
private void OnTriggerStay2D(Collider2D collision)
{
if (collision.CompareTag("Player") && isBumpAttack && transform.parent.gameObject.GetComponent<Enemy>().bumpable)
{
EnemyAttackInfo attack = new EnemyAttackInfo(damage, 1f, 0, null, null);
collision.gameObject.GetComponent<PlayerAttack>().TakeDamage(attack);
transform.parent.gameObject.GetComponent<EnemyAir>().bumped = true;
transform.parent.gameObject.GetComponent<EnemyAir>().bumpable = false;
}
}
private void OnTriggerExit2D(Collider2D collision)
{
if (collision.CompareTag("Player") && isBumpAttack)
{
transform.parent.gameObject.GetComponent<Enemy>().bumped = false;
}
}
}
This diff is collapsed.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAir : Enemy {
protected override void Start()
{
base.Start();
StartCoroutine(BumpCheck());
}
protected override void FixedUpdate()
{
base.FixedUpdate();
if (bumpable)
{
MovementLock = false;
}
else
{
ChangeVelocityXY_zero();
MovementLock = true;
}
}
public void ChangeAngleZ_noOption(float val)
{
ChangeAngleZ(val, new bool[] { MovementLock, KnockbackLock });
}
public void ChangeVelocityXY_zero() // 망할 유니티 애니메이션 이벤트 Vec2를 parameter로 받는 함수를 못집어넣음
{
ChangeVelocityXY(Vector2.zero, new bool[] { MovementLock, KnockbackLock });
}
public void ChangeVelocityXY_noOption(Vector2 val)
{
ChangeVelocityXY(val, new bool[] { MovementLock, KnockbackLock });
}
private void ChangeAngleZ(float val, bool[] lockArray)
{
foreach (var Lock in lockArray) { if (Lock) return; }
Vector3 tempAngle = transform.parent.eulerAngles;
tempAngle.z = val;
transform.parent.eulerAngles = tempAngle;
}
private void ChangeVelocityXY(Vector2 val, bool[] lockArray)
{
foreach (var Lock in lockArray) { if (Lock) return; }
Vector3 tempVelocity = transform.parent.gameObject.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = val.x;
tempVelocity.y = val.y;
transform.parent.gameObject.GetComponent<Rigidbody2D>().velocity = tempVelocity;
}
protected override IEnumerator OnIce(float duration)
{
ChangeVelocityXY(Vector2.zero, new bool[] { });
KnockbackLock = true;
animator.SetTrigger("StunnedTrigger");
animator.speed = stunnedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Ice);
}
protected override IEnumerator OnStun(float duration)
{
ChangeVelocityXY(Vector2.zero, new bool[] { });
animator.SetTrigger("StunnedTrigger");
animator.speed = stunnedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Stun);
yield return null;
}
// - Knockback coroutine
protected override IEnumerator Knockback(float knockbackDist, float knockbackTime)
{
MovementLock = true;
bool[] lockArray = new bool[] { false, KnockbackLock };
Vector2 knockbackDir = (transform.parent.position - enemyManager.Player.transform.position).normalized;
Vector2 knockbackVelocity = (knockbackDist / knockbackTime) * knockbackDir;
ChangeAngleZ(Mathf.Atan2(knockbackDir.y, knockbackDir.x) * -1, new bool[] { MovementLock, KnockbackLock });
ChangeVelocityXY(knockbackVelocity, lockArray);
yield return new WaitForSeconds(knockbackTime);
MovementLock = false;
ChangeVelocityXY(Vector2.zero, new bool[] { MovementLock, KnockbackLock });
}
IEnumerator BumpCheck()
{
while (true)
{
if (!bumpable) { bumpable = true; }
yield return new WaitForSeconds(1.0f);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class EnemyGround : Enemy {
public float attackRange;
public int MoveDir { get; private set; }
public bool[] WallTest { get; private set; }
public bool[] CliffTest { get; private set; }
protected override void Awake()
{
base.Awake();
WallTest = new bool[] { false, false };
CliffTest = new bool[] { false, false };
}
protected override void Start()
{
base.Start();
MoveDir = (int)NumeratedDir.Left;
}
protected override void FixedUpdate()
{
base.FixedUpdate();
CheckCliff(); CheckWall();
}
// Movement & Physics
// - Check whether enemy is near to cliff
private void CheckCliff()
{
Vector2 velocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
Vector2 colliderSize = transform.parent.GetComponent<BoxCollider2D>().size;
foreach (int Dir in Enum.GetValues(typeof(NumeratedDir)))
{
Vector2 origin = (Vector2)transform.parent.position + Dir * new Vector2(colliderSize.x / 2.0f, 0);
Vector2 direction = Vector2.down;
float distance = colliderSize.y / 4.0f;
int layerMask = LayerMask.NameToLayer("platform");
RaycastHit2D hit = Physics2D.Raycast(origin, direction, distance, layerMask);
CliffTest[(Dir + 1) / 2] = (hit.collider == null);
}
}
// - Check whether enemy is touching wall
private void CheckWall()
{
Vector2 colliderSize = transform.parent.GetComponent<BoxCollider2D>().size;
foreach (int Dir in Enum.GetValues(typeof(NumeratedDir)))
{
Vector2 origin = (Vector2)transform.parent.position + new Vector2(Dir * colliderSize.x / 2.0f, colliderSize.y);
Vector2 direction = Vector2.right * Dir;
float distance = 0.5f;
LayerMask layerMask = LayerMask.GetMask("Wall", "OuterWall");
RaycastHit2D hit = Physics2D.Raycast(origin, direction, distance, layerMask);
WallTest[(Dir + 1) / 2] = (hit.collider != null);
}
}
// - Change direction, and speed of rigidbody of enemy
public void ChangeVelocityX_noOption(float val)
{
ChangeVelocityX(val, new bool[] { MovementLock, KnockbackLock });
}
public void ChangeDir_noOption(object dir)
{
ChangeDir(dir, new bool[] { MovementLock, KnockbackLock });
}
private void ChangeVelocityX(float val, bool[] lockArray)
{
foreach (var Lock in lockArray) { if (Lock) return; }
Vector2 tempVelocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = val;
transform.parent.GetComponent<Rigidbody2D>().velocity = tempVelocity;
}
private void ChangeDir(object dir, bool[] lockArray)
{
foreach (var Lock in lockArray) { if (Lock) return; }
MoveDir = (int)dir;
transform.parent.eulerAngles = ((NumeratedDir)dir == NumeratedDir.Left) ? new Vector2(0, 0) : new Vector2(0, 180);
}
// - Knockback coroutine
protected override IEnumerator Knockback(float knockbackDist, float knockbackTime)
{
MovementLock = true;
bool[] lockArray = new bool[] { false, KnockbackLock };
int knockbackDir = (enemyManager.Player.transform.position.x - transform.parent.position.x >= 0) ? -1 : 1;
float knockbackVelocity = knockbackDir * knockbackDist / knockbackTime;
ChangeDir(knockbackDir * -1, new bool[] { MovementLock, KnockbackLock });
ChangeVelocityX(knockbackVelocity, lockArray);
for (float timer = 0; timer <= knockbackTime; timer += Time.deltaTime)
{
if (CliffTest[(knockbackDir + 1) / 2])
{
ChangeVelocityX(0.0f, lockArray);
yield return new WaitForSeconds(knockbackTime - timer);
break;
}
yield return new WaitForFixedUpdate();
}
MovementLock = false;
ChangeVelocityX(0.0f, new bool[] { MovementLock, KnockbackLock });
}
protected override IEnumerator OnIce(float duration)
{
ChangeVelocityX(0.0f, new bool[] { });
KnockbackLock = true;
animator.SetTrigger("StunnedTrigger");
animator.speed = stunnedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Ice);
}
protected override IEnumerator OnStun(float duration)
{
ChangeVelocityX(0.0f, new bool[] { });
animator.SetTrigger("StunnedTrigger");
animator.speed = stunnedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Stun);
yield return null;
}
}
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......@@ -262,13 +262,50 @@ public class PlayerController : MonoBehaviour
bool GetItemRay()
{
RaycastHit2D hit = Physics2D.Raycast(transform.position , Vector2.down, rayDistance, itemLayer);
RaycastHit2D[] hits;
hits = Physics2D.BoxCastAll(transform.position, new Vector2(Player.X, boxHeight), 0, Vector2.down, Player.Y / 2f, itemLayer);
if (hits.Length > 0) //if no object was found there is no minimum
if (hit.collider != null)
{
IPlayerInteraction temp = hit.collider.GetComponent<IPlayerInteraction>();
float min = hits[0].distance; //lets assume that the minimum is at the 0th place
int minIndex = 0; //store the index of the minimum because thats hoow we can find our object
for (int i = 1; i < hits.Length; ++i)// iterate from the 1st element to the last.(Note that we ignore the 0th element)
{
if (hits[i].transform != gameObject.transform && hits[i].distance < min) //if we found smaller distance and its not the player we got a new minimum
{
min = hits[i].distance; //refresh the minimum distance value
minIndex = i; //refresh the distance
}
}
IPlayerInteraction temp = hits[minIndex].collider.GetComponent<IPlayerInteraction>();
if (lastDropItem != null) lastDropItem.HighlightSwitch(false);
if (temp != null) temp.HighlightSwitch(true);
lastDropItem = temp;
}
else
{
......@@ -283,7 +320,7 @@ public class PlayerController : MonoBehaviour
}
}
return hit.collider != null;
return hit.collider != null || hits.Length>0;
}
bool IsInRope() // Is player in rope?
{
......
......@@ -66,6 +66,24 @@ public class EnemyManager : Singleton<EnemyManager>
}
}
// Spawn Enemy to Map
public void SpawnEnemyToMap_forTest()
{
EnemySpawnCount = EnemyDeadCount = 0;
Transform enemySpots = GameObject.Find("Grid").transform.GetChild(0).GetChild(0).Find("enemy spot");
foreach (Transform enemySpot in enemySpots)
{
if (!enemySpot.gameObject.activeSelf) continue;
GameObject enemy = enemySpot.gameObject.GetComponent<enemySpot>().enemyPrefab;
foreach (Transform location in enemySpot)
{
GameObject clone = PickFromPool(enemy);
clone.transform.position = location.position;
clone.transform.SetParent(MapManager.currentRoom.roomInGame.transform);
}
}
}
public bool IsClear()
{
return (EnemyDeadCount == EnemySpawnCount);
......
......@@ -57,7 +57,7 @@ public class Test : MonoBehaviour {
}
public void SummonEnemy()
{
EnemyManager.Instance.SpawnEnemyToMap();
EnemyManager.Instance.SpawnEnemyToMap_forTest();
}
......
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