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tetra-tower
Commits
4cbcfa99
Commit
4cbcfa99
authored
Jan 31, 2019
by
15김민규
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피격시 방향은 항상 플레이어를 바라보도록 함
parent
16d5c2a0
Changes
5
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Showing
5 changed files
with
78 additions
and
16 deletions
+78
-16
melee.controller
Assets/Animation/Enemy/melee.controller
+13
-1
Damaged.cs
Assets/Damaged.cs
+46
-0
Damaged.cs.meta
Assets/Damaged.cs.meta
+11
-0
MeleeTrack.cs
Assets/Scripts/Characters/Animator State/MeleeTrack.cs
+8
-8
Enemy.cs
Assets/Scripts/Characters/Enemy.cs
+0
-7
No files found.
Assets/Animation/Enemy/melee.controller
View file @
4cbcfa99
...
@@ -45,6 +45,17 @@ AnimatorController:
...
@@ -45,6 +45,17 @@ AnimatorController:
m_IKPass
:
0
m_IKPass
:
0
m_SyncedLayerAffectsTiming
:
0
m_SyncedLayerAffectsTiming
:
0
m_Controller
:
{
fileID
:
9100000
}
m_Controller
:
{
fileID
:
9100000
}
---
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MonoBehaviour
:
m_ObjectHideFlags
:
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m_CorrespondingSourceObject
:
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:
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m_Enabled
:
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m_EditorHideFlags
:
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m_Script
:
{
fileID
:
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,
guid
:
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,
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m_Name
:
m_EditorClassIdentifier
:
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MonoBehaviour
:
MonoBehaviour
:
m_ObjectHideFlags
:
1
m_ObjectHideFlags
:
1
...
@@ -195,7 +206,8 @@ AnimatorState:
...
@@ -195,7 +206,8 @@ AnimatorState:
m_CycleOffset
:
0
m_CycleOffset
:
0
m_Transitions
:
m_Transitions
:
-
{
fileID
:
1101117024733671452
}
-
{
fileID
:
1101117024733671452
}
m_StateMachineBehaviours
:
[]
m_StateMachineBehaviours
:
-
{
fileID
:
114316214165794054
}
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_Position
:
{
x
:
50
,
y
:
50
,
z
:
0
}
m_IKOnFeet
:
0
m_IKOnFeet
:
0
m_WriteDefaultValues
:
1
m_WriteDefaultValues
:
1
...
...
Assets/Damaged.cs
0 → 100644
View file @
4cbcfa99
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Damaged
:
StateMachineBehaviour
{
RuntimeAnimatorController
ac
;
float
knockbackTime
;
Vector3
leftsideAngle
=
new
Vector3
(
0
,
0
,
0
);
Vector3
rightsideAngle
=
new
Vector3
(
0
,
180
,
0
);
// 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
)
{
ac
=
animator
.
runtimeAnimatorController
;
foreach
(
var
clip
in
ac
.
animationClips
)
{
if
(
clip
.
name
.
Contains
(
"Damaged"
))
{
knockbackTime
=
clip
.
length
;
}
}
Transform
playerTransform
=
EnemyManager
.
Instance
.
player
.
transform
;
Transform
pivotTransform
=
animator
.
transform
.
parent
;
pivotTransform
.
eulerAngles
=
(
playerTransform
.
position
.
x
-
pivotTransform
.
position
.
x
<
0
)
?
leftsideAngle
:
rightsideAngle
;
}
// 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) {
//
//}
// 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/Damaged.cs.meta
0 → 100644
View file @
4cbcfa99
fileFormatVersion: 2
guid: 752c7d4f7a0f1444c84cadeae1fab1d7
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Animator State/MeleeTrack.cs
View file @
4cbcfa99
...
@@ -9,7 +9,7 @@ public class MeleeTrack : StateMachineBehaviour {
...
@@ -9,7 +9,7 @@ public class MeleeTrack : StateMachineBehaviour {
Vector3
leftsideAngle
=
new
Vector3
(
0
,
0
,
0
);
Vector3
leftsideAngle
=
new
Vector3
(
0
,
0
,
0
);
Vector3
rightsideAngle
=
new
Vector3
(
0
,
180
,
0
);
Vector3
rightsideAngle
=
new
Vector3
(
0
,
180
,
0
);
readonly
float
dirChangeTime
=
0.5f
;
readonly
float
dirChangeTime
=
0.5f
;
Transform
animatorRoot
;
Transform
pivotTransform
;
readonly
int
maxFrame
=
10
;
readonly
int
maxFrame
=
10
;
int
frameCounter
;
int
frameCounter
;
Vector2
centerOfBody
;
Vector2
centerOfBody
;
...
@@ -20,9 +20,9 @@ public class MeleeTrack : StateMachineBehaviour {
...
@@ -20,9 +20,9 @@ public class MeleeTrack : StateMachineBehaviour {
attackRange
=
animator
.
GetComponent
<
Enemy
>().
attackRange
;
attackRange
=
animator
.
GetComponent
<
Enemy
>().
attackRange
;
player
=
EnemyManager
.
Instance
.
player
;
player
=
EnemyManager
.
Instance
.
player
;
animatorRoot
=
animator
.
transform
.
parent
;
pivotTransform
=
animator
.
transform
.
parent
;
float
halfHeight
=
animatorRoot
.
gameObject
.
GetComponent
<
BoxCollider2D
>().
size
.
y
/
2.0f
;
float
halfHeight
=
pivotTransform
.
gameObject
.
GetComponent
<
BoxCollider2D
>().
size
.
y
/
2.0f
;
Vector2
rootPosition2D
=
animatorRoot
.
position
;
Vector2
rootPosition2D
=
pivotTransform
.
position
;
centerOfBody
=
new
Vector2
(
0
,
halfHeight
)
+
rootPosition2D
;
centerOfBody
=
new
Vector2
(
0
,
halfHeight
)
+
rootPosition2D
;
frameCounter
=
0
;
frameCounter
=
0
;
}
}
...
@@ -32,7 +32,7 @@ public class MeleeTrack : StateMachineBehaviour {
...
@@ -32,7 +32,7 @@ public class MeleeTrack : StateMachineBehaviour {
frameCounter
+=
1
;
frameCounter
+=
1
;
if
(
frameCounter
>=
maxFrame
)
if
(
frameCounter
>=
maxFrame
)
{
{
animatorRoot
.
eulerAngles
=
(
player
.
transform
.
position
.
x
-
animatorRoot
.
position
.
x
<
0
)
?
leftsideAngle
:
rightsideAngle
;
pivotTransform
.
eulerAngles
=
(
player
.
transform
.
position
.
x
-
pivotTransform
.
position
.
x
<
0
)
?
leftsideAngle
:
rightsideAngle
;
frameCounter
=
0
;
frameCounter
=
0
;
}
}
if
(
animator
.
GetComponent
<
Enemy
>().
playerDistance
<
attackRange
)
if
(
animator
.
GetComponent
<
Enemy
>().
playerDistance
<
attackRange
)
...
@@ -41,9 +41,9 @@ public class MeleeTrack : StateMachineBehaviour {
...
@@ -41,9 +41,9 @@ public class MeleeTrack : StateMachineBehaviour {
return
;
return
;
}
}
Vector2
currPosition
=
animatorRoot
.
position
;
Vector2
currPosition
=
pivotTransform
.
position
;
Vector2
movingDistance
=
animatorRoot
.
right
*
trackSpeed
*
Time
.
deltaTime
*
-
1
;
Vector2
movingDistance
=
pivotTransform
.
right
*
trackSpeed
*
Time
.
deltaTime
*
-
1
;
animatorRoot
.
gameObject
.
GetComponent
<
Rigidbody2D
>().
MovePosition
(
currPosition
+
movingDistance
);
pivotTransform
.
gameObject
.
GetComponent
<
Rigidbody2D
>().
MovePosition
(
currPosition
+
movingDistance
);
}
}
...
...
Assets/Scripts/Characters/Enemy.cs
View file @
4cbcfa99
...
@@ -40,8 +40,6 @@ public class Enemy : MonoBehaviour {
...
@@ -40,8 +40,6 @@ public class Enemy : MonoBehaviour {
// for animation
// for animation
[
HideInInspector
]
[
HideInInspector
]
public
float
playerDistance
;
public
float
playerDistance
;
public
bool
gotKnockback
;
RuntimeAnimatorController
ac
;
// drop item
// drop item
...
@@ -51,7 +49,6 @@ public class Enemy : MonoBehaviour {
...
@@ -51,7 +49,6 @@ public class Enemy : MonoBehaviour {
private
void
Awake
()
private
void
Awake
()
{
{
enemyManager
=
EnemyManager
.
Instance
;
enemyManager
=
EnemyManager
.
Instance
;
ac
=
GetComponent
<
Animator
>().
runtimeAnimatorController
;
}
}
private
void
Start
()
private
void
Start
()
...
@@ -63,10 +60,6 @@ public class Enemy : MonoBehaviour {
...
@@ -63,10 +60,6 @@ public class Enemy : MonoBehaviour {
private
void
Update
()
private
void
Update
()
{
{
playerDistance
=
Vector2
.
Distance
(
enemyManager
.
player
.
transform
.
position
,
transform
.
parent
.
position
);
playerDistance
=
Vector2
.
Distance
(
enemyManager
.
player
.
transform
.
position
,
transform
.
parent
.
position
);
if
(
gotKnockback
)
{
}
}
}
// hit by player or debuff
// hit by player or debuff
...
...
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