Commit 4f0e0a0f authored by 15김민규's avatar 15김민규

피격 구현중

parent d55b29e1
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......
...@@ -26,7 +26,7 @@ public class MeleeIdle : StateMachineBehaviour { ...@@ -26,7 +26,7 @@ public class MeleeIdle : StateMachineBehaviour {
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (Vector2.Distance(player.transform.position, animatorRoot.position) < noticeRange) if (animator.GetComponent<Enemy>().playerDistance < noticeRange)
{ {
animator.SetTrigger("TrackTrigger"); animator.SetTrigger("TrackTrigger");
return; return;
......
...@@ -10,7 +10,7 @@ public class MeleeTrack : StateMachineBehaviour { ...@@ -10,7 +10,7 @@ public class MeleeTrack : StateMachineBehaviour {
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 animatorRoot;
int maxFrame = 10; readonly int maxFrame = 10;
int frameCounter; int frameCounter;
Vector2 centerOfBody; Vector2 centerOfBody;
...@@ -24,14 +24,18 @@ public class MeleeTrack : StateMachineBehaviour { ...@@ -24,14 +24,18 @@ public class MeleeTrack : StateMachineBehaviour {
float halfHeight = animatorRoot.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f; float halfHeight = animatorRoot.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
Vector2 rootPosition2D = animatorRoot.position; Vector2 rootPosition2D = animatorRoot.position;
centerOfBody = new Vector2(0, halfHeight) + rootPosition2D; centerOfBody = new Vector2(0, halfHeight) + rootPosition2D;
frameCounter = 0; frameCounter = 0;
} }
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
frameCounter += 1; frameCounter += 1;
if (Vector2.Distance(player.transform.position, centerOfBody) < attackRange) if (frameCounter >= maxFrame)
{
animatorRoot.eulerAngles = (player.transform.position.x - animatorRoot.position.x < 0) ? leftsideAngle : rightsideAngle;
frameCounter = 0;
}
if (animator.GetComponent<Enemy>().playerDistance < attackRange)
{ {
animator.SetTrigger("AttackTrigger"); animator.SetTrigger("AttackTrigger");
return; return;
...@@ -39,13 +43,8 @@ public class MeleeTrack : StateMachineBehaviour { ...@@ -39,13 +43,8 @@ public class MeleeTrack : StateMachineBehaviour {
Vector2 currPosition = animatorRoot.position; Vector2 currPosition = animatorRoot.position;
Vector2 movingDistance = animatorRoot.right * trackSpeed * Time.deltaTime * -1; Vector2 movingDistance = animatorRoot.right * trackSpeed * Time.deltaTime * -1;
if(frameCounter >= maxFrame)
{
animatorRoot.eulerAngles = (player.transform.position.x - animatorRoot.position.x < 0) ? leftsideAngle : rightsideAngle;
frameCounter = 0;
}
animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance); animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
} }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
......
...@@ -3,9 +3,18 @@ using System.Collections.Generic; ...@@ -3,9 +3,18 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class AttackProperty : MonoBehaviour{ public class AttackProperty : MonoBehaviour{
public float damage=0; public float damage = 0;
public float knockBackMultiplier = 1f; public float knockBackMultiplier = 1f;
public int debuffNum = 0; public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10]; public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10]; public int[] debuffTime = new int[10];
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Enemy"))
{
Debug.Log("Ugh!");
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(damage);
}
}
} }
...@@ -28,32 +28,45 @@ public class Enemy : MonoBehaviour { ...@@ -28,32 +28,45 @@ public class Enemy : MonoBehaviour {
public float attackRange; public float attackRange;
public float patrolSpeed; public float patrolSpeed;
public float trackSpeed; public float trackSpeed;
public float attackDelay;
public float attackDuration;
private float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함 private float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth; private float currHealth;
// debuff // [HideInInspector]
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
// enemy manager // enemy manager
private EnemyManager enemyManager; private EnemyManager enemyManager;
// for animation
[HideInInspector]
public float playerDistance;
public bool gotKnockback;
RuntimeAnimatorController ac;
// drop item // drop item
// method // method
// Awake & Start // Standard Method
private void Awake() private void Awake()
{ {
enemyManager = EnemyManager.Instance; enemyManager = EnemyManager.Instance;
ac = GetComponent<Animator>().runtimeAnimatorController;
} }
private void Start() private void Start()
{ {
this.currHealth = maxHealth; this.currHealth = maxHealth;
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
}
private void Update()
{
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
if (gotKnockback)
{
}
} }
// hit by player or debuff // hit by player or debuff
...@@ -63,12 +76,9 @@ public class Enemy : MonoBehaviour { ...@@ -63,12 +76,9 @@ public class Enemy : MonoBehaviour {
gameObject.SetActive(false); gameObject.SetActive(false);
return; return;
} }
float knockback_dist = damage * unitDist / weight;
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger"); gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
} }
IEnumerator DebuffCase(EnemyDebuffed sCase) IEnumerator DebuffCase(EnemyDebuffed sCase)
{ {
......
...@@ -3,12 +3,4 @@ using System.Collections.Generic; ...@@ -3,12 +3,4 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class EnemyMelee : Enemy { public class EnemyMelee : Enemy {
public void AttackOn()
{
transform.parent.Find("Hitbox").GetComponent<BoxCollider2D>().enabled = true;
}
public void AttackOff()
{
transform.parent.Find("Hitbox").GetComponent<BoxCollider2D>().enabled = false;
}
} }
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