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

피격 구현중

parent d55b29e1
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......@@ -26,7 +26,7 @@ public class MeleeIdle : StateMachineBehaviour {
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
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");
return;
......
......@@ -10,7 +10,7 @@ public class MeleeTrack : StateMachineBehaviour {
Vector3 rightsideAngle = new Vector3(0, 180, 0);
readonly float dirChangeTime = 0.5f;
Transform animatorRoot;
int maxFrame = 10;
readonly int maxFrame = 10;
int frameCounter;
Vector2 centerOfBody;
......@@ -24,14 +24,18 @@ public class MeleeTrack : StateMachineBehaviour {
float halfHeight = animatorRoot.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
Vector2 rootPosition2D = animatorRoot.position;
centerOfBody = new Vector2(0, halfHeight) + rootPosition2D;
frameCounter = 0;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
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");
return;
......@@ -39,13 +43,8 @@ public class MeleeTrack : StateMachineBehaviour {
Vector2 currPosition = animatorRoot.position;
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);
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
......
......@@ -3,9 +3,18 @@ using System.Collections.Generic;
using UnityEngine;
public class AttackProperty : MonoBehaviour{
public float damage=0;
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[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 {
public float attackRange;
public float patrolSpeed;
public float trackSpeed;
public float attackDelay;
public float attackDuration;
private float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth;
// debuff
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
// [HideInInspector]
// enemy manager
private EnemyManager enemyManager;
// for animation
[HideInInspector]
public float playerDistance;
public bool gotKnockback;
RuntimeAnimatorController ac;
// drop item
// method
// Awake & Start
// method
// Standard Method
private void Awake()
{
enemyManager = EnemyManager.Instance;
ac = GetComponent<Animator>().runtimeAnimatorController;
}
private void Start()
{
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
......@@ -63,12 +76,9 @@ public class Enemy : MonoBehaviour {
gameObject.SetActive(false);
return;
}
float knockback_dist = damage * unitDist / weight;
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
}
IEnumerator DebuffCase(EnemyDebuffed sCase)
{
......
......@@ -3,12 +3,4 @@ using System.Collections.Generic;
using UnityEngine;
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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