Commit 539e6417 authored by 18류지석's avatar 18류지석

Merge branch 'enemy' into item

parents ce128779 3a7a09f4
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...@@ -6,8 +6,11 @@ public class Damaged : StateMachineBehaviour { ...@@ -6,8 +6,11 @@ public class Damaged : StateMachineBehaviour {
RuntimeAnimatorController ac; RuntimeAnimatorController ac;
float knockbackTime; float knockbackTime;
float knockbackSpeed;
float knockbackDir; // 1: right \ -1: left
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);
Transform pivotTransform;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state // 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) { override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
...@@ -19,14 +22,19 @@ public class Damaged : StateMachineBehaviour { ...@@ -19,14 +22,19 @@ public class Damaged : StateMachineBehaviour {
knockbackTime = clip.length; knockbackTime = clip.length;
} }
} }
knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime;
Transform playerTransform = EnemyManager.Instance.player.transform; Transform playerTransform = EnemyManager.Instance.player.transform;
Transform pivotTransform = animator.transform.parent; pivotTransform = animator.transform.parent;
pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle; pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
knockbackDir = (playerTransform.position.x - pivotTransform.position.x < 0) ? 1 : -1;
} }
// 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) {
Vector2 currPosition = pivotTransform.position;
Vector2 movingDistance = new Vector2(knockbackSpeed * Time.deltaTime, 0) * knockbackDir;
pivotTransform.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
......
...@@ -40,21 +40,28 @@ public class Enemy : MonoBehaviour { ...@@ -40,21 +40,28 @@ public class Enemy : MonoBehaviour {
// for animation // for animation
[HideInInspector] [HideInInspector]
public float playerDistance; public float playerDistance;
private Animator animator;
// drop item // drop item
private InventoryManager inventoryManager;
private int[] dropTable;
// for test
public GameObject droppedItem;
public Item item;
// method // method
// Standard Method // Standard Method
private void Awake() private void Awake()
{ {
enemyManager = EnemyManager.Instance; enemyManager = EnemyManager.Instance;
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
animator = GetComponent<Animator>();
} }
private void Start() private void Start()
{ {
this.currHealth = maxHealth; this.currHealth = maxHealth;
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position); dropTable = enemyManager.dropTableByID[monsterID];
} }
private void Update() private void Update()
...@@ -66,10 +73,32 @@ public class Enemy : MonoBehaviour { ...@@ -66,10 +73,32 @@ public class Enemy : MonoBehaviour {
public void GetDamaged(PlayerAttackInfo attack) { public void GetDamaged(PlayerAttackInfo attack) {
currHealth -= attack.damage; currHealth -= attack.damage;
if(currHealth <= 0) { if(currHealth <= 0) {
gameObject.SetActive(false); processDeath();
return; return;
} }
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger"); animator.SetFloat("knockbackDistance", damage / this.weight);
animator.SetTrigger("DamagedTrigger");
}
private void processDeath()
{
float denominator = dropTable[dropTable.Length - 1];
float numerator = Random.Range(0, denominator);
int indexOfItem = 0;
for (int i = 0; i < dropTable.Length; i++)
{
if(numerator <= dropTable[i])
{
indexOfItem = i;
break;
}
}
inventoryManager.ItemInstantiate(enemyManager.dropItemList[indexOfItem], transform.parent.position);
gameObject.SetActive(false);
// animator.SetTrigger("DeadTrigger");
return;
} }
IEnumerator DebuffCase(EnemyDebuffed sCase) IEnumerator DebuffCase(EnemyDebuffed sCase)
......
...@@ -17,7 +17,7 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -17,7 +17,7 @@ public class EnemyManager : Singleton<EnemyManager>
// data of drop item // data of drop item
public TextAsset dropTableData; public TextAsset dropTableData;
public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>(); public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>();
public GameObject[] dropItemList; // insert drop item here(on right order) public string[] dropItemList; // insert drop item here(on right order)
// enemy prefab // enemy prefab
public GameObject[] enemyPrefab; public GameObject[] enemyPrefab;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMelee : Enemy {
}
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