Commit 68c7d68d authored by 15김민규's avatar 15김민규

고블린 공격 구현.

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...@@ -6,9 +6,6 @@ public class MeleeAttack : StateMachineBehaviour { ...@@ -6,9 +6,6 @@ public class MeleeAttack : StateMachineBehaviour {
float timer; float timer;
float attackDelay; float attackDelay;
float attackDuration; float attackDuration;
public Sprite castingSprite;
public Sprite attackingSprite;
Sprite prevSprite;
enum SubState enum SubState
{ {
...@@ -20,9 +17,8 @@ public class MeleeAttack : StateMachineBehaviour { ...@@ -20,9 +17,8 @@ public class MeleeAttack : StateMachineBehaviour {
// 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) {
prevSprite = animator.GetComponent<SpriteRenderer>().sprite; attackDelay = animator.GetComponent<Enemy>().attackDelay;
attackDelay = animator.GetFloat("attackDelay"); attackDuration = animator.GetComponent<Enemy>().attackDuration;
attackDuration = animator.GetFloat("attackDuration");
subState = SubState.BEFOREATTACK; subState = SubState.BEFOREATTACK;
timer = 0.0f; timer = 0.0f;
} }
...@@ -35,7 +31,6 @@ public class MeleeAttack : StateMachineBehaviour { ...@@ -35,7 +31,6 @@ public class MeleeAttack : StateMachineBehaviour {
if (subState == SubState.BEFOREATTACK) if (subState == SubState.BEFOREATTACK)
{ {
subState = SubState.CASTING; subState = SubState.CASTING;
animator.GetComponent<SpriteRenderer>().sprite = castingSprite;
} }
// action during casting attack // action during casting attack
} }
...@@ -44,7 +39,6 @@ public class MeleeAttack : StateMachineBehaviour { ...@@ -44,7 +39,6 @@ public class MeleeAttack : StateMachineBehaviour {
if (subState == SubState.CASTING) if (subState == SubState.CASTING)
{ {
subState = SubState.ATTACKING; subState = SubState.ATTACKING;
animator.GetComponent<SpriteRenderer>().sprite = attackingSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = true; animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = true;
} }
} }
...@@ -56,7 +50,6 @@ public class MeleeAttack : StateMachineBehaviour { ...@@ -56,7 +50,6 @@ public class MeleeAttack : StateMachineBehaviour {
// 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
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.GetComponent<SpriteRenderer>().sprite = prevSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = false; animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = false;
} }
......
...@@ -6,35 +6,37 @@ public class MeleeIdle : StateMachineBehaviour { ...@@ -6,35 +6,37 @@ public class MeleeIdle : StateMachineBehaviour {
Vector2 origin; Vector2 origin;
float patrolRange; float patrolRange;
float movementSpeed; float patrolSpeed;
float noticeRange; float noticeRange;
GameObject player; GameObject player;
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 animatorRoot;
// 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) {
origin = animator.transform.position; origin = animator.transform.position;
patrolRange = animator.GetFloat("patrolRange"); patrolRange = animator.GetComponent<Enemy>().patrolRange;
noticeRange = animator.GetFloat("noticeRange"); noticeRange = animator.GetComponent<Enemy>().noticeRange;
movementSpeed = animator.GetFloat("movementSpeedPatrol"); patrolSpeed = animator.GetComponent<Enemy>().patrolSpeed;
player = GameObject.Find("Player"); player = EnemyManager.Instance.player;
animatorRoot = animator.transform.parent;
} }
// 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, animator.transform.position) < noticeRange) if (Vector2.Distance(player.transform.position, animatorRoot.position) < noticeRange)
{ {
animator.SetTrigger("TrackTrigger"); animator.SetTrigger("TrackTrigger");
return; return;
} }
Vector2 currPosition = animator.transform.position; Vector2 currPosition = animatorRoot.position;
Vector2 movingDistance = -1 * animator.transform.right * movementSpeed * Time.deltaTime; // go left first Vector2 movingDistance = -1 * animatorRoot.right * patrolSpeed * Time.deltaTime; // go left first
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance); animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
if(Mathf.Abs(animator.transform.position.x - origin.x) > patrolRange) if(Mathf.Abs(animatorRoot.position.x - origin.x) > patrolRange)
{ {
animator.transform.eulerAngles = (origin.x < animator.transform.position.x) ? leftsideAngle : rightsideAngle; animatorRoot.eulerAngles = (origin.x < animatorRoot.position.x) ? leftsideAngle : rightsideAngle;
} }
} }
......
...@@ -4,48 +4,54 @@ using UnityEngine; ...@@ -4,48 +4,54 @@ using UnityEngine;
public class MeleeTrack : StateMachineBehaviour { public class MeleeTrack : StateMachineBehaviour {
GameObject player; GameObject player;
float movementSpeed; float trackSpeed;
float attackRange; float attackRange;
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;
IEnumerator dirChange; int maxFrame = 10;
int frameCounter;
Vector2 centerOfBody;
// 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) {
movementSpeed = animator.GetFloat("movementSpeedTrack"); trackSpeed = animator.GetComponent<Enemy>().trackSpeed;
attackRange = animator.GetFloat("attackRange"); attackRange = animator.GetComponent<Enemy>().attackRange;
player = GameObject.Find("Player"); player = EnemyManager.Instance.player;
dirChange = DirChange(animator);
animator.GetComponent<MonoBehaviour>().StartCoroutine(dirChange); animatorRoot = animator.transform.parent;
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 // 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, animator.transform.position) < attackRange) frameCounter += 1;
if (Vector2.Distance(player.transform.position, centerOfBody) < attackRange)
{ {
animator.SetTrigger("AttackTrigger"); animator.SetTrigger("AttackTrigger");
return; return;
} }
Vector2 currPosition = animator.transform.position;
Vector2 movingDistance = animator.transform.right * movementSpeed * Time.deltaTime * -1;
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
}
IEnumerator DirChange(Animator animator) Vector2 currPosition = animatorRoot.position;
{ Vector2 movingDistance = animatorRoot.right * trackSpeed * Time.deltaTime * -1;
while (true) if(frameCounter >= maxFrame)
{ {
animator.transform.eulerAngles = (player.transform.position.x - animator.transform.position.x < 0) ? leftsideAngle : rightsideAngle; animatorRoot.eulerAngles = (player.transform.position.x - animatorRoot.position.x < 0) ? leftsideAngle : rightsideAngle;
yield return new WaitForSeconds(dirChangeTime); frameCounter = 0;
} }
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
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { //override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animator.GetComponent<MonoBehaviour>().StopCoroutine(dirChange); //
} //}
// OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here // 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) { //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
......
...@@ -6,7 +6,7 @@ using Random = UnityEngine.Random; ...@@ -6,7 +6,7 @@ using Random = UnityEngine.Random;
public class Enemy : MonoBehaviour { public class Enemy : MonoBehaviour {
// data // data
// static // static
static readonly float unitDist = 3; static readonly float unitDist = 3;
enum debuffCase { fire, ice, stun, blind, charm }; enum debuffCase { fire, ice, stun, blind, charm };
...@@ -20,6 +20,14 @@ public class Enemy : MonoBehaviour { ...@@ -20,6 +20,14 @@ public class Enemy : MonoBehaviour {
public int monsterID; public int monsterID;
public float maxHealth; public float maxHealth;
public float weight; public float weight;
public float patrolRange;
public float noticeRange;
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 playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth; private float currHealth;
...@@ -28,41 +36,21 @@ public class Enemy : MonoBehaviour { ...@@ -28,41 +36,21 @@ public class Enemy : MonoBehaviour {
bool[] immunity = new bool[] { false, }; //현재 에너미가 디버프 상태에 대해서 면역인지를 체크하는 변수 bool[] immunity = new bool[] { false, }; //현재 에너미가 디버프 상태에 대해서 면역인지를 체크하는 변수
// enemy manager // enemy manager
private readonly EnemyManager enemyManager = EnemyManager.Instance; private EnemyManager enemyManager;
// drop item // drop item
// data for ignoring collision
Vector2 lastPosition;
Vector2 lastVelocity;
float lastAngularVelocity;
// method // method
// constructor // Awake & Start
public Enemy(int id, float maxHealth, float weight) { private void Awake()
this.maxHealth = maxHealth;
this.weight = weight;
this.currHealth = maxHealth;
}
// ignore collision with player
void FixedUpdate()
{ {
lastPosition = transform.position; enemyManager = EnemyManager.Instance;
lastVelocity = GetComponent<Rigidbody2D>().velocity;
lastAngularVelocity = GetComponent<Rigidbody2D>().angularVelocity;
} }
void OnCollisionEnter2D(Collision2D col) private void Start()
{
if (col.gameObject.tag == "Player")
{ {
transform.position = lastPosition; this.currHealth = maxHealth;
GetComponent<Rigidbody2D>().velocity = lastVelocity;
GetComponent<Rigidbody2D>().angularVelocity = lastAngularVelocity;
Physics2D.IgnoreCollision(col.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
}
} }
// hit by player or debuff // hit by player or debuff
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyCollision : MonoBehaviour {
// data for ignoring collision
Vector2 lastPosition;
Vector2 lastVelocity;
float lastAngularVelocity;
// Update is called once per frame
void FixedUpdate () {
lastPosition = transform.position;
lastVelocity = GetComponent<Rigidbody2D>().velocity;
lastAngularVelocity = GetComponent<Rigidbody2D>().angularVelocity;
}
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag == "Player")
{
transform.position = lastPosition;
GetComponent<Rigidbody2D>().velocity = lastVelocity;
GetComponent<Rigidbody2D>().angularVelocity = lastAngularVelocity;
Physics2D.IgnoreCollision(col.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
}
}
}
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...@@ -11,6 +11,9 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -11,6 +11,9 @@ public class EnemyManager : Singleton<EnemyManager>
// static // static
private static readonly int poolSize = 10; private static readonly int poolSize = 10;
// hold player for animation
public GameObject player;
// 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[]>();
...@@ -27,8 +30,9 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -27,8 +30,9 @@ public class EnemyManager : Singleton<EnemyManager>
// Awake // Awake
private void Awake() private void Awake()
{ {
player = GameObject.Find("Player");
LoadDropTable(dropTableData); LoadDropTable(dropTableData);
createEnemyPool(); CreateEnemyPool();
} }
// Spawn Enemy to Map // Spawn Enemy to Map
...@@ -40,14 +44,14 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -40,14 +44,14 @@ public class EnemyManager : Singleton<EnemyManager>
GameObject enemy = enemySpot.gameObject.GetComponent<enemySpot>().enemyPrefab; GameObject enemy = enemySpot.gameObject.GetComponent<enemySpot>().enemyPrefab;
foreach(Transform location in enemySpot) foreach(Transform location in enemySpot)
{ {
GameObject clone = pickFromPool(enemy); GameObject clone = PickFromPool(enemy);
clone.transform.position = location.position; clone.transform.position = location.position;
} }
} }
} }
// Object Pool // Object Pool
private void createEnemyPool() private void CreateEnemyPool()
{ {
foreach(GameObject eachEnemy in enemyPrefab) foreach(GameObject eachEnemy in enemyPrefab)
{ {
...@@ -61,7 +65,7 @@ public class EnemyManager : Singleton<EnemyManager> ...@@ -61,7 +65,7 @@ public class EnemyManager : Singleton<EnemyManager>
} }
} }
private GameObject pickFromPool(GameObject enemy) private GameObject PickFromPool(GameObject enemy)
{ {
GameObject[] pool = enemyPool[enemy]; GameObject[] pool = enemyPool[enemy];
foreach(GameObject obj in pool) foreach(GameObject obj in pool)
......
using System.Collections;
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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using System.Collections;  using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
......
...@@ -96,7 +96,6 @@ public class PlayerController : MonoBehaviour ...@@ -96,7 +96,6 @@ public class PlayerController : MonoBehaviour
else if (horizontalRaw == -1f) transform.localScale = new Vector3(1f, transform.localScale.y, transform.localScale.z); else if (horizontalRaw == -1f) transform.localScale = new Vector3(1f, transform.localScale.y, transform.localScale.z);
} }
if (verticalRaw == -1 && !isDownPlatform) if (verticalRaw == -1 && !isDownPlatform)
{ {
RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer); RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, rayDistance, platformLayer);
...@@ -161,7 +160,6 @@ public class PlayerController : MonoBehaviour ...@@ -161,7 +160,6 @@ public class PlayerController : MonoBehaviour
else playerState = PlayerState.GoingDown; else playerState = PlayerState.GoingDown;
} }
if (horizontalRaw != 0) if (horizontalRaw != 0)
{ {
if (horizontal != 1 && horizontal != -1 && dashStart == 0) if (horizontal != 1 && horizontal != -1 && dashStart == 0)
...@@ -186,7 +184,6 @@ public class PlayerController : MonoBehaviour ...@@ -186,7 +184,6 @@ public class PlayerController : MonoBehaviour
isDashing = false; isDashing = false;
} }
if (isDashing) if (isDashing)
rb.AddForce(horizontalRaw * dashAccerlation * Time.smoothDeltaTime * Vector2.right); rb.AddForce(horizontalRaw * dashAccerlation * Time.smoothDeltaTime * Vector2.right);
else else
......
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