Commit 68c918fc authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/enemy'

# Conflicts:
#	Assets/Prefabs/TetrisMap/PlayerIcon.prefab
#	Assets/Scripts/Item/InventoryManager.cs
parents b6170ab1 501d4223
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......@@ -5,14 +5,16 @@ using UnityEngine;
public class AttackProperty : MonoBehaviour{
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
public float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER];
EffectManager effectManager;
PlayerAttack playerAttack;
InventoryManager inventoryManager;
private void Awake()
{
effectManager = EffectManager.Instance;
playerAttack = transform.parent.GetComponentInChildren<PlayerAttack>();
inventoryManager = InventoryManager.Instance;
}
private void OnTriggerEnter2D(Collider2D collision)
......@@ -21,15 +23,28 @@ public class AttackProperty : MonoBehaviour{
Bounds tmpBounds = new Bounds();
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().Invisible)
{
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffNum, debuffType, debuffTime);
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffTime);
Enemy enemyInfo = collision.transform.GetChild(0).GetComponent<Enemy>();
string combo = playerAttack.comboArray;
foreach (Item tmpItem in inventoryManager.itemList)
for (int i = 0; i < tmpItem.skillNum; i++)
{
if (tmpItem.combo[i].Equals(combo))
{
tmpItem.AttackCalculation(curAttack, enemyInfo, combo);
break;
}
}
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
//make effect
foreach (Collider2D col in GetComponents<Collider2D>())
if (col.isActiveAndEnabled)
tmpBounds = col.bounds;
if (!tmpBounds.Equals(new Bounds())) ;
if (!tmpBounds.Equals(new Bounds()))
effectManager.StartEffect(0, tmpBounds, collision.bounds);
}
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyDamaged : StateMachineBehaviour {
RuntimeAnimatorController ac;
float knockbackTime;
float knockbackSpeed;
float knockbackDir; // 1: right \ -1: left
Vector3 leftsideAngle = new Vector3(0, 0, 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
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;
}
}
knockbackSpeed = animator.GetFloat("knockbackDistance") / knockbackTime;
Transform playerTransform = EnemyManager.Instance.Player.transform;
pivotTransform = animator.transform.parent;
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
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
//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) {
//
//}
}
......@@ -3,38 +3,46 @@ using System.Collections.Generic;
using UnityEngine;
public class EnemyMeleeIdle : StateMachineBehaviour {
Vector2 origin;
float patrolRange;
float patrolSpeed;
float noticeRange;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
Vector2 origin;
Transform animatorRoot;
Enemy enemy;
// 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) {
origin = animator.transform.position;
patrolRange = animator.GetComponent<Enemy>().patrolRange;
noticeRange = animator.GetComponent<Enemy>().noticeRange;
patrolSpeed = animator.GetComponent<Enemy>().patrolSpeed;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<Enemy>();
patrolRange = enemy.patrolRange;
noticeRange = enemy.noticeRange;
patrolSpeed = enemy.patrolSpeed;
enemy.ChangeDir(NumeratedDir.Left);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (animator.GetComponent<Enemy>().PlayerDistance < noticeRange)
if (enemy.PlayerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
}
Vector2 currPosition = animatorRoot.position;
Vector2 movingDistance = -1 * animatorRoot.right * patrolSpeed * Time.deltaTime; // go left first
animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
if(Mathf.Abs(animatorRoot.position.x - origin.x) > patrolRange)
if (!enemy.MovementLock)
{
float span = animatorRoot.position.x - origin.x;
if ((Mathf.Abs(span) > patrolRange && span * enemy.MoveDir > 0) ||
enemy.WallTest[(enemy.MoveDir + 1) / 2] ||
enemy.CliffTest[(enemy.MoveDir + 1) / 2]
)
{
animatorRoot.eulerAngles = (origin.x < animatorRoot.position.x) ? leftsideAngle : rightsideAngle;
enemy.ChangeDir(enemy.MoveDir * -1);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
}
}
}
......
......@@ -3,25 +3,34 @@ using System.Collections.Generic;
using UnityEngine;
public class EnemyMeleeTrack : StateMachineBehaviour {
GameObject player;
float trackSpeed;
float attackRange;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
Transform pivotTransform;
GameObject player;
Transform animatorRoot;
Enemy enemy;
readonly int maxFrame = 10;
int frameCounter;
int frameCounter = 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) {
trackSpeed = animator.GetComponent<Enemy>().trackSpeed;
attackRange = animator.GetComponent<Enemy>().attackRange;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<Enemy>();
player = EnemyManager.Instance.Player;
pivotTransform = animator.transform.parent;
float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
Vector2 rootPosition2D = pivotTransform.position;
frameCounter = 0;
trackSpeed = enemy.trackSpeed;
attackRange = enemy.attackRange;
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir(trackDir);
if (enemy.CliffTest[(enemy.MoveDir + 1) / 2] || animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
enemy.ChangeVelocityX(0.0f);
}
else
{
enemy.ChangeVelocityX(enemy.MoveDir * trackSpeed);
}
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
......@@ -31,17 +40,23 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
animator.SetTrigger("AttackTrigger");
return;
}
int integerDir = enemy.MoveDir;
if (enemy.WallTest[(integerDir + 1) / 2] || enemy.CliffTest[(integerDir + 1) / 2])
{
enemy.ChangeVelocityX(0.0f);
}
else
{
enemy.ChangeVelocityX(enemy.MoveDir * trackSpeed);
}
frameCounter += 1;
if (frameCounter >= maxFrame)
{
pivotTransform.eulerAngles = (player.transform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir(trackDir);
frameCounter = 0;
}
Vector2 currPosition = pivotTransform.position;
Vector2 movingDistance = pivotTransform.right * trackSpeed * Time.deltaTime * -1;
pivotTransform.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
......
using System.Collections;
using System.Collections.Generic;
using System;
using System.Collections;
using UnityEngine;
using Random = UnityEngine.Random;
public class Enemy : MonoBehaviour {
// data
// data
// 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
struct EnemyDebuffed
{
public EnemyDebuffCase Case;
public float debuffTime;
}
readonly float[] immunity_time = new float[(int)EnemyDebuffCase.END_POINTER] { 0.0f, 3.0f, 6.0f, 6.0f, 6.0f };
DebuffState[] debuffState;
float fireDuration = 0.0f;
// stat
public int monsterID;
......@@ -25,96 +21,159 @@ public class Enemy : MonoBehaviour {
public float attackRange;
public float patrolSpeed;
public float trackSpeed;
private float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth;
public float[] knockbackPercentage;
public float currHealth { get; private set; }
// manager
private InventoryManager inventoryManager;
private LifeStoneManager lifeStoneManager;
private EnemyManager enemyManager;
// for animation
// for movement
private Animator animator;
private float damagedAnimLength;
public bool Invisible { get; private set; }
public bool DuringKnockback { get; private set; }
public bool MovementLock { get; private set; }
public bool KnockbackLock { get; private set; }
public float PlayerDistance { get; private set; }
private readonly float knockbackCritPoint = 0.25f;
public int MoveDir { get; private set; }
public bool[] WallTest { get; private set; }
public bool[] CliffTest { get; private set; }
// drop item
private int[] dropTable;
// method
// Standard Method
// method
// Standard method
private void Awake()
{
enemyManager = EnemyManager.Instance;
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
inventoryManager = InventoryManager.Instance;
lifeStoneManager = GameObject.Find("UI Canvas").transform.GetChild(0).GetComponent<LifeStoneManager>();
animator = GetComponent<Animator>();
WallTest = new bool[] { false, false };
CliffTest = new bool[] { false, false };
DebuffState _temp = DebuffState.Off;
debuffState = new DebuffState[(int)EnemyDebuffCase.END_POINTER] { _temp, _temp, _temp, _temp, _temp };
AnimationClip[] clips = animator.runtimeAnimatorController.animationClips;
foreach (var clip in clips) { if (clip.name.Contains("Damaged")) { damagedAnimLength = clip.length; } }
Array.Sort(knockbackPercentage);
Array.Reverse(knockbackPercentage);
}
private void Start()
{
MoveDir = (int)NumeratedDir.Left;
currHealth = maxHealth;
Invisible = DuringKnockback = false;
Invisible = MovementLock = false;
dropTable = enemyManager.DropTableByID[monsterID];
Physics2D.IgnoreCollision(enemyManager.Player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>());
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
}
private void FixedUpdate()
{
bool wallTest = IsTouchingWall();
if (wallTest)
{
Debug.Log("Touching wall");
}
bool cliffTest = IsAdvancingToCliff();
if (cliffTest)
{
Debug.Log("Advancing to cliff");
}
}
private void Update()
{
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
CheckCliff(); CheckWall();
}
// check whether enemy is advancing to cliff
public bool IsAdvancingToCliff()
// Movement & Physics
// - Check whether enemy is near to cliff
private void CheckCliff()
{
Vector2 velocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
Vector2 colliderSize = transform.parent.GetComponent<BoxCollider2D>().size;
if (velocity.x == 0) { return false; }
int enemyDir = (velocity.x > 0) ? 1 : -1;
Vector2 origin = (Vector2)transform.parent.position + enemyDir * new Vector2(colliderSize.x / 2.0f, 0);
foreach (int Dir in Enum.GetValues(typeof(NumeratedDir)))
{
Vector2 origin = (Vector2)transform.parent.position + Dir * new Vector2(colliderSize.x / 2.0f, 0);
Vector2 direction = Vector2.down;
float distance = colliderSize.y / 2.0f;
float distance = colliderSize.y / 4.0f;
int layerMask = LayerMask.NameToLayer("platform");
RaycastHit2D hit = Physics2D.Raycast(origin, direction, distance, layerMask);
return (hit.collider == null);
CliffTest[(Dir + 1) / 2] = (hit.collider == null);
}
}
public bool IsTouchingWall()
// - Check whether enemy is touching wall
private void CheckWall()
{
int enemyDir = (transform.parent.eulerAngles.y == 180.0f) ? 1 : -1;
Vector2 colliderSize = transform.parent.GetComponent<BoxCollider2D>().size;
Vector2 origin = (Vector2)transform.parent.position + enemyDir * new Vector2(colliderSize.x / 2.0f, 0);
Vector2 direction = Vector2.right * enemyDir;
float distance = 0.02f;
int layerMask = LayerMask.GetMask("Wall", "OuterWall");
foreach (int Dir in Enum.GetValues(typeof(NumeratedDir)))
{
Vector2 origin = (Vector2)transform.parent.position + new Vector2(Dir * colliderSize.x / 2.0f, colliderSize.y);
Vector2 direction = Vector2.right * Dir;
float distance = 0.5f;
LayerMask layerMask = LayerMask.GetMask("Wall", "OuterWall");
RaycastHit2D hit = Physics2D.Raycast(origin, direction, distance, layerMask);
return (hit.collider != null);
WallTest[(Dir + 1) / 2] = (hit.collider != null);
}
}
// - Change direction, and speed of rigidbody of enemy
public void ChangeVelocityX(float val)
{
ChangeVelocityX_lock(val, new bool[] { MovementLock, KnockbackLock });
}
private void ChangeVelocityX_lock(float val, bool[] lockArray)
{
foreach(var Lock in lockArray) { if (Lock) return; }
Vector2 tempVelocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = val;
transform.parent.GetComponent<Rigidbody2D>().velocity = tempVelocity;
}
public void ChangeDir(object dir)
{
ChangeDir_lock(dir, new bool[] { MovementLock, KnockbackLock });
}
private void ChangeDir_lock(object dir, bool[] lockArray)
{
foreach (var Lock in lockArray) { if (Lock) return; }
MoveDir = (int)dir;
transform.parent.eulerAngles = ((NumeratedDir)dir == NumeratedDir.Left) ? new Vector2(0, 0) : new Vector2(0, 180);
}
// - Knockback coroutine
IEnumerator Knockback(float knockbackDist, float knockbackTime)
{
MovementLock = true;
bool[] lockArray = new bool[] { false, KnockbackLock };
int knockbackDir = (enemyManager.Player.transform.position.x - transform.parent.position.x >= 0) ? -1 : 1;
float knockbackVelocity = knockbackDir * knockbackDist / knockbackTime;
ChangeDir_lock(knockbackDir * -1, new bool[] { MovementLock, KnockbackLock });
ChangeVelocityX_lock(knockbackVelocity, lockArray);
for (float timer = 0; timer <= knockbackTime; timer += Time.deltaTime)
{
if (CliffTest[(knockbackDir + 1) / 2])
{
ChangeVelocityX_lock(0.0f, lockArray);
yield return new WaitForSeconds(knockbackTime - timer);
break;
}
yield return new WaitForFixedUpdate();
}
MovementLock = false;
ChangeVelocityX(0.0f);
}
// When damaged
// hit by player or debuff
public void GetDamaged(PlayerAttackInfo attack) {
// - Calculate value & Arrange information
public void GetDamaged(PlayerAttackInfo attack)
{
float prevHealth = currHealth;
currHealth -= attack.damage;
if (currHealth <= 0)
{
......@@ -122,26 +181,174 @@ public class Enemy : MonoBehaviour {
animator.SetTrigger("DeadTrigger");
return;
}
DebuffApply(attack.debuffTime);
float knockbackDist = attack.damage * attack.knockBackMultiplier / weight;
float knockbackTime = (knockbackDist >= 0.5f) ? 0.5f : knockbackDist;
if (!DuringKnockback)
if (MovementLock) // 넉백이 진행 중
{
StopCoroutine("Knockback");
}
StartCoroutine(Knockback(knockbackDist, knockbackTime));
if (knockbackDist >= knockbackCritPoint)
float currHealthPercentage = currHealth / maxHealth;
float prevHealthPercentage = prevHealth / maxHealth;
foreach (float percentage in knockbackPercentage)
{
if (currHealthPercentage > percentage) { break; }
if (prevHealthPercentage > percentage)
{
animator.SetFloat("knockbackTime", knockbackTime);
animator.SetTrigger("DamagedTrigger");
break;
}
}
}
public void GetDamaged(float damage)
{
currHealth -= damage;
if (currHealth <= 0)
{
Invisible = true;
animator.SetTrigger("DeadTrigger");
return;
}
}
// - Apply debuff
private void DebuffApply(float[] debuffTime)
{
if(debuffState[(int)EnemyDebuffCase.Ice] == DebuffState.On){
OffDebuff(EnemyDebuffCase.Ice);
}
foreach (int debuff in Enum.GetValues(typeof(EnemyDebuffCase)))
{
if(debuff == (int)EnemyDebuffCase.END_POINTER || debuffTime[debuff] == 0.0f || debuffState[debuff] == DebuffState.Immune)
{
continue;
}
float duration = debuffTime[debuff];
switch ((EnemyDebuffCase)debuff)
{
case EnemyDebuffCase.Fire:
if (fireDuration != 0.0f) { fireDuration += duration; }
else {
debuffState[debuff] = DebuffState.On;
StartCoroutine(OnFire(duration));
}
break;
case EnemyDebuffCase.Ice:
debuffState[debuff] = DebuffState.On;
StartCoroutine(OnIce(duration));
break;
case EnemyDebuffCase.Stun:
if(debuffState[debuff] != DebuffState.On) {
debuffState[debuff] = DebuffState.On;
StartCoroutine(OnStun(duration));
}
break;
case EnemyDebuffCase.Blind:
StartCoroutine(OnBlind(duration));
break;
case EnemyDebuffCase.Charm:
StartCoroutine(OnCharm(duration));
break;
default:
break;
}
}
}
// - Debuff coroutine
IEnumerator OnFire(float duration)
{
fireDuration = duration;
float dotGap = 1.0f;
while(true)
{
yield return new WaitForSeconds(dotGap);
fireDuration -= dotGap;
if (fireDuration < 0.0f) {
fireDuration = 0.0f;
break;
}
GetDamaged(lifeStoneManager.lifeStoneRowNum * 3);
}
debuffState[(int)EnemyDebuffCase.Fire] = DebuffState.Off;
}
IEnumerator OnIce(float duration)
{
ChangeVelocityX_lock(0.0f, new bool[] { });
KnockbackLock = true;
animator.SetTrigger("StunnedTrigger");
animator.speed = damagedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Ice);
}
IEnumerator OnStun(float duration)
{
ChangeVelocityX_lock(0.0f, new bool[] { });
animator.SetTrigger("StunnedTrigger");
animator.speed = damagedAnimLength / duration;
yield return new WaitForSeconds(duration);
OffDebuff(EnemyDebuffCase.Stun);
yield return null;
}
IEnumerator OnBlind(float duration)
{
yield return null;
}
IEnumerator OnCharm(float duration)
{
yield return null;
}
IEnumerator ImmuneTimer(EnemyDebuffCase Case, float duration)
{
debuffState[(int)Case] = DebuffState.Immune;
yield return new WaitForSeconds(duration);
debuffState[(int)Case] = DebuffState.Off;
}
private void OffDebuff(EnemyDebuffCase Case)
{
StartCoroutine(ImmuneTimer(Case, immunity_time[(int)Case]));
switch (Case)
{
case EnemyDebuffCase.Ice:
StopCoroutine("OnIce");
KnockbackLock = false;
animator.speed = 1.0f;
animator.SetTrigger("DisableStunTrigger");
break;
case EnemyDebuffCase.Stun:
StopCoroutine("OnStun");
animator.speed = 1.0f;
animator.SetTrigger("DisableStunTrigger");
break;
default:
break;
}
}
// Animation Event
// Dead
// - When dead
public void DeadEvent()
{
if (transform.parent.GetComponentInChildren<HPBar>())
transform.parent.GetComponentInChildren<HPBar>().Inactivate();
transform.parent.gameObject.SetActive(false);
StopAllCoroutines();
enemyManager.EnemyDeadCount++; // 다른 enemy로 인해 소환되는 enemy가 추가될 경우 여기를 건드려야 함
// Drop 아이템 결정. 인덱스 별 아이템은 맨 밑에 서술
......@@ -186,98 +393,12 @@ public class Enemy : MonoBehaviour {
return;
}
// Coroutine
// Knockback
IEnumerator Knockback(float knockbackDist, float knockbackTime)
public void aaa()
{
DuringKnockback = true;
bool isPlayerLeft = (enemyManager.Player.transform.position.x - transform.parent.position.x <= 0);
float knockbackVelocity = ((isPlayerLeft) ? 1 : -1) * knockbackDist / knockbackTime;
transform.parent.eulerAngles = (isPlayerLeft) ? new Vector2(0.0f, 0.0f) : new Vector2(0.0f, 180.0f);
Vector2 tempVelocity = transform.parent.GetComponent<Rigidbody2D>().velocity;
tempVelocity.x = knockbackVelocity;
transform.parent.GetComponent<Rigidbody2D>().velocity = tempVelocity;
yield return new WaitForSeconds(knockbackTime);
DuringKnockback = false;
}
// Debuff
IEnumerator DebuffCase(EnemyDebuffed sCase)
{
if (sCase.Case == EnemyDebuffCase.fire)
{
StartCoroutine(OnFire(sCase));
}
else if (sCase.Case == EnemyDebuffCase.ice && !immunity[(int)EnemyDebuffCase.ice])
{
//Enemy 정지하는 코드 필요
immunity[(int)EnemyDebuffCase.ice] = true;
yield return StartCoroutine(DebuffDoing(sCase));
}
else if (sCase.Case == EnemyDebuffCase.stun && !immunity[(int)EnemyDebuffCase.stun])
{
//Enemy 정지하는 코드 필요
immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase));
}
else if (sCase.Case == EnemyDebuffCase.blind && !immunity[(int)EnemyDebuffCase.blind])
{
//Enemy의 공격이 적중하지 않는 코드 필요
immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase));
}
else if (sCase.Case == EnemyDebuffCase.charm && !immunity[(int)EnemyDebuffCase.charm])
{
//Enemy 공격이 플레이어 회복하는 코드 필요
immunity[(int)EnemyDebuffCase.stun] = true;
yield return StartCoroutine(DebuffDoing(sCase));
}
}
IEnumerator OnFire(EnemyDebuffed sCase)
{
for (int i = 0; i < sCase.debuffTime / 1; i++)
{
yield return new WaitForSeconds(1.0f);
currHealth = currHealth - playerMaxHealth / 10;
}
}
IEnumerator DebuffDoing(EnemyDebuffed sCase)
{
yield return new WaitForSeconds(sCase.debuffTime);
yield return StartCoroutine(DebuffEnd(sCase));
}
IEnumerator DebuffEnd(EnemyDebuffed sCase)
{
//다시 동작하는 코드 필요
yield return StartCoroutine(ImmunityTimer(sCase));
}
IEnumerator ImmunityTimer(EnemyDebuffed sCase)
{
yield return new WaitForSeconds(immunity_time[(int)sCase.Case]);
immunity[(int)sCase.Case] = false;
Debug.Log("aaa");
}
}
//얼음일때 깨어나기
//공격이 적중했을 때 매혹에서 깨어나기
/* Item Drop Index
* 0 - None
* 1 - Lifestone 1
......
......@@ -14,7 +14,7 @@ public class PlayerAttack : MonoBehaviour {
public Animator anim;
public AnimatorOverrideController aoc;
public AnimationClip[] normalAttack = new AnimationClip[3];
public InventoryManager inventoryManager;
InventoryManager inventoryManager;
public LifeStoneManager lifeStoneManager;
float comboEndTime;
......@@ -24,6 +24,7 @@ public class PlayerAttack : MonoBehaviour {
void Awake ()
{
inventoryManager = InventoryManager.Instance;
playerController = GetComponent<PlayerController>();
anim = GetComponent<Animator>();
aoc = new AnimatorOverrideController(anim.runtimeAnimatorController);
......@@ -132,13 +133,14 @@ public class PlayerAttack : MonoBehaviour {
void CheckCombo()
{
List<Item> itemList = inventoryManager.itemList;
foreach(Item item in itemList)
foreach (Item item in itemList)
{
for(int i=0; i< item.skillNum; i++)
{
if(item.combo[i].Equals(comboArray))
{
aoc["PlayerAttackAnim"] = item.animation[i];
anim.SetTrigger("attack");
item.ComboAction(i);
......@@ -146,6 +148,7 @@ public class PlayerAttack : MonoBehaviour {
if (playerController.playerState != PlayerState.GoingUp && playerController.playerState != PlayerState.GoingDown)
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x,-0.5f,0.5f), GetComponent<Rigidbody2D>().velocity.y);
playerController.playerState = PlayerState.Attack;
return;
}
}
......@@ -158,7 +161,6 @@ public class PlayerAttack : MonoBehaviour {
GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x, -0.5f, 0.5f),GetComponent<Rigidbody2D>().velocity.y);
playerController.playerState = PlayerState.Attack;
if (!CheckLongerCombo()) comboArray = comboArray[comboArray.Length - 1] + "";
}
bool CheckLongerCombo()
......
......@@ -5,15 +5,18 @@ using UnityEngine;
public class PlayerAttackInfo {
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
public PlayerAttackInfo(float damage, float knockBackMultiplier, int debuffNum, EnemyDebuffCase[] debuffType, int[] debuffTime)
public float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER];
public PlayerAttackInfo(float damage, float knockBackMultiplier, float[] debuffTime)
{
this.damage = damage;
this.knockBackMultiplier = knockBackMultiplier;
this.debuffNum = debuffNum;
this.debuffType = debuffType;
this.debuffTime = debuffTime;
}
public PlayerAttackInfo(PlayerAttackInfo origin)
{
damage = origin.damage;
knockBackMultiplier = origin.knockBackMultiplier;
debuffTime = origin.debuffTime;
}
}
......@@ -14,7 +14,7 @@ public class EffectManager : Singleton<EffectManager> {
effectArray = new GameObject[20];
for (int i = 0; i < effectArray.Length; i++)
{
effectArray[i] = Instantiate(effectPrefab);
effectArray[i] = Instantiate(effectPrefab,transform);
effectArray[i].SetActive(false);
}
......
public enum EnemyDebuffCase
{
fire,
ice,
stun,
blind,
charm
Fire,
Ice,
Stun,
Blind,
Charm,
END_POINTER
};
public enum DebuffState
{
Off,
On,
Immune,
}
public enum NumeratedDir
{
Left = -1,
Right = 1
};
public enum PlayerDebuffCase
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HPBar : MonoBehaviour {
public float width;
public float height;
public float yOffset;
public GameObject barPrefab;
public Sprite bor, red;
GameObject empty, instBor, instRed;
void Awake () {
if(!GameObject.Find("HPBarEmpty"))
empty = Instantiate(new GameObject("HPBarEmpty"));
empty = GameObject.Find("HPBarEmpty");
instBor = Instantiate(barPrefab, empty.transform);
instBor.GetComponent<SpriteRenderer>().sprite = bor;
instRed = Instantiate(barPrefab, empty.transform);
instRed.GetComponent<SpriteRenderer>().sprite = red;
instRed.GetComponent<SpriteRenderer>().sortingOrder = 1;
}
void Update () {
if(transform.parent.gameObject.activeSelf)
{
instBor.SetActive(true);
instBor.transform.localScale = new Vector3(width / instBor.GetComponent<SpriteRenderer>().size.x, height / instBor.GetComponent<SpriteRenderer>().size.y, 1);
instBor.transform.position = transform.parent.position + new Vector3(0, yOffset, 0);
float cur = Mathf.Max(0,transform.parent.GetComponentInChildren<Enemy>().currHealth / transform.parent.GetComponentInChildren<Enemy>().maxHealth);
instRed.SetActive(true);
instRed.transform.localScale = new Vector3((width / instRed.GetComponent<SpriteRenderer>().size.x - height / instRed.GetComponent<SpriteRenderer>().size.y * 0.2f) * cur, height / instRed.GetComponent<SpriteRenderer>().size.y * 0.8f, 1);
instRed.transform.position = transform.parent.position + new Vector3((width - height * 0.2f) / -2f, yOffset, 0);
}
}
public void Inactivate()
{
instBor.SetActive(false);
instRed.SetActive(false);
}
}
fileFormatVersion: 2
guid: 752c7d4f7a0f1444c84cadeae1fab1d7
guid: 493db5529c03fce44a56a2211507667e
MonoImporter:
externalObjects: {}
serializedVersion: 2
......
......@@ -24,4 +24,34 @@ public abstract class Addon {
highlight = null;
sizeInventory = new Vector2(0, 0);
}
public virtual float DamageAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 0f;
}
public virtual float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 1f;
}
public virtual float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
float[] varArray = new float[(int)EnemyDebuffCase.END_POINTER];
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++) varArray[i] = 0f;
return varArray;
}
public virtual float[] DebuffMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
float[] varArray = new float[(int)EnemyDebuffCase.END_POINTER];
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++) varArray[i] = 1f;
return varArray;
}
public virtual float KnockBackAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 0f;
}
public virtual float KnockBackMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 1f;
}
}
......@@ -12,7 +12,7 @@ public class AddonDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDra
void Start()
{
ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>();
manager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
manager = InventoryManager.Instance;
addonGroup = ui.gameObject.transform.Find("AddonGroup");
discardBin = ui.gameObject.transform.Find("DiscardBin");
}
......
......@@ -9,7 +9,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction
public Item item;
public Addon addon;
public GameObject highlight;
float itemSizeMultiplier = 0.007f;
public float itemSizeMultiplier;
Rigidbody2D rb2D;
BoxCollider2D bc2D;
SpriteRenderer sprt;
......@@ -34,7 +34,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction
}
public void Init(Addon _addon, Vector3 pos)
{
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
inventoryManager = InventoryManager.Instance;
addon = _addon;
itemAddon = true;
rb2D = GetComponent<Rigidbody2D>();
......
......@@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
public class InventoryManager : MonoBehaviour {
public class InventoryManager : Singleton<InventoryManager> {
public List<Item> itemList = new List<Item>();
public List<Addon> addonList = new List<Addon>();
......@@ -23,8 +23,7 @@ public class InventoryManager : MonoBehaviour {
SetPool();
//ItemInstantiate("Dagger", player.transform.position, 0f);
ItemInstantiate("Dagger", player.transform.position, 0f);
StartCoroutine(TestCoroutine());
}
/// <summary>
......@@ -227,6 +226,8 @@ public class InventoryManager : MonoBehaviour {
itemList.Add(item);
ui.SetOnPosition(itemList, addonList);
Debug.Log(itemList[0].combo[0] + " " + itemList[0].combo[1]);
return true;
}
/// <summary>
......
......@@ -64,10 +64,75 @@ public abstract class Item {
{
}
public void AttackCalculation(PlayerAttackInfo attackInfo, Enemy enemyInfo)
public virtual void AttackCalculation(PlayerAttackInfo attackInfo, Enemy enemyInfo, string combo)
{
PlayerAttackInfo originInfo = new PlayerAttackInfo(attackInfo);
float[] tmpArray;
attackInfo.damage += DamageAdder(originInfo, enemyInfo, combo);
attackInfo.knockBackMultiplier += KnockBackAdder(originInfo, enemyInfo, combo);
tmpArray = DebuffAdder(originInfo, enemyInfo, combo);
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++)
attackInfo.debuffTime[i] += tmpArray[i];
for (int j = 0; j < attachable.Length; j++)
{
if (attachable[j] && addons[j] != null)
{
attackInfo.damage += addons[j].DamageAdder(originInfo, enemyInfo, combo);
attackInfo.knockBackMultiplier += addons[j].KnockBackAdder(originInfo, enemyInfo, combo);
tmpArray = addons[j].DebuffAdder(originInfo, enemyInfo, combo);
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++)
attackInfo.debuffTime[i] += tmpArray[i];
}
}
attackInfo.damage *= DamageMultiplier(originInfo, enemyInfo, combo);
attackInfo.knockBackMultiplier *= KnockBackMultiplier(originInfo, enemyInfo, combo);
tmpArray = DebuffMultiplier(originInfo, enemyInfo, combo);
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++)
attackInfo.debuffTime[i] *= tmpArray[i];
for (int j = 0; j < attachable.Length; j++)
{
if (attachable[j] && addons[j] != null)
{
attackInfo.damage *= addons[j].DamageMultiplier(originInfo, enemyInfo, combo);
attackInfo.knockBackMultiplier *= addons[j].KnockBackMultiplier(originInfo, enemyInfo, combo);
tmpArray = addons[j].DebuffMultiplier(originInfo, enemyInfo, combo);
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++)
attackInfo.debuffTime[i] *= tmpArray[i];
}
}
}
public virtual float DamageAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 0f;
}
public virtual float DamageMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 1f;
}
public virtual float[] DebuffAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
float[] varArray = new float[(int)EnemyDebuffCase.END_POINTER];
for (int i = 0; i< (int)EnemyDebuffCase.END_POINTER; i++) varArray[i] = 0f;
return varArray;
}
public virtual float[] DebuffMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
float[] varArray = new float[(int)EnemyDebuffCase.END_POINTER];
for (int i = 0; i < (int)EnemyDebuffCase.END_POINTER; i++) varArray[i] = 1f;
return varArray;
}
public virtual float KnockBackAdder(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 0f;
}
public virtual float KnockBackMultiplier(PlayerAttackInfo attackInfo, Enemy enemInfo, string combo)
{
return 1f;
}
}
......@@ -12,7 +12,7 @@ public class ItemDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
void Start()
{
ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>();
manager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
manager = InventoryManager.Instance;
discardBin = ui.gameObject.transform.Find("DiscardBin");
}
public void OnBeginDrag(PointerEventData eventData)
......
......@@ -8,7 +8,7 @@ public class ItemRoomInGame : RoomInGame {
{
base.RoomEnter();
Room room = transform.parent.GetComponent<Room>();
InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>();
InventoryManager inventoryManager = InventoryManager.Instance;
LifeStoneManager lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>();
int probability = Random.Range(0, 100);
Vector3 itemPosition = transform.Find("item spot").position;
......
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......@@ -78,6 +78,12 @@ TagManager:
- name: Door
uniqueID: 343148499
locked: 0
- name: HPBar
uniqueID: 338107509
locked: 0
- name: Effect
uniqueID: 2841314395
locked: 0
- name: Fog
uniqueID: 3423500867
locked: 0
......@@ -87,6 +93,3 @@ TagManager:
- name: PortalSurface
uniqueID: 3732261229
locked: 0
- name: Effect
uniqueID: 2841314395
locked: 0
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