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; ...@@ -5,14 +5,16 @@ 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 float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER];
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
EffectManager effectManager; EffectManager effectManager;
PlayerAttack playerAttack;
InventoryManager inventoryManager;
private void Awake() private void Awake()
{ {
effectManager = EffectManager.Instance; effectManager = EffectManager.Instance;
playerAttack = transform.parent.GetComponentInChildren<PlayerAttack>();
inventoryManager = InventoryManager.Instance;
} }
private void OnTriggerEnter2D(Collider2D collision) private void OnTriggerEnter2D(Collider2D collision)
...@@ -21,15 +23,28 @@ public class AttackProperty : MonoBehaviour{ ...@@ -21,15 +23,28 @@ public class AttackProperty : MonoBehaviour{
Bounds tmpBounds = new Bounds(); Bounds tmpBounds = new Bounds();
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().Invisible) 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>(); 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); collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
//make effect
foreach (Collider2D col in GetComponents<Collider2D>()) foreach (Collider2D col in GetComponents<Collider2D>())
if (col.isActiveAndEnabled) if (col.isActiveAndEnabled)
tmpBounds = col.bounds; tmpBounds = col.bounds;
if (!tmpBounds.Equals(new Bounds())) ; if (!tmpBounds.Equals(new Bounds()))
effectManager.StartEffect(0, tmpBounds, collision.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) {
//
//}
}
...@@ -3,39 +3,47 @@ using System.Collections.Generic; ...@@ -3,39 +3,47 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class EnemyMeleeIdle : StateMachineBehaviour { public class EnemyMeleeIdle : StateMachineBehaviour {
Vector2 origin;
float patrolRange; float patrolRange;
float patrolSpeed; float patrolSpeed;
float noticeRange; float noticeRange;
Vector3 leftsideAngle = new Vector3(0, 0, 0); Vector2 origin;
Vector3 rightsideAngle = new Vector3(0, 180, 0);
Transform animatorRoot; Transform animatorRoot;
Enemy enemy;
// 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.GetComponent<Enemy>().patrolRange;
noticeRange = animator.GetComponent<Enemy>().noticeRange;
patrolSpeed = animator.GetComponent<Enemy>().patrolSpeed;
animatorRoot = animator.transform.parent; 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 // 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 (animator.GetComponent<Enemy>().PlayerDistance < noticeRange) if (enemy.PlayerDistance < noticeRange)
{ {
animator.SetTrigger("TrackTrigger"); animator.SetTrigger("TrackTrigger");
return; return;
} }
Vector2 currPosition = animatorRoot.position; if (!enemy.MovementLock)
Vector2 movingDistance = -1 * animatorRoot.right * patrolSpeed * Time.deltaTime; // go left first {
animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance); float span = animatorRoot.position.x - origin.x;
if(Mathf.Abs(animatorRoot.position.x - origin.x) > patrolRange)
{ if ((Mathf.Abs(span) > patrolRange && span * enemy.MoveDir > 0) ||
animatorRoot.eulerAngles = (origin.x < animatorRoot.position.x) ? leftsideAngle : rightsideAngle; enemy.WallTest[(enemy.MoveDir + 1) / 2] ||
} enemy.CliffTest[(enemy.MoveDir + 1) / 2]
)
{
enemy.ChangeDir(enemy.MoveDir * -1);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
}
}
} }
// 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
......
...@@ -3,26 +3,35 @@ using System.Collections.Generic; ...@@ -3,26 +3,35 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class EnemyMeleeTrack : StateMachineBehaviour { public class EnemyMeleeTrack : StateMachineBehaviour {
GameObject player; float trackSpeed;
float trackSpeed; float attackRange;
float attackRange; GameObject player;
Vector3 leftsideAngle = new Vector3(0, 0, 0); Transform animatorRoot;
Vector3 rightsideAngle = new Vector3(0, 180, 0); Enemy enemy;
Transform pivotTransform;
readonly int maxFrame = 10; 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 // 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) {
trackSpeed = animator.GetComponent<Enemy>().trackSpeed; animatorRoot = animator.transform.parent;
attackRange = animator.GetComponent<Enemy>().attackRange; enemy = animator.GetComponent<Enemy>();
player = EnemyManager.Instance.Player; player = EnemyManager.Instance.Player;
pivotTransform = animator.transform.parent; trackSpeed = enemy.trackSpeed;
float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f; attackRange = enemy.attackRange;
Vector2 rootPosition2D = pivotTransform.position;
frameCounter = 0; 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 // 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) {
...@@ -31,18 +40,24 @@ public class EnemyMeleeTrack : StateMachineBehaviour { ...@@ -31,18 +40,24 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
animator.SetTrigger("AttackTrigger"); animator.SetTrigger("AttackTrigger");
return; 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; frameCounter += 1;
if (frameCounter >= maxFrame) 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; 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 // 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) {
......
This diff is collapsed.
...@@ -14,7 +14,7 @@ public class PlayerAttack : MonoBehaviour { ...@@ -14,7 +14,7 @@ public class PlayerAttack : MonoBehaviour {
public Animator anim; public Animator anim;
public AnimatorOverrideController aoc; public AnimatorOverrideController aoc;
public AnimationClip[] normalAttack = new AnimationClip[3]; public AnimationClip[] normalAttack = new AnimationClip[3];
public InventoryManager inventoryManager; InventoryManager inventoryManager;
public LifeStoneManager lifeStoneManager; public LifeStoneManager lifeStoneManager;
float comboEndTime; float comboEndTime;
...@@ -24,6 +24,7 @@ public class PlayerAttack : MonoBehaviour { ...@@ -24,6 +24,7 @@ public class PlayerAttack : MonoBehaviour {
void Awake () void Awake ()
{ {
inventoryManager = InventoryManager.Instance;
playerController = GetComponent<PlayerController>(); playerController = GetComponent<PlayerController>();
anim = GetComponent<Animator>(); anim = GetComponent<Animator>();
aoc = new AnimatorOverrideController(anim.runtimeAnimatorController); aoc = new AnimatorOverrideController(anim.runtimeAnimatorController);
...@@ -132,13 +133,14 @@ public class PlayerAttack : MonoBehaviour { ...@@ -132,13 +133,14 @@ public class PlayerAttack : MonoBehaviour {
void CheckCombo() void CheckCombo()
{ {
List<Item> itemList = inventoryManager.itemList; List<Item> itemList = inventoryManager.itemList;
foreach(Item item in itemList)
foreach (Item item in itemList)
{ {
for(int i=0; i< item.skillNum; i++) for(int i=0; i< item.skillNum; i++)
{ {
if(item.combo[i].Equals(comboArray)) if(item.combo[i].Equals(comboArray))
{ {
aoc["PlayerAttackAnim"] = item.animation[i]; aoc["PlayerAttackAnim"] = item.animation[i];
anim.SetTrigger("attack"); anim.SetTrigger("attack");
item.ComboAction(i); item.ComboAction(i);
...@@ -146,6 +148,7 @@ public class PlayerAttack : MonoBehaviour { ...@@ -146,6 +148,7 @@ public class PlayerAttack : MonoBehaviour {
if (playerController.playerState != PlayerState.GoingUp && playerController.playerState != PlayerState.GoingDown) 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); GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x,-0.5f,0.5f), GetComponent<Rigidbody2D>().velocity.y);
playerController.playerState = PlayerState.Attack; playerController.playerState = PlayerState.Attack;
return; return;
} }
} }
...@@ -158,7 +161,6 @@ public class PlayerAttack : MonoBehaviour { ...@@ -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); GetComponent<Rigidbody2D>().velocity = new Vector2(Mathf.Clamp(GetComponent<Rigidbody2D>().velocity.x, -0.5f, 0.5f),GetComponent<Rigidbody2D>().velocity.y);
playerController.playerState = PlayerState.Attack; playerController.playerState = PlayerState.Attack;
if (!CheckLongerCombo()) comboArray = comboArray[comboArray.Length - 1] + ""; if (!CheckLongerCombo()) comboArray = comboArray[comboArray.Length - 1] + "";
} }
bool CheckLongerCombo() bool CheckLongerCombo()
......
...@@ -5,15 +5,18 @@ using UnityEngine; ...@@ -5,15 +5,18 @@ using UnityEngine;
public class PlayerAttackInfo { public class PlayerAttackInfo {
public float damage = 0; public float damage = 0;
public float knockBackMultiplier = 1f; public float knockBackMultiplier = 1f;
public int debuffNum = 0; public float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER];
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10]; public PlayerAttackInfo(float damage, float knockBackMultiplier, float[] debuffTime)
public int[] debuffTime = new int[10];
public PlayerAttackInfo(float damage, float knockBackMultiplier, int debuffNum, EnemyDebuffCase[] debuffType, int[] debuffTime)
{ {
this.damage = damage; this.damage = damage;
this.knockBackMultiplier = knockBackMultiplier; this.knockBackMultiplier = knockBackMultiplier;
this.debuffNum = debuffNum;
this.debuffType = debuffType;
this.debuffTime = debuffTime; 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> { ...@@ -14,7 +14,7 @@ public class EffectManager : Singleton<EffectManager> {
effectArray = new GameObject[20]; effectArray = new GameObject[20];
for (int i = 0; i < effectArray.Length; i++) for (int i = 0; i < effectArray.Length; i++)
{ {
effectArray[i] = Instantiate(effectPrefab); effectArray[i] = Instantiate(effectPrefab,transform);
effectArray[i].SetActive(false); effectArray[i].SetActive(false);
} }
......
public enum EnemyDebuffCase public enum EnemyDebuffCase
{ {
fire, Fire,
ice, Ice,
stun, Stun,
blind, Blind,
charm Charm,
END_POINTER
}; };
public enum DebuffState
{
Off,
On,
Immune,
}
public enum NumeratedDir
{
Left = -1,
Right = 1
};
public enum PlayerDebuffCase 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 fileFormatVersion: 2
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MonoImporter: MonoImporter:
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......
...@@ -24,4 +24,34 @@ public abstract class Addon { ...@@ -24,4 +24,34 @@ public abstract class Addon {
highlight = null; highlight = null;
sizeInventory = new Vector2(0, 0); 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 ...@@ -12,7 +12,7 @@ public class AddonDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDra
void Start() void Start()
{ {
ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>(); ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>();
manager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); manager = InventoryManager.Instance;
addonGroup = ui.gameObject.transform.Find("AddonGroup"); addonGroup = ui.gameObject.transform.Find("AddonGroup");
discardBin = ui.gameObject.transform.Find("DiscardBin"); discardBin = ui.gameObject.transform.Find("DiscardBin");
} }
......
...@@ -9,7 +9,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction ...@@ -9,7 +9,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction
public Item item; public Item item;
public Addon addon; public Addon addon;
public GameObject highlight; public GameObject highlight;
float itemSizeMultiplier = 0.007f; public float itemSizeMultiplier;
Rigidbody2D rb2D; Rigidbody2D rb2D;
BoxCollider2D bc2D; BoxCollider2D bc2D;
SpriteRenderer sprt; SpriteRenderer sprt;
...@@ -34,7 +34,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction ...@@ -34,7 +34,7 @@ public class DroppedItem : MonoBehaviour, IPlayerInteraction
} }
public void Init(Addon _addon, Vector3 pos) public void Init(Addon _addon, Vector3 pos)
{ {
inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); inventoryManager = InventoryManager.Instance;
addon = _addon; addon = _addon;
itemAddon = true; itemAddon = true;
rb2D = GetComponent<Rigidbody2D>(); rb2D = GetComponent<Rigidbody2D>();
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class InventoryManager : MonoBehaviour { public class InventoryManager : Singleton<InventoryManager> {
public List<Item> itemList = new List<Item>(); public List<Item> itemList = new List<Item>();
public List<Addon> addonList = new List<Addon>(); public List<Addon> addonList = new List<Addon>();
...@@ -23,8 +23,7 @@ public class InventoryManager : MonoBehaviour { ...@@ -23,8 +23,7 @@ public class InventoryManager : MonoBehaviour {
SetPool(); SetPool();
//ItemInstantiate("Dagger", player.transform.position, 0f); ItemInstantiate("Dagger", player.transform.position, 0f);
StartCoroutine(TestCoroutine()); StartCoroutine(TestCoroutine());
} }
/// <summary> /// <summary>
...@@ -227,6 +226,8 @@ public class InventoryManager : MonoBehaviour { ...@@ -227,6 +226,8 @@ public class InventoryManager : MonoBehaviour {
itemList.Add(item); itemList.Add(item);
ui.SetOnPosition(itemList, addonList); ui.SetOnPosition(itemList, addonList);
Debug.Log(itemList[0].combo[0] + " " + itemList[0].combo[1]);
return true; return true;
} }
/// <summary> /// <summary>
......
...@@ -64,10 +64,75 @@ public abstract class Item { ...@@ -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 ...@@ -12,7 +12,7 @@ public class ItemDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
void Start() void Start()
{ {
ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>(); ui = GameObject.Find("InventoryCanvas").GetComponent<InventoryUI>();
manager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); manager = InventoryManager.Instance;
discardBin = ui.gameObject.transform.Find("DiscardBin"); discardBin = ui.gameObject.transform.Find("DiscardBin");
} }
public void OnBeginDrag(PointerEventData eventData) public void OnBeginDrag(PointerEventData eventData)
......
...@@ -8,7 +8,7 @@ public class ItemRoomInGame : RoomInGame { ...@@ -8,7 +8,7 @@ public class ItemRoomInGame : RoomInGame {
{ {
base.RoomEnter(); base.RoomEnter();
Room room = transform.parent.GetComponent<Room>(); Room room = transform.parent.GetComponent<Room>();
InventoryManager inventoryManager = GameObject.Find("InventoryManager").GetComponent<InventoryManager>(); InventoryManager inventoryManager = InventoryManager.Instance;
LifeStoneManager lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>(); LifeStoneManager lifeStoneManager = GameObject.Find("LifeStoneUI").GetComponent<LifeStoneManager>();
int probability = Random.Range(0, 100); int probability = Random.Range(0, 100);
Vector3 itemPosition = transform.Find("item spot").position; Vector3 itemPosition = transform.Find("item spot").position;
......
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...@@ -78,6 +78,12 @@ TagManager: ...@@ -78,6 +78,12 @@ TagManager:
- name: Door - name: Door
uniqueID: 343148499 uniqueID: 343148499
locked: 0 locked: 0
- name: HPBar
uniqueID: 338107509
locked: 0
- name: Effect
uniqueID: 2841314395
locked: 0
- name: Fog - name: Fog
uniqueID: 3423500867 uniqueID: 3423500867
locked: 0 locked: 0
...@@ -87,6 +93,3 @@ TagManager: ...@@ -87,6 +93,3 @@ TagManager:
- name: PortalSurface - name: PortalSurface
uniqueID: 3732261229 uniqueID: 3732261229
locked: 0 locked: 0
- name: Effect
uniqueID: 2841314395
locked: 0
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