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Oenos
tetra-tower
Commits
6c2bbddd
Commit
6c2bbddd
authored
Feb 25, 2019
by
16도재형
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구조는 대충 짠듯? 이제 찐&쭈만 넣으면 된다
parent
afdabc0c
Changes
8
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8 changed files
with
108 additions
and
26 deletions
+108
-26
Boss.cs
Assets/Scripts/Characters/Enemy/Boss.cs
+17
-12
Boss.meta
Assets/Scripts/Characters/Enemy/Boss.meta
+8
-0
Ji.cs
Assets/Scripts/Characters/Enemy/Boss/Ji.cs
+22
-0
Ji.cs.meta
Assets/Scripts/Characters/Enemy/Boss/Ji.cs.meta
+11
-0
Joo.cs
Assets/Scripts/Characters/Enemy/Boss/Joo.cs
+22
-0
Joo.cs.meta
Assets/Scripts/Characters/Enemy/Boss/Joo.cs.meta
+11
-0
JiJooRoom.cs
Assets/Scripts/TetrisMap/Rooms/BossRoom/JiJooRoom.cs
+6
-4
BossRoomInGame.cs
Assets/Scripts/TetrisMap/Rooms/BossRoomInGame.cs
+11
-10
No files found.
Assets/Scripts/Characters/Enemy/Boss.cs
View file @
6c2bbddd
...
...
@@ -2,21 +2,26 @@
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Boss
:
MonoBehaviour
{
public
class
Boss
:
Enemy
{
public
BossRoomInGame
bossRoom
;
protected
virtual
void
Awake
()
protected
override
IEnumerator
OnIce
(
float
duration
)
{
yield
return
null
;
}
protected
override
IEnumerator
OnStun
(
float
duration
)
{
yield
return
null
;
}
protected
override
IEnumerator
Knockback
(
float
knockbackDist
,
float
knockbackTime
)
{
yield
return
null
;
}
protected
override
void
Awake
()
{
base
.
Awake
();
}
// Use this for initialization
protected
override
void
Start
()
{
;
base
.
Start
()
;
}
// Use this for initialization
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
protected
override
void
FixedUpdate
()
{
base
.
FixedUpdate
();
}
}
Assets/Scripts/Characters/Enemy/Boss.meta
0 → 100644
View file @
6c2bbddd
fileFormatVersion: 2
guid: 4c4bf7e2f72d3664bbe31de39b9cf256
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy/Boss/Ji.cs
0 → 100644
View file @
6c2bbddd
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Ji
:
Boss
{
protected
override
void
Awake
()
{
base
.
Awake
();
}
// Use this for initialization
protected
override
void
Start
()
{
base
.
Start
();
}
protected
override
void
FixedUpdate
()
{
base
.
FixedUpdate
();
}
}
Assets/Scripts/Characters/Enemy/Boss/Ji.cs.meta
0 → 100644
View file @
6c2bbddd
fileFormatVersion: 2
guid: 04d5fb659b30a0c4a839ebf5ec951491
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy/Boss/Joo.cs
0 → 100644
View file @
6c2bbddd
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
Joo
:
Boss
{
protected
override
void
Awake
()
{
base
.
Awake
();
}
// Use this for initialization
protected
override
void
Start
()
{
base
.
Start
();
}
protected
override
void
FixedUpdate
()
{
base
.
FixedUpdate
();
}
}
Assets/Scripts/Characters/Enemy/Boss/Joo.cs.meta
0 → 100644
View file @
6c2bbddd
fileFormatVersion: 2
guid: 08e33121b29e7a941b4ea5f390a61ffb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/TetrisMap/Rooms/BossRoom/JiJooRoom.cs
View file @
6c2bbddd
...
...
@@ -13,8 +13,10 @@ public class JiJooRoom : BossRoomInGame {
protected
override
void
Start
()
{
base
.
Start
();
transitionAction
[
0
]
+=
Phase0Transition
;
transitionAction
[
1
]
+=
Phase1Transition
;
phaseAction
[
0
]
+=
Phase1
;
phaseAction
[
1
]
+=
Phase2
;
transitionAction
[
0
]
+=
Phase1Transition
;
transitionAction
[
1
]
+=
Phase2Transition
;
}
// Update is called once per frame
...
...
@@ -23,11 +25,11 @@ public class JiJooRoom : BossRoomInGame {
base
.
Update
();
}
protected
void
Phase
0
Transition
()
protected
void
Phase
1
Transition
()
{
}
protected
void
Phase
1
Transition
()
protected
void
Phase
2
Transition
()
{
}
...
...
Assets/Scripts/TetrisMap/Rooms/BossRoomInGame.cs
View file @
6c2bbddd
...
...
@@ -30,19 +30,20 @@ public class BossRoomInGame : RoomInGame {
}
}
public
bool
isTransitionFinished
;
// phase
Action
전(isTransitionFinished == false 일때) 매 프레임 호출됨; Update 대응
public
Action
[]
transition
Action
;
// phase
Update
전(isTransitionFinished == false 일때) 매 프레임 호출됨; Update 대응
public
Action
[]
transition
Update
;
// 진행중인 phase coroutine에서 매 프레임 호출됨; Update 대용
public
Action
[]
phase
Action
;
public
Action
[]
phase
Update
;
// 현재 진행중인 phase coroutine
private
IEnumerator
phaseCoroutine
;
protected
bool
attackStart
;
protected
bool
attackStart
=
false
;
protected
bool
attackTrigger
=
false
;
protected
virtual
void
Awake
()
{
transition
Action
=
new
Action
[
totalPhase
];
phase
Action
=
new
Action
[
totalPhase
];
transition
Update
=
new
Action
[
totalPhase
];
phase
Update
=
new
Action
[
totalPhase
];
}
// Use this for initialization
...
...
@@ -54,10 +55,10 @@ public class BossRoomInGame : RoomInGame {
// Update is called once per frame
protected
virtual
void
Update
()
{
if
(
attackStart
)
if
(
!
attackStart
&&
attackTrigger
)
{
StartCoroutine
(
BeforeBossFight
());
attackStart
=
fals
e
;
attackStart
=
tru
e
;
}
}
...
...
@@ -75,12 +76,12 @@ public class BossRoomInGame : RoomInGame {
isTransitionFinished
=
false
;
while
(!
isTransitionFinished
)
{
transition
Action
[
phase
]();
transition
Update
[
phase
]();
yield
return
null
;
}
while
(
CurPhase
==
phase
)
{
phase
Action
[
phase
]();
phase
Update
[
phase
]();
yield
return
null
;
}
}
...
...
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