Commit 6f7548ef authored by 15김민규's avatar 15김민규

넉백 코루틴을 velocity 교정 방식을 통해 잘 구현했다(고 정신승리). 하지만 아직 다른걸 안고쳐서 미완성. 이제 enemy 코드 중...

넉백 코루틴을 velocity 교정 방식을 통해 잘 구현했다(고 정신승리). 하지만 아직 다른걸 안고쳐서 미완성. 이제 enemy 코드 중 movePosition 붙어있는 것을 싹 다 후려갈길 것임
parent 9a61c8e8
......@@ -32,7 +32,7 @@ AnimatorController:
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 0}
- m_Name: knockbackDistance
- m_Name: knockbackTime
m_Type: 1
m_DefaultFloat: 0
m_DefaultInt: 0
......@@ -287,7 +287,7 @@ AnimatorState:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
m_TimeParameter: knockbackTime
--- !u!1102 &1102455672269219010
AnimatorState:
serializedVersion: 5
......@@ -314,7 +314,7 @@ AnimatorState:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter: knockbackDistance
m_TimeParameter: knockbackTime
--- !u!1102 &1102828359910447394
AnimatorState:
serializedVersion: 5
......
......@@ -158,7 +158,7 @@ Prefab:
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type: 2}
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value: 13
objectReference: {fileID: 0}
- target: {fileID: 224393982547383572, guid: 692aad2449e06054799ea4706578fb23,
type: 2}
......@@ -1589,48 +1589,6 @@ MonoBehaviour:
type: 2}
m_PrefabInternal: {fileID: 1317359797}
m_Script: {fileID: 11500000, guid: 674793b622d7c184882dfeb8784bbf92, type: 3}
--- !u!1001 &1909649316
Prefab:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 4639192263818050, guid: a164c147037e89448820f7387c724c42, type: 2}
propertyPath: m_LocalPosition.x
value: 6.01
objectReference: {fileID: 0}
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propertyPath: m_LocalRotation.y
value: -0
objectReference: {fileID: 0}
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m_RemovedComponents: []
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--- !u!1 &1931263424
GameObject:
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......
......@@ -11,9 +11,8 @@ public class AttackProperty : MonoBehaviour{
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().untouchable)
if (collision.CompareTag("Enemy") && !collision.transform.GetChild(0).GetComponent<Enemy>().Invisible)
{
Debug.Log(damage);
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffNum, debuffType, debuffTime);
Enemy enemyInfo = collision.transform.GetChild(0).GetComponent<Enemy>();
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
......
......@@ -24,7 +24,7 @@ public class EnemyMeleeIdle : StateMachineBehaviour {
// 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 (animator.GetComponent<Enemy>().PlayerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
......
......@@ -26,7 +26,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
// 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 < attackRange)
if (animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
animator.SetTrigger("AttackTrigger");
return;
......
......@@ -35,10 +35,11 @@ public class Enemy : MonoBehaviour {
private EnemyManager enemyManager;
// for animation
[HideInInspector]
public float playerDistance;
private Animator animator;
public bool untouchable = false;
public bool Invisible { get; private set; }
public bool Untouchable { get; private set; }
public float PlayerDistance { get; private set; }
private readonly float knockbackCritPoint = 0.25f;
// drop item
private int[] dropTable;
......@@ -55,14 +56,15 @@ public class Enemy : MonoBehaviour {
private void Start()
{
this.currHealth = maxHealth;
currHealth = maxHealth;
Invisible = Untouchable = false;
dropTable = enemyManager.DropTableByID[monsterID];
Physics2D.IgnoreCollision(enemyManager.Player.gameObject.GetComponent<Collider2D>(), transform.parent.GetComponent<Collider2D>());
}
private void Update()
{
playerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
}
// hit by player or debuff
......@@ -70,14 +72,21 @@ public class Enemy : MonoBehaviour {
currHealth -= attack.damage;
if (currHealth <= 0)
{
untouchable = true;
Invisible = true;
animator.SetTrigger("DeadTrigger");
return;
}
animator.SetFloat("knockbackDistance", attack.damage / this.weight * attack.knockBackMultiplier);
if(attack.damage / this.weight >= 0.25f)
float knockbackDist = attack.damage * attack.knockBackMultiplier / weight;
float knockbackTime = (knockbackDist >= 0.5f) ? 0.5f : knockbackDist;
StartCoroutine(Knockback(knockbackDist, knockbackTime));
if (knockbackDist >= knockbackCritPoint)
{
animator.SetFloat("knockbackTime", knockbackTime);
animator.SetTrigger("DamagedTrigger");
}
}
// Animation Event
// Dead
......@@ -112,12 +121,10 @@ public class Enemy : MonoBehaviour {
}
if (indexOfItem == 7) // Amethyst Potion
{
Debug.Log("Amethyst Potion");
// insert!
}
if (indexOfItem >= 8 && indexOfItem <= 11) // Item
{
Debug.Log("Item");
inventoryManager.ItemInstantiate((ItemQuality)(indexOfItem - 8), transform.parent.position, EnemyManager.dropObjStrength);
}
if (indexOfItem >= 12 && indexOfItem <= 15) // Addon
......@@ -125,12 +132,30 @@ public class Enemy : MonoBehaviour {
inventoryManager.AddonInstantiate((ItemQuality)(indexOfItem - 12), transform.parent.position, EnemyManager.dropObjStrength);
}
this.currHealth = this.maxHealth;
this.untouchable = false;
currHealth = maxHealth;
Invisible = false;
return;
}
// Coroutine
// Knockback
IEnumerator Knockback(float knockbackDist, float knockbackTime)
{
Untouchable = 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);
Untouchable = false;
}
// Debuff
IEnumerator DebuffCase(EnemyDebuffed sCase)
{
......@@ -221,4 +246,4 @@ public class Enemy : MonoBehaviour {
* 13 - Addon(Ordinary)
* 14 - Addon(Superior)
* 15 - Addon(Masterpiece)
*/
*/
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