Commit 7d77c1cd authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/boss'

# Conflicts:
#	Assets/Prefabs/Rooms/SpecialRoom/Room Boss 1-3.prefab
#	Assets/Scripts/Characters/Enemy/Enemy.cs
parents 79f8b032 7bfdb814
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......@@ -17,8 +17,8 @@
고대유적,115,엘리게이터-1,1,4,6,3,1,0,2,0,5,5,3,1,3,1,1,0
고대유적,116,엘리게이터-2,1,4,6,3,1,0,2,0,5,5,3,1,3,1,1,0
고대유적,42,테스트거미,7,4,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,
고대유적,110111,지,,,,,,,,,,,,,,,,
고대유적,110112,주,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JiJooMove : StateMachineBehaviour {
float horizontalSpeed;
float verticalSpeed;
GameObject player;
Transform animatorRoot;
JiJoo enemy;
Vector2Int dir;
Vector2Int destination;
float time;
float timer = 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) {
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<JiJoo>();
player = GameManager.Instance.player;
horizontalSpeed = enemy.horizontalSpeed;
verticalSpeed = enemy.verticalSpeed;
dir = enemy.MoveDirection();
enemy.transform.eulerAngles = new Vector3(0, 0, JiJoo.Vector2ToZAngle(dir));
enemy.transform.parent.GetComponent<Rigidbody2D>().velocity = dir * new Vector2(horizontalSpeed, verticalSpeed);
destination = enemy.gridPosition + dir;
Vector2 realVector = JiJoo.RealPosition(destination) - JiJoo.RealPosition(enemy.gridPosition);
time = realVector.x / horizontalSpeed + realVector.y / verticalSpeed;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (timer > time)
{
enemy.transform.parent.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
enemy.gridPosition = destination;
enemy.transform.position = JiJoo.RealPosition(destination);
animator.SetTrigger("IdleTrigger");
}
}
// 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) {
//
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// 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.
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//
//}
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......@@ -1163,7 +1741,7 @@ TilemapRenderer:
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m_ChunkCullingBounds: {x: 0.5, y: 0.5, z: 0}
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......@@ -1176,16 +1754,144 @@ Tilemap:
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m_GameObject: {fileID: 1752631878517478}
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m_TileSpriteArray: []
m_TileMatrixArray: []
m_TileColorArray: []
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m_TileSpriteArray:
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m_TileOrientationMatrix:
......@@ -1456,7 +2162,7 @@ Tilemap:
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......@@ -1465,7 +2171,7 @@ Tilemap:
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......@@ -1474,7 +2180,7 @@ Tilemap:
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......@@ -1483,7 +2189,7 @@ Tilemap:
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......@@ -1492,7 +2198,7 @@ Tilemap:
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......@@ -1501,7 +2207,7 @@ Tilemap:
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......@@ -1519,7 +2225,7 @@ Tilemap:
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......@@ -1528,7 +2234,7 @@ Tilemap:
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......@@ -1537,7 +2243,7 @@ Tilemap:
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......@@ -1546,7 +2252,7 @@ Tilemap:
m_ObjectToInstantiate: {fileID: 0}
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......@@ -1555,7 +2261,7 @@ Tilemap:
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......@@ -1564,7 +2270,7 @@ Tilemap:
m_ObjectToInstantiate: {fileID: 0}
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......@@ -1573,7 +2279,7 @@ Tilemap:
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......@@ -1582,7 +2288,7 @@ Tilemap:
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......@@ -1591,7 +2297,7 @@ Tilemap:
m_ObjectToInstantiate: {fileID: 0}
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......@@ -1600,7 +2306,7 @@ Tilemap:
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......@@ -1609,7 +2315,7 @@ Tilemap:
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......@@ -1618,7 +2324,7 @@ Tilemap:
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......@@ -1627,7 +2333,7 @@ Tilemap:
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......@@ -1636,7 +2342,7 @@ Tilemap:
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......@@ -1645,7 +2351,7 @@ Tilemap:
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......@@ -1654,7 +2360,7 @@ Tilemap:
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......@@ -1663,7 +2369,7 @@ Tilemap:
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......@@ -1672,7 +2378,7 @@ Tilemap:
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......@@ -1681,7 +2387,7 @@ Tilemap:
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......@@ -1690,7 +2396,7 @@ Tilemap:
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......@@ -1699,7 +2405,7 @@ Tilemap:
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......@@ -1708,7 +2414,7 @@ Tilemap:
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......@@ -1717,7 +2423,7 @@ Tilemap:
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......@@ -1726,7 +2432,7 @@ Tilemap:
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......@@ -1735,7 +2441,7 @@ Tilemap:
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......@@ -1744,7 +2450,7 @@ Tilemap:
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......@@ -1753,7 +2459,7 @@ Tilemap:
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......@@ -1762,7 +2468,7 @@ Tilemap:
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......@@ -1771,7 +2477,7 @@ Tilemap:
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......@@ -1780,7 +2486,7 @@ Tilemap:
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......@@ -1789,7 +2495,7 @@ Tilemap:
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......@@ -1798,7 +2504,7 @@ Tilemap:
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......@@ -1816,7 +2522,7 @@ Tilemap:
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......@@ -1825,7 +2531,7 @@ Tilemap:
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......@@ -28,7 +28,7 @@ public class ArcherTrack : StateMachineBehaviour
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
player = GameManager.Instance.player;
trackSpeed = enemy.trackSpeed;
......
......@@ -17,7 +17,7 @@ public class EnemyAirTrack : StateMachineBehaviour {
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyAir>();
player = EnemyManager.Instance.Player;
player = GameManager.Instance.player;
trackSpeed = enemy.trackSpeed;
frameCount = 0;
......
......@@ -16,7 +16,7 @@ public class EnemyMeleeTrack : StateMachineBehaviour {
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
player = GameManager.Instance.player;
trackSpeed = enemy.trackSpeed;
attackRange = enemy.attackRange;
......
......@@ -28,7 +28,7 @@ public class Jollarcher2Track : StateMachineBehaviour
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
player = GameManager.Instance.player;
trackSpeed = enemy.trackSpeed;
......
......@@ -2,21 +2,29 @@
using System.Collections.Generic;
using UnityEngine;
public class Boss : MonoBehaviour {
public class Boss : Enemy {
public BossRoomInGame bossRoom;
public RuntimeAnimatorController[] animators;
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();
debuffState[(int)EnemyDebuffCase.Ice] = DebuffState.Immune;
debuffState[(int)EnemyDebuffCase.Stun] = DebuffState.Immune;
}
// 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();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ji : JiJoo {
public float attackRange;
protected override void Awake()
{
base.Awake();
}
// Use this for initialization
protected override void Start()
{
base.Start();
}
protected override void FixedUpdate()
{
base.FixedUpdate();
}
public override bool IsAttackable()
{
return PlayerDistance < attackRange;
}
public override Vector2Int MoveDirection()
{
Vector2Int dir;
if (Mathf.Abs(playerDirection.x) > Mathf.Abs(playerDirection.y))
dir = (playerDirection.x > 0) ? Vector2Int.right : Vector2Int.left;
else
dir = (playerDirection.y > 0) ? Vector2Int.up : Vector2Int.down;
return dir;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class JiJoo : Boss {
public static int[] webGrid = { 4, 7, 10, 14, 17, 20 };
public Vector2Int gridPosition;
public Vector2 playerDirection;
public float horizontalSpeed;
public float verticalSpeed;
public abstract bool IsAttackable();
protected override void Awake()
{
base.Awake();
}
// Use this for initialization
protected override void Start()
{
base.Start();
playerDirection = GameManager.Instance.player.transform.position - transform.position;
bossRoom.transitionUpdate[0] += Phase1Transition;
//transitionUpdate[1] += Phase2Transition;
bossRoom.phaseUpdate[0] += Phase1;
//phaseUpdate[1] += Phase2;
}
protected virtual void Update()
{
if(bossRoom.CurPhase == 0)
animator.SetBool("Attackable", IsAttackable());
}
protected override void FixedUpdate()
{
base.FixedUpdate();
playerDirection = GameManager.Instance.player.transform.position - transform.position;
}
protected void Phase1Transition()
{
Debug.Log("aaa");
animator.runtimeAnimatorController = animators[bossRoom.CurPhase];
}
protected void Phase2Transition()
{
StartCoroutine(Heal(maxHealth, 2));
}
protected void Phase1()
{
}
protected void Phase2()
{
}
public abstract Vector2Int MoveDirection();
public IEnumerator Heal(float hp, float time)
{
float delta = hp - currHealth;
for (float t = 0; t <= time; t += Time.deltaTime)
{
yield return null;
currHealth += (delta * t / time);
}
}
public static float Vector2ToZAngle(Vector2Int dir)
{
if (dir == Vector2Int.up)
return 0;
else if (dir == Vector2Int.left)
return 90;
else if (dir == Vector2Int.down)
return 180;
else if (dir == Vector2Int.right)
return 270;
return 0;
}
public static Vector2 RealPosition(Vector2Int gridPosition)
{
return new Vector2(webGrid[gridPosition.x], webGrid[gridPosition.y]);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Joo : JiJoo {
[SerializeField]
private LayerMask phase1Raycast;
protected override void Awake()
{
base.Awake();
}
// Use this for initialization
protected override void Start()
{
base.Start();
}
protected override void Update()
{
base.Update();
}
protected override void FixedUpdate()
{
base.FixedUpdate();
}
public override bool IsAttackable()
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, playerDirection, 50, phase1Raycast);
return hit.collider != null && hit.collider.gameObject.layer != LayerMask.NameToLayer("Wall");
}
public override Vector2Int MoveDirection()
{
Vector2Int dir;
if (Mathf.Abs(playerDirection.x) > Mathf.Abs(playerDirection.y))
dir = (playerDirection.x > 0) ? Vector2Int.right : Vector2Int.left;
else
dir = (playerDirection.y > 0) ? Vector2Int.up : Vector2Int.down;
return dir;
}
}
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......@@ -10,7 +10,7 @@ public class Enemy : MonoBehaviour {
// debuff
readonly float[] immunity_time = new float[(int)EnemyDebuffCase.END_POINTER] { 0.0f, 3.0f, 6.0f, 6.0f, 6.0f };
[SerializeField]
DebuffState[] debuffState;
protected DebuffState[] debuffState;
float fireDuration = 0.0f;
protected virtual IEnumerator OnIce(float duration) { yield return 0; }
protected virtual IEnumerator OnStun(float duration) { yield return 0; }
......@@ -74,12 +74,12 @@ public class Enemy : MonoBehaviour {
currHealth = maxHealth;
Invisible = MovementLock = KnockbackLock = false;
if (enemyManager.DropTableByID.ContainsKey(monsterID)) { dropTable = enemyManager.DropTableByID[monsterID]; }
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
PlayerDistance = Vector2.Distance(GameManager.Instance.player.transform.position, transform.parent.position);
}
protected virtual void FixedUpdate()
{
PlayerDistance = Vector2.Distance(enemyManager.Player.transform.position, transform.parent.position);
PlayerDistance = Vector2.Distance(GameManager.Instance.player.transform.position, transform.parent.position);
}
// When damaged
......
......@@ -83,7 +83,7 @@ public class EnemyAir : Enemy {
{
MovementLock = true;
bool[] lockArray = new bool[] { false, KnockbackLock };
Vector2 knockbackDir = (transform.parent.position - enemyManager.Player.transform.position).normalized;
Vector2 knockbackDir = (transform.parent.position - GameManager.Instance.player.transform.position).normalized;
Vector2 knockbackVelocity = (knockbackDist / knockbackTime) * knockbackDir;
ChangeAngleZ(Mathf.Atan2(knockbackDir.y, knockbackDir.x) * -1, new bool[] { MovementLock, KnockbackLock });
ChangeVelocityXY(knockbackVelocity, lockArray);
......
......@@ -102,7 +102,7 @@ public class EnemyGround : Enemy {
{
MovementLock = true;
bool[] lockArray = new bool[] { false, KnockbackLock };
int knockbackDir = (enemyManager.Player.transform.position.x - transform.parent.position.x >= 0) ? -1 : 1;
int knockbackDir = (GameManager.Instance.player.transform.position.x - transform.parent.position.x >= 0) ? -1 : 1;
float knockbackVelocity = knockbackDir * knockbackDist / knockbackTime;
ChangeDir(knockbackDir * -1, new bool[] { MovementLock, KnockbackLock });
ChangeVelocityX(knockbackVelocity, lockArray);
......
......@@ -14,7 +14,7 @@ public class EnemyManager : Singleton<EnemyManager>
public static readonly float dropObjStrength = 1f;
// hold player for animation
public GameObject Player { get; private set; }
//public GameObject Player { get; private set; } // Use GameManager.Instance.player instead
// data of drop item
[SerializeField]
......@@ -46,7 +46,7 @@ public class EnemyManager : Singleton<EnemyManager>
}
private void Start()
{
Player = GameManager.Instance.player;
}
// Spawn Enemy to Map
......
......@@ -3,6 +3,7 @@ using System.Collections.Generic;
using UnityEngine;
public class JiJooRoom : BossRoomInGame {
protected override void Awake()
{
......@@ -13,8 +14,10 @@ public class JiJooRoom : BossRoomInGame {
protected override void Start ()
{
base.Start();
transitionAction[0] += Phase0Transition;
transitionAction[1] += Phase1Transition;
transitionUpdate[0] += Phase1Transition;
//transitionUpdate[1] += Phase2Transition;
phaseUpdate[0] += Phase1;
//phaseUpdate[1] += Phase2;
}
// Update is called once per frame
......@@ -23,20 +26,26 @@ public class JiJooRoom : BossRoomInGame {
base.Update();
}
protected void Phase0Transition()
protected void Phase1Transition()
{
Debug.Log("come");
}
protected void Phase1Transition()
protected void Phase2Transition()
{
}
protected void Phase1()
{
if (bosses[0].currHealth <= 0 && bosses[1].currHealth <= 0)
{
CurPhase++;
}
}
protected void Phase2()
{
if (bosses[0].currHealth <= 0 && bosses[1].currHealth <= 0)
{
CurPhase++;
}
}
}
......@@ -30,19 +30,20 @@ public class BossRoomInGame : RoomInGame {
}
}
public bool isTransitionFinished;
// phaseAction 전(isTransitionFinished == false 일때) 매 프레임 호출됨; Update 대응
public Action[] transitionAction;
// phaseUpdate 전 매 프레임 호출됨; Update 대용
public Action[] transitionUpdate;
// 진행중인 phase coroutine에서 매 프레임 호출됨; Update 대용
public Action[] phaseAction;
public Action[] phaseUpdate;
// 현재 진행중인 phase coroutine
private IEnumerator phaseCoroutine;
protected bool attackStart;
protected bool attackStart = false;
protected bool attackTrigger = false;
protected virtual void Awake()
{
transitionAction = new Action[totalPhase];
phaseAction = new Action[totalPhase];
transitionUpdate = new Action[totalPhase];
phaseUpdate = new Action[totalPhase];
}
// Use this for initialization
......@@ -54,10 +55,11 @@ public class BossRoomInGame : RoomInGame {
// Update is called once per frame
protected virtual void Update()
{
if (attackStart)
Debug.Log(CurPhase);
if (!attackStart && attackTrigger)
{
StartCoroutine(BeforeBossFight());
attackStart = false;
attackStart = true;
}
}
......@@ -73,14 +75,17 @@ public class BossRoomInGame : RoomInGame {
IEnumerator Phase(int phase)
{
isTransitionFinished = false;
Debug.Log(transitionUpdate[phase].GetInvocationList().GetLength(0));
while (!isTransitionFinished)
{
transitionAction[phase]();
if (transitionUpdate[phase] != null)
transitionUpdate[phase]();
yield return null;
}
while (CurPhase == phase)
{
phaseAction[phase]();
if (phaseUpdate[phase] != null)
phaseUpdate[phase]();
yield return null;
}
}
......@@ -88,7 +93,8 @@ public class BossRoomInGame : RoomInGame {
public override void RoomEnter()
{
base.RoomEnter();
//EnemyManager.Instance.SpawnEnemyToMap();
attackTrigger = true;
//보스 만들어지면 구현할 것
}
......
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userData:
assetBundleName:
assetBundleVariant:
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