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tetra-tower
Commits
8574ee86
Commit
8574ee86
authored
Jan 23, 2019
by
abpo11
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콤보 표시됨. 애니메이션 받아서 실행함. 키 zxc 취소v
parent
1569e03d
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6 changed files
with
306 additions
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12 deletions
+306
-12
Player animator.controller
Assets/Animation/Player animator.controller
+28
-0
PlayerAttackAnim.anim
Assets/Animation/Player/PlayerAttackAnim.anim
+53
-0
PlayerAttackAnim.anim.meta
Assets/Animation/Player/PlayerAttackAnim.anim.meta
+8
-0
PlayScene.unity
Assets/Scenes/PlayScene.unity
+186
-2
AttackCombo.cs
Assets/Scripts/Characters/AttackCombo.cs
+7
-1
PlayerAttack.cs
Assets/Scripts/Characters/PlayerAttack.cs
+24
-9
No files found.
Assets/Animation/Player animator.controller
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8574ee86
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Assets/Scripts/Characters/AttackCombo.cs
View file @
8574ee86
...
...
@@ -6,12 +6,14 @@ public class AttackCombo
string
name
;
//화염발사!
string
combo
;
string
comboAnim
;
//"ABCACBAC"
public
AttackCombo
(
string
name
,
string
combo
,
float
time
)
public
AttackCombo
(
string
name
,
string
combo
,
float
time
,
string
comboAnim
)
{
this
.
time
=
time
;
this
.
name
=
name
;
this
.
combo
=
combo
;
this
.
comboAnim
=
comboAnim
;
}
public
override
string
ToString
()
{
...
...
@@ -29,4 +31,8 @@ public class AttackCombo
{
return
time
;
}
public
string
getComboAnim
()
{
return
comboAnim
;
}
}
\ No newline at end of file
Assets/Scripts/Characters/PlayerAttack.cs
View file @
8574ee86
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
PlayerAttack
:
MonoBehaviour
{
public
ComboState
state
;
public
float
attackA
,
attackB
,
attackC
;
public
float
cancel
;
public
string
comboArray
;
public
float
StartTime
;
public
Text
time
,
combo
;
public
static
string
comboArray
;
public
static
float
StartTime
;
public
bool
keyCoolDown
=
true
;
public
AttackCombo
[]
AttackArr
=
{
new
AttackCombo
(
"화염발사"
,
"ABC"
,
1.5f
),
new
AttackCombo
(
"공격A"
,
"A"
,
0.5f
),
new
AttackCombo
(
"공격B"
,
"B"
,
0.5f
),
new
AttackCombo
(
"공격C"
,
"C"
,
0.5f
),
new
AttackCombo
(
"콩"
,
"AC"
,
1f
),
new
AttackCombo
(
"콩콩콩"
,
"ACB"
,
2f
),
public
Animator
anim
;
public
AttackCombo
[]
AttackArr
=
{
new
AttackCombo
(
"화염발사"
,
"ABC"
,
1.5f
,
"PlayerRunAnim"
),
new
AttackCombo
(
"공격A"
,
"A"
,
0.5f
,
"PlayerGoingDownAnim"
),
new
AttackCombo
(
"공격B"
,
"B"
,
0.5f
,
"PlayerWalkAnim"
),
new
AttackCombo
(
"공격C"
,
"C"
,
0.5f
,
"PlayerGoingUpAnim"
),
new
AttackCombo
(
"콩"
,
"AC"
,
1f
,
"PlayerIdleAnim"
),
new
AttackCombo
(
"콩콩콩"
,
"ACB"
,
2f
,
"PlayerIdleAnim"
),
};
public
Queue
comboQueue
=
new
Queue
();
...
...
@@ -22,6 +24,7 @@ public class PlayerAttack : MonoBehaviour {
void
Start
()
{
StartTime
=
Time
.
time
;
state
=
ComboState
.
Idle
;
anim
=
GetComponent
<
Animator
>();
}
// Update is called once per frame
...
...
@@ -33,6 +36,16 @@ public class PlayerAttack : MonoBehaviour {
attackB
=
Input
.
GetAxisRaw
(
"Fire2"
);
attackC
=
Input
.
GetAxisRaw
(
"Fire3"
);
cancel
=
Input
.
GetAxisRaw
(
"stop"
);
combo
.
text
=
comboArray
;
float
tempTime
=
Mathf
.
Clamp
(
StartTime
-
Time
.
time
+
1f
,
0f
,
9999f
)
;
foreach
(
AttackCombo
c
in
comboQueue
)
{
tempTime
+=
c
.
getTime
();
}
time
.
text
=
Mathf
.
Round
(
tempTime
*
10f
)/
10f
+
""
;
if
(
attackA
+
attackB
+
attackC
==
0
)
{
keyCoolDown
=
true
;
...
...
@@ -73,6 +86,8 @@ public class PlayerAttack : MonoBehaviour {
AttackCombo
cur
=
(
AttackCombo
)
comboQueue
.
Dequeue
();
print
(
cur
);
anim
.
Play
(
cur
.
getComboAnim
());
//실제로는 애니메이션 가져옴
state
=
ComboState
.
Attack
;
StartTime
=
Time
.
time
+
cur
.
getTime
();
}
...
...
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