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tetra-tower
Commits
94890186
Commit
94890186
authored
Jan 18, 2019
by
18손재민
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enemyAction 브랜치에서 일부만 합침
parent
b9b7972e
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+854
-52
Enemy.meta
Assets/Animation/Enemy.meta
+8
-0
melee.controller
Assets/Animation/Enemy/melee.controller
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melee.controller.meta
Assets/Animation/Enemy/melee.controller.meta
+8
-0
DummyScorpion.prefab
Assets/Prefabs/Characters/DummyScorpion.prefab
+235
-0
DummyScorpion.prefab.meta
Assets/Prefabs/Characters/DummyScorpion.prefab.meta
+8
-0
Enemy.cs
Assets/Scripts/Characters/Enemy.cs
+48
-29
EnemyManager.cs
Assets/Scripts/Characters/EnemyManager.cs
+35
-6
Player.cs
Assets/Scripts/Characters/Player.cs
+1
-1
PlayerController.cs
Assets/Scripts/Characters/PlayerController.cs
+3
-16
evil_scorpion1.png
Assets/Sprites/evil_scorpion1.png
+0
-0
evil_scorpion1.png.meta
Assets/Sprites/evil_scorpion1.png.meta
+108
-0
evil_scorpion2.png
Assets/Sprites/evil_scorpion2.png
+0
-0
evil_scorpion2.png.meta
Assets/Sprites/evil_scorpion2.png.meta
+108
-0
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Assets/Prefabs/Characters/DummyScorpion.prefab.meta
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94890186
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Assets/Scripts/Characters/Enemy.cs
View file @
94890186
...
...
@@ -5,7 +5,7 @@ using Random = UnityEngine.Random;
public
class
Enemy
:
MonoBehaviour
{
/*
// data
// health
private
readonly
float
maxHealth
;
...
...
@@ -20,37 +20,61 @@ public class Enemy : MonoBehaviour {
float
[]
immunity_time
=
new
float
[
5
]
{
0.0f
,
3.0f
,
6.0f
,
6.0f
,
6.0f
};
//면역 시간
bool
[]
immunity
=
new
bool
[]
{
false
,
};
//현재 에너미가 디버프 상태에 대해서 면역인지를 체크하는 변수
enum
debuffCase
{
fire
,
ice
,
stun
,
blind
,
charm
};
struct
EnemyDebuffed
{
public
debuffCase
Case
;
public
float
debuffTime
;
}
// enemy manager
private
readonly
EnemyManager
enemyManager
=
EnemyManager
.
Instance
;
// action
private EnemyManager.State currState;
private Dictionary<EnemyManager.State, EnemyManager.Action> actionByState;
// drop item
// private readonly EnemyManager.DropItemInfo dropItem; // [item ID, probability]
// drop item
private readonly EnemyManager.DropItemInfo dropItem; // [item ID, probability]
// data for ignoring collision
Vector2
lastPosition
;
Vector2
lastVelocity
;
float
lastAngularVelocity
;
// method
// constructor
public Enemy(int id, float maxHealth, float weight) {
// constructor
public
Enemy
(
int
id
,
float
maxHealth
,
float
weight
)
{
this
.
maxHealth
=
maxHealth
;
this
.
weight
=
weight
;
this
.
currHealth
=
maxHealth
;
EnemyManager.DropItemInfo dropItem_temp;
this.dropItem = (enemyManager.dropTableByID.TryGetValue(id, out dropItem_temp)) ?
dropItem_temp : new EnemyManager.DropItemInfo(-1, -1);
this.actionByState = enemyManager.actionDictByID[id];
this.currState = EnemyManager.State.Idle;
// EnemyManager.DropItemInfo dropItem_temp;
// this.dropItem = (enemyManager.dropTableByID.TryGetValue(id, out dropItem_temp)) ?
// dropItem_temp : new EnemyManager.DropItemInfo(-1, -1);
}
// hit by player or debuff
public void GetDamaged(float damage) {
// ignore collision with player
void
FixedUpdate
()
{
lastPosition
=
transform
.
position
;
lastVelocity
=
GetComponent
<
Rigidbody2D
>().
velocity
;
lastAngularVelocity
=
GetComponent
<
Rigidbody2D
>().
angularVelocity
;
}
void
OnCollisionEnter2D
(
Collision2D
col
)
{
if
(
col
.
gameObject
.
tag
==
"Player"
)
{
transform
.
position
=
lastPosition
;
GetComponent
<
Rigidbody2D
>().
velocity
=
lastVelocity
;
GetComponent
<
Rigidbody2D
>().
angularVelocity
=
lastAngularVelocity
;
Physics2D
.
IgnoreCollision
(
col
.
gameObject
.
GetComponent
<
Collider2D
>(),
GetComponent
<
Collider2D
>());
}
}
// hit by player or debuff
public
void
GetDamaged
(
float
damage
)
{
currHealth
-=
damage
;
if
(
currHealth
<=
0
)
{
/*
if (dropItem.id != -1)
{
float dropProb = Random.Range(0.0f, 1.0f);
...
...
@@ -59,19 +83,16 @@ public class Enemy : MonoBehaviour {
// spawn a item that has ID
}
}
*/
Destroy
(
gameObject
);
return
;
}
float
knockback_dist
=
damage
*
unitDist
/
weight
;
//
do something - knockback animation
//
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
}
struct EnemyDebuffed
{
public debuffCase Case;
public float debuffTime;
}
IEnumerator
DebuffCase
(
EnemyDebuffed
sCase
)
{
...
...
@@ -134,13 +155,11 @@ public class Enemy : MonoBehaviour {
yield
return
StartCoroutine
(
ImmunityTimer
(
sCase
));
}
IEnumerator ImmunityTimer(EnemyDebuffed sCase)
{
yield return new WaitForSeconds(immunity_time[(int)sCase.Case]);
immunity[(int)sCase.Case] = false;
}
*/
IEnumerator
ImmunityTimer
(
EnemyDebuffed
sCase
)
{
yield
return
new
WaitForSeconds
(
immunity_time
[(
int
)
sCase
.
Case
]);
immunity
[(
int
)
sCase
.
Case
]
=
false
;
}
}
//얼음일때 깨어나기
...
...
Assets/Scripts/Characters/EnemyManager.cs
View file @
94890186
...
...
@@ -2,7 +2,7 @@
using
System.Collections.Generic
;
using
System.IO
;
using
System.Text
;
using
UnityEngine
;
public
class
EnemyManager
:
Singleton
<
EnemyManager
>
{
...
...
@@ -20,6 +20,9 @@ public class EnemyManager : Singleton<EnemyManager>
EpicItem
,
LegendaryItem
,
CommonAdd
,
RareAdd
,
EpicAdd
,
LegendaryAdd
}
public
enum
EnemyData
{
Health
,
Weight
,
Height
,
Width
,
DetectRange
,
AtkRange
,
AtkDistance
,
AtkDelay
,
PjtSpeed
,
MoveSpeed
,
Damage
}
//Atk = Attack, Pjt = Projectile(투사체)
public
delegate
void
Action
();
...
...
@@ -27,12 +30,14 @@ public class EnemyManager : Singleton<EnemyManager>
// dictionary
public
readonly
Dictionary
<
int
,
Dictionary
<
ItemType
,
int
>>
dropTableByID
;
public
readonly
Dictionary
<
int
,
Dictionary
<
State
,
Action
>>
actionDictByID
;
public
readonly
Dictionary
<
int
,
float
[
]
>
enemyDataByID
;
public
readonly
Dictionary
<
int
,
Dictionary
<
EnemyData
,
float
>
>
enemyDataByID
;
// standard enemy prefab
public
GameObject
enemyPrefab
;
// method
// constructor
protected
EnemyManager
()
// method
// constructor
protected
EnemyManager
()
{
string
dropTableDataPath
=
""
;
string
actionTableDataPath
=
""
;
...
...
@@ -91,10 +96,34 @@ public class EnemyManager : Singleton<EnemyManager>
string
[]
cellValue
=
null
;
string
tableLine
=
null
;
strReader
.
ReadLine
();
Dictionary
<
EnemyData
,
float
>
EnemyInfo
=
new
Dictionary
<
EnemyData
,
float
>();
while
((
tableLine
=
strReader
.
ReadLine
())
!=
null
)
{
cellValue
=
tableLine
.
Split
(
','
);
int
enemyID
=
-
1
;
float
[]
enemyData
=
{
0.0f
};
int
.
TryParse
(
cellValue
[
0
],
out
enemyID
);
for
(
int
i
=
0
;
i
<
11
;
i
++)
{
float
.
TryParse
(
cellValue
[
i
+
1
],
out
enemyData
[
i
]);
}
for
(
int
i
=
0
;
i
<
12
;
i
++)
{
EnemyInfo
.
Add
((
EnemyData
)
i
,
enemyData
[
i
]);
}
enemyDataByID
.
Add
(
enemyID
,
EnemyInfo
);
}
}
// called by gameManager to Spawn enemy
// little temporary. Many change will be exist.
public
void
SpawnEnemy
()
{
Vector2
playerPosition
=
GameObject
.
Find
(
"Player"
).
transform
.
position
;
Instantiate
(
enemyPrefab
,
playerPosition
+
new
Vector2
(
7
,
0
),
Quaternion
.
identity
);
}
}
Assets/Scripts/Characters/Player.cs
View file @
94890186
...
...
@@ -19,7 +19,7 @@ public class Player : MonoBehaviour {
// Update is called once per frame
void
Update
()
{
tx
=
(
int
)(
transform
.
position
.
x
/
24f
);
ty
=
(
int
)(
(
transform
.
position
.
y
-
0.9f
)
/
24f
);
ty
=
(
int
)(
transform
.
position
.
y
/
24f
);
if
((
ttx
!=
tx
||
tty
!=
ty
)
&&
MapManager
.
isRoomFalling
!=
true
)
{
MapManager
.
currentRoom
=
MapManager
.
mapGrid
[
tx
,
ty
];
...
...
Assets/Scripts/Characters/PlayerController.cs
View file @
94890186
...
...
@@ -6,7 +6,7 @@ using UnityEngine.Tilemaps;
public
class
PlayerController
:
MonoBehaviour
{
private
Rigidbody2D
rb
;
// RigidBody2D of this game object
private
Animator
anim
;
// Speeds of player
[
SerializeField
]
private
float
maxSpeed
;
...
...
@@ -59,7 +59,6 @@ public class PlayerController : MonoBehaviour
void
Start
()
{
rb
=
gameObject
.
GetComponent
<
Rigidbody2D
>();
anim
=
GetComponent
<
Animator
>();
}
// Update is called once per frame
...
...
@@ -81,16 +80,6 @@ public class PlayerController : MonoBehaviour
if
(
GameManager
.
gameState
==
GameManager
.
GameState
.
Ingame
)
{
anim
.
SetBool
(
"rope"
,
isInRope
);
anim
.
SetBool
(
"run"
,
isDashing
);
anim
.
SetBool
(
"ground"
,
isGrounded
);
anim
.
SetFloat
(
"vspeed"
,
rb
.
velocity
.
y
);
anim
.
SetFloat
(
"speed"
,
Mathf
.
Abs
(
rb
.
velocity
.
x
));
if
(
isGrounded
||
isInRope
)
{
anim
.
SetBool
(
"jump"
,
false
);
}
if
(
isGrounded
)
isJumpable
=
true
;
...
...
@@ -148,12 +137,10 @@ public class PlayerController : MonoBehaviour
if
(
isGrounded
)
{
vertical
=
jumpSpeed
;
anim
.
SetBool
(
"jump"
,
true
);
}
else
if
(
isJumpable
)
{
vertical
=
doubleJumpSpeed
;
anim
.
SetBool
(
"jump"
,
true
);
isJumpable
=
false
;
}
}
...
...
@@ -232,10 +219,10 @@ public class PlayerController : MonoBehaviour
{
if
(
element
.
name
==
"platform"
)
{
Physics2D
.
IgnoreCollision
(
element
,
transform
.
GetComponent
<
Collider2D
>(),
true
)
;
element
.
enabled
=
false
;
yield
return
new
WaitForSeconds
(
0.3f
);
while
(
isInRope
)
yield
return
new
WaitForSeconds
(
0.1f
);
Physics2D
.
IgnoreCollision
(
element
,
transform
.
GetComponent
<
Collider2D
>(),
false
)
;
element
.
enabled
=
true
;
isDownPlatform
=
false
;
}
}
...
...
Assets/Sprites/evil_scorpion1.png
0 → 100644
View file @
94890186
20 KB
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94890186
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94890186
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