Commit 958700b5 authored by 18손재민's avatar 18손재민

Merge remote-tracking branch 'origin/master' into tetris

parents 4c09838b af4d49a5
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......@@ -2,63 +2,37 @@
using System.Collections.Generic;
using UnityEngine;
public class MeleeAttack : StateMachineBehaviour {
float timer;
float attackDelay;
float attackDuration;
public Sprite castingSprite;
public Sprite attackingSprite;
Sprite prevSprite;
public class Damaged : StateMachineBehaviour {
enum SubState
{
BEFOREATTACK,
CASTING,
ATTACKING
}
SubState subState;
// 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) {
prevSprite = animator.GetComponent<SpriteRenderer>().sprite;
attackDelay = animator.GetFloat("attackDelay");
attackDuration = animator.GetFloat("attackDuration");
subState = SubState.BEFOREATTACK;
timer = 0.0f;
}
RuntimeAnimatorController ac;
float knockbackTime;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
timer += Time.deltaTime;
if (timer < attackDelay)
// 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) {
ac = animator.runtimeAnimatorController;
foreach(var clip in ac.animationClips)
{
if (subState == SubState.BEFOREATTACK)
if (clip.name.Contains("Damaged"))
{
subState = SubState.CASTING;
animator.GetComponent<SpriteRenderer>().sprite = castingSprite;
knockbackTime = clip.length;
}
// action during casting attack
}
else if (timer < attackDelay + attackDuration)
{
if (subState == SubState.CASTING)
{
subState = SubState.ATTACKING;
animator.GetComponent<SpriteRenderer>().sprite = attackingSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = true;
}
}
else
{
animator.SetTrigger("TrackTrigger");
}
Transform playerTransform = EnemyManager.Instance.player.transform;
Transform pivotTransform = animator.transform.parent;
pivotTransform.eulerAngles = (playerTransform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
}
// 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) {
animator.GetComponent<SpriteRenderer>().sprite = prevSprite;
animator.transform.GetChild(0).GetComponents<BoxCollider2D>()[0].enabled = false;
}
//override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
// 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) {
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스테이지,ID,이름,드랍하지 않음,생명석 1개,생명석 2개,생명석 3개,생명석 4개,생명석 5개,금 포션,자수정 포션,습작 아이템,범작,수작,걸작 아이템,습작 애드온,범작,수작,걸작 애드온
고대유적,,,,,,,,,,,,,,,,,,
고대유적,42,전갈,7,4,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,101,고블린,7,4,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,102,고블린 보초병,4,3,0,0,0,0,0,0,0,0,0,0,1,0,0,0
고대유적,103,날쌘 고블린,3,5,1,0,0,0,0,0,2,0,0,0,2,1,0,0
고대유적,1050,나태한 고블린,3,5,1,0,0,0,0,0,1,0,0,0,1,3,0,0
고대유적,104,고블린 챔피언,1,8,4,2,0,0,3,0,2,4,2,0,2,1,0,0
고대유적,1060,밤의 사제,0,2,1,0,0,0,3,0,2,6,3,0,1,5,2,0
고대유적,1070,고물 보블린,0,3,0,0,0,0,3,0,1,7,5,1,2,6,4,1
고대유적,111,거대 거미,2,4,3,1,0,0,0,0,2,1,0,0,2,2,0,0
고대유적,112,독 거미,3,4,1,0,0,0,0,0,1,0,0,0,1,1,0,0
고대유적,121,도둑 까마귀,0,3,1,0,0,0,4,0,5,2,1,0,7,4,1,0
고대유적,113,야생 늑대,1,2,4,1,0,0,0,0,1,3,1,0,2,3,1,0
고대유적,1140,고블린 라이더,1,3,5,1,0,0,3,0,3,4,1,0,3,3,1,0
고대유적,122,흡혈 박쥐,3,3,1,0,0,0,0,0,2,1,0,0,3,1,0,0
고대유적,1230,새끼 박쥐,5,4,0,0,0,0,0,0,1,0,0,0,2,0,0,0
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,,,,,,,,,,,,,,,,,,
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라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
라거 섬,,,,,,,,,,,,,,,,,,
도시,,,,,,,,,,,,,,,,,,
도시,,고위 마법사,,,,,,,,,,,,,,,,
도시,,황실 기사,,,,,,,,,,,,,,,,
도시,,학자,,,,,,,,,,,,,,,,
도시,,보초병,,,,,,,,,,,,,,,,
도시,,일반 마법사,,,,,,,,,,,,,,,,
도시,,폰,,,,,,,,,,,,,,,,
도시,,나이트,,,,,,,,,,,,,,,,
도시,,비숍,,,,,,,,,,,,,,,,
도시,,룩,,,,,,,,,,,,,,,,
도시,,심복,,,,,,,,,,,,,,,,
도시,,성직자,,,,,,,,,,,,,,,,
도시,,고위 성직자,,,,,,,,,,,,,,,,
도시,,정예 기사,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,용암 융합체,,,,,,,,,,,,,,,,
폐허,,백골 야수,,,,,,,,,,,,,,,,
폐허,,백골 마법사,,,,,,,,,,,,,,,,
폐허,,언데드 학자,,,,,,,,,,,,,,,,
폐허,,언데드 성직자,,,,,,,,,,,,,,,,
폐허,,묘비왕자,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
폐허,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
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공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
공통,,,,,,,,,,,,,,,,,,
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......@@ -6,35 +6,37 @@ public class MeleeIdle : StateMachineBehaviour {
Vector2 origin;
float patrolRange;
float movementSpeed;
float patrolSpeed;
float noticeRange;
GameObject player;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
Transform animatorRoot;
// 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) {
// 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) {
origin = animator.transform.position;
patrolRange = animator.GetFloat("patrolRange");
noticeRange = animator.GetFloat("noticeRange");
movementSpeed = animator.GetFloat("movementSpeedPatrol");
player = GameObject.Find("Player");
}
patrolRange = animator.GetComponent<Enemy>().patrolRange;
noticeRange = animator.GetComponent<Enemy>().noticeRange;
patrolSpeed = animator.GetComponent<Enemy>().patrolSpeed;
player = EnemyManager.Instance.player;
animatorRoot = animator.transform.parent;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (Vector2.Distance(player.transform.position, animator.transform.position) < noticeRange)
if (animator.GetComponent<Enemy>().playerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
}
Vector2 currPosition = animator.transform.position;
Vector2 movingDistance = -1 * animator.transform.right * movementSpeed * Time.deltaTime; // go left first
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
if(Mathf.Abs(animator.transform.position.x - origin.x) > patrolRange)
Vector2 currPosition = animatorRoot.position;
Vector2 movingDistance = -1 * animatorRoot.right * patrolSpeed * Time.deltaTime; // go left first
animatorRoot.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
if(Mathf.Abs(animatorRoot.position.x - origin.x) > patrolRange)
{
animator.transform.eulerAngles = (origin.x < animator.transform.position.x) ? leftsideAngle : rightsideAngle;
animatorRoot.eulerAngles = (origin.x < animatorRoot.position.x) ? leftsideAngle : rightsideAngle;
}
}
......
......@@ -4,49 +4,54 @@ using UnityEngine;
public class MeleeTrack : StateMachineBehaviour {
GameObject player;
float movementSpeed;
float trackSpeed;
float attackRange;
Vector3 leftsideAngle = new Vector3(0, 0, 0);
Vector3 rightsideAngle = new Vector3(0, 180, 0);
readonly float dirChangeTime = 0.5f;
IEnumerator dirChange;
Transform pivotTransform;
readonly int maxFrame = 10;
int frameCounter;
Vector2 centerOfBody;
// 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) {
movementSpeed = animator.GetFloat("movementSpeedTrack");
attackRange = animator.GetFloat("attackRange");
player = GameObject.Find("Player");
dirChange = DirChange(animator);
animator.GetComponent<MonoBehaviour>().StartCoroutine(dirChange);
trackSpeed = animator.GetComponent<Enemy>().trackSpeed;
attackRange = animator.GetComponent<Enemy>().attackRange;
player = EnemyManager.Instance.player;
pivotTransform = animator.transform.parent;
float halfHeight = pivotTransform.gameObject.GetComponent<BoxCollider2D>().size.y / 2.0f;
Vector2 rootPosition2D = pivotTransform.position;
centerOfBody = new Vector2(0, halfHeight) + rootPosition2D;
frameCounter = 0;
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (Vector2.Distance(player.transform.position, animator.transform.position) < attackRange)
frameCounter += 1;
if (frameCounter >= maxFrame)
{
pivotTransform.eulerAngles = (player.transform.position.x - pivotTransform.position.x < 0) ? leftsideAngle : rightsideAngle;
frameCounter = 0;
}
if (animator.GetComponent<Enemy>().playerDistance < attackRange)
{
animator.SetTrigger("AttackTrigger");
return;
}
Vector2 currPosition = animator.transform.position;
Vector2 movingDistance = animator.transform.right * movementSpeed * Time.deltaTime * -1;
animator.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
}
IEnumerator DirChange(Animator animator)
{
while (true)
{
animator.transform.eulerAngles = (player.transform.position.x - animator.transform.position.x < 0) ? leftsideAngle : rightsideAngle;
yield return new WaitForSeconds(dirChangeTime);
}
}
Vector2 currPosition = pivotTransform.position;
Vector2 movingDistance = pivotTransform.right * trackSpeed * Time.deltaTime * -1;
pivotTransform.gameObject.GetComponent<Rigidbody2D>().MovePosition(currPosition + movingDistance);
// 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) {
animator.GetComponent<MonoBehaviour>().StopCoroutine(dirChange);
}
// 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) {
//
//}
// 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) {
//
......
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