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) {
//
......
......@@ -3,9 +3,20 @@ using System.Collections.Generic;
using UnityEngine;
public class AttackProperty : MonoBehaviour{
public float damage=0;
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Enemy"))
{
PlayerAttackInfo curAttack = new PlayerAttackInfo(damage, knockBackMultiplier, debuffNum, debuffType, debuffTime);
Enemy enemyInfo = collision.transform.GetChild(0).GetComponent<Enemy>();
Debug.Log("Ugh!");
collision.transform.GetChild(0).GetComponent<Enemy>().GetDamaged(curAttack);
}
}
}
......@@ -5,15 +5,9 @@ using Random = UnityEngine.Random;
public class Enemy : MonoBehaviour {
// data
// health
private readonly float maxHealth;
private readonly float weight;
public float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth;
// unit distance when get damaged
// data
// static
static readonly float unitDist = 3;
// debuff
......@@ -25,73 +19,59 @@ public class Enemy : MonoBehaviour {
public float debuffTime;
}
// enemy manager
private readonly EnemyManager enemyManager = EnemyManager.Instance;
// stat
public int monsterID;
public float maxHealth;
public float weight;
public float patrolRange;
public float noticeRange;
public float attackRange;
public float patrolSpeed;
public float trackSpeed;
private float playerMaxHealth; //다른 스크립트에 있는 플레이어 최대체력 가져와야함
private float currHealth;
// drop item
// private readonly EnemyManager.DropItemInfo dropItem; // [item ID, probability]
// [HideInInspector]
// data for ignoring collision
Vector2 lastPosition;
Vector2 lastVelocity;
float lastAngularVelocity;
// enemy manager
private EnemyManager enemyManager;
// for animation
[HideInInspector]
public float playerDistance;
// method
// constructor
public Enemy(int id, float maxHealth, float weight) {
this.maxHealth = maxHealth;
this.weight = weight;
this.currHealth = maxHealth;
// drop item
// EnemyManager.DropItemInfo dropItem_temp;
// this.dropItem = (enemyManager.dropTableByID.TryGetValue(id, out dropItem_temp)) ?
// dropItem_temp : new EnemyManager.DropItemInfo(-1, -1);
// method
// Standard Method
private void Awake()
{
enemyManager = EnemyManager.Instance;
}
// ignore collision with player
void FixedUpdate()
{
lastPosition = transform.position;
lastVelocity = GetComponent<Rigidbody2D>().velocity;
lastAngularVelocity = GetComponent<Rigidbody2D>().angularVelocity;
}
private void Start()
{
this.currHealth = maxHealth;
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
}
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>());
}
}
private void Update()
{
playerDistance = Vector2.Distance(enemyManager.player.transform.position, transform.parent.position);
}
// hit by player or debuff
public void GetDamaged(float damage) {
currHealth -= damage;
// hit by player or debuff
public void GetDamaged(PlayerAttackInfo attack) {
currHealth -= attack.damage;
if(currHealth <= 0) {
/*
if (dropItem.id != -1)
{
float dropProb = Random.Range(0.0f, 1.0f);
if (dropProb < dropItem.prob)
{
// spawn a item that has ID
}
}
*/
Destroy(gameObject);
gameObject.SetActive(false);
return;
}
float knockback_dist = damage * unitDist / weight;
// gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
gameObject.GetComponent<Animator>().SetTrigger("DamagedTrigger");
}
IEnumerator DebuffCase(EnemyDebuffed sCase)
{
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyAttackInfo {
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public PlayerDebuffCase[] debuffType = new PlayerDebuffCase[10];
public int[] debuffTime = new int[10];
public EnemyAttackInfo(float damage, float knockBackMultiplier, int debuffNum, PlayerDebuffCase[] debuffType, int[] debuffTime)
{
this.damage = damage;
this.knockBackMultiplier = knockBackMultiplier;
this.debuffNum = debuffNum;
this.debuffType = debuffType;
this.debuffTime = debuffTime;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyCollision : MonoBehaviour {
// data for ignoring collision
Vector2 lastPosition;
Vector2 lastVelocity;
float lastAngularVelocity;
// Update is called once per frame
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>());
}
}
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......@@ -3,126 +3,128 @@ using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
using UnityEngine.Assertions;
public class EnemyManager : Singleton<EnemyManager>
{
// static variable
// about action
public enum State
{
Idle,
Track,
Attack
} // 상속을 통해 수정할 가능성 높음. 염두만 해 두자.
public enum EnemyData { Health, Weight, Height, Width, DetectRange,
AtkRange, AtkDistance, AtkDelay, PjtSpeed, MoveSpeed,
Damage } //Atk = Attack, Pjt = Projectile(투사체)
/* 기본적으로 각 경우에 대해 가지는 값은 양수일 것
* 하지만 특별한 경우가 있음
* 1. DetectRange(감지 범위) : DetectRange가 -1이면 방 전체를 감지한다는 뜻. -2이면 현재 에너미가 있는 플랫폼 전체, -3이면 플랫폼 전방만 감지를 뜻 함.
* 2. AtkRange(공격 범위) : -1이면 현재 위치한 플랫폼 전체를 의미, -2이면 플랫폼 전방만 의미.
* 3. AtkDistance(공격 사거리) : -1이면 현재 위치한 플랫폼 끝까지 의미.
* 4. AtkDelay(공격 딜레이) : -1이면 무한 즉, 단 1회 공격함.
*/
public delegate void Action();
// data
// static
private static readonly int poolSize = 10;
// hold player for animation
public GameObject player;
// data
// dictionary
public readonly Dictionary<int, Dictionary<ItemType, int>> dropTableByID;
public readonly Dictionary<int, Dictionary<State, Action>> actionDictByID;
public readonly Dictionary<int, Dictionary<EnemyData, float>> enemyDataByID;
// data of drop item
public TextAsset dropTableData;
public Dictionary<int, int[]> dropTableByID = new Dictionary<int, int[]>();
public GameObject[] dropItemList; // insert drop item here(on right order)
// enemy prefab
public GameObject[] enemyPrefab;
public Dictionary<GameObject, GameObject[]> enemyPool = new Dictionary<GameObject, GameObject[]>();
public GameObject enemyPrefab;
// method
// constructor
protected EnemyManager()
{
string dropTableDataPath = "";
string actionTableDataPath = "";
// Constructor - protect calling raw constructor
protected EnemyManager() { }
LoadDropTable(dropTableDataPath);
// Awake
private void Awake()
{
player = GameObject.Find("Player");
LoadDropTable(dropTableData);
CreateEnemyPool();
}
// Load Dictionary
private void LoadDropTable(string dataPath)
// Spawn Enemy to Map
public void SpawnEnemy()
{
StreamReader strReader = new StreamReader(dataPath, Encoding.UTF8);
string[] cellValue = null;
string tableLine = null;
strReader.ReadLine();
Dictionary<ItemType, int> dropItemInfo = new Dictionary<ItemType, int>();
while ((tableLine = strReader.ReadLine()) != null)
Transform enemySpots = MapManager.currentRoom.roomInGame.transform.Find("enemy spot");
foreach(Transform enemySpot in enemySpots)
{
if (string.IsNullOrEmpty(tableLine)) return;
cellValue = tableLine.Split(',');
int enemyID = -1;
int[] weight = {-1};
int sum = 0;
int[] cumulatedWeight = { -1 };
int.TryParse(cellValue[0], out enemyID);
for(int i=1;i<17;i++)
GameObject enemy = enemySpot.gameObject.GetComponent<enemySpot>().enemyPrefab;
foreach(Transform location in enemySpot)
{
int.TryParse(cellValue[i+1], out weight[i]);
GameObject clone = PickFromPool(enemy);
clone.transform.position = location.position;
}
}
}
for(int i=0;i<16;i++)
// Object Pool
private void CreateEnemyPool()
{
foreach(GameObject eachEnemy in enemyPrefab)
{
GameObject[] pool = new GameObject[poolSize];
for(int i = 0; i < pool.Length; i++)
{
sum += weight[i];
cumulatedWeight[i] = sum;
pool[i] = Instantiate(eachEnemy);
pool[i].SetActive(false);
}
for(int i=0;i<16;i++)
enemyPool.Add(eachEnemy, pool);
}
}
private GameObject PickFromPool(GameObject enemy)
{
Debug.Log(enemy.name);
GameObject[] pool = enemyPool[enemy];
foreach(GameObject obj in pool)
{
if (!obj.activeSelf)
{
dropItemInfo.Add((ItemType)i, cumulatedWeight[i]);
obj.SetActive(true);
return obj;
}
}
dropTableByID.Add(enemyID, dropItemInfo);
int beforeExtend = pool.Length;
Array.Resize(ref pool, pool.Length + poolSize);
for(int i = beforeExtend; i < pool.Length; i++)
{
pool[i] = Instantiate(enemy);
pool[i].SetActive(false);
}
}
enemyPool[enemy] = pool;
pool[beforeExtend].SetActive(true);
return pool[beforeExtend];
}
// Load ALL CSV Data
private void LoadEnemyData(string dataPath)
// Load Dictionary
private void LoadDropTable(TextAsset dataFile)
{
StreamReader strReader = new StreamReader(dataPath, Encoding.UTF8);
string[] linesFromText = dataFile.text.Split('\n');
string[] cellValue = null;
string tableLine = null;
strReader.ReadLine();
Dictionary<EnemyData, float> EnemyInfo = new Dictionary<EnemyData, float>();
while ((tableLine = strReader.ReadLine()) != null)
int IDindex = 1; // index of monster ID is 1
int skipDistance = 3; // (Reason for 3): skip StageName, MonsterID, MonsterName (3 elements)
for (int i = 1; i < linesFromText.Length; i++) // (Reason i = 1): skip first line
{
cellValue = tableLine.Split(',');
cellValue = linesFromText[i].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 + 2], out enemyData[i]);
}
int.TryParse(cellValue[IDindex], out enemyID);
Assert.AreNotEqual(-1, enemyID); // case -1: read error
if (enemyID == 0) { continue; } // case 0: blank
int dropTableLength = cellValue.Length - skipDistance;
Assert.AreEqual(dropTableLength, dropItemList.Length);
int[] dropTable = new int[dropTableLength];
int cumulated = 0;
for(int i=0;i<12;i++)
for (int j = 0; j < dropTableLength; j++)
{
EnemyInfo.Add((EnemyData)i, enemyData[i]);
int weight = -1;
int.TryParse(cellValue[j + skipDistance], out weight);
Assert.AreNotEqual(-1, weight);
cumulated += weight;
dropTable[j] = cumulated;
}
enemyDataByID.Add(enemyID, EnemyInfo);
dropTableByID.Add(enemyID, dropTable);
}
}
// 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);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyMelee : Enemy {
}
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using System.Collections;
 using System.Collections;
using System.Collections.Generic;
using UnityEngine;
......@@ -18,7 +18,7 @@ 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-0.9f) / 24f);
if ((ttx != tx || tty != ty) && MapManager.isRoomFalling != true)
{
MapManager.tempRoom = MapManager.mapGrid[tx, ty];
......
......@@ -4,10 +4,8 @@ using UnityEditor.Animations;
using UnityEngine;
using UnityEngine.UI;
public class PlayerAttack : MonoBehaviour {
public float[] attackRaw = new float[3];
public int[] attackKeyState = new int[3]; //0: released 1: push 2: pushing
public float cancelRaw;
public int cancelKeyState;
public bool[] attack = new bool[3];
public bool cancel;
public bool playingSkill;
public float comboTime;
public Text time, combo;
......@@ -17,6 +15,7 @@ public class PlayerAttack : MonoBehaviour {
public AnimatorOverrideController aoc;
public AnimationClip[] normalAttack = new AnimationClip[3];
public InventoryManager inventoryManager;
public LifeStoneManager lifeStoneManager;
float comboEndTime;
bool comboTimeOn;
......@@ -35,22 +34,10 @@ public class PlayerAttack : MonoBehaviour {
{
SetTimeText(comboTime, comboEndTime - Time.time);
for (int i = 0; i < 3; i++)
attackRaw[i] = Input.GetAxisRaw("Fire" + (i+1));
cancelRaw = Input.GetAxisRaw("Stop");
for (int i = 0; i < 3; i++)
{
if (attackRaw[i] > 0 && attackKeyState[i] < 2)
attackKeyState[i]++;
else if (attackRaw[i] == 0)
attackKeyState[i] = 0;
}
if (cancelRaw > 0 && cancelKeyState < 2)
cancelKeyState++;
else if (cancelRaw == 0)
cancelKeyState = 0;
if (cancelKeyState == 1)
attack[i] = Input.GetButtonDown("Fire" + (i+1));
cancel = Input.GetButtonDown("Stop");
if (cancel)
{
comboTimeOn = false;
}
......@@ -58,7 +45,7 @@ public class PlayerAttack : MonoBehaviour {
if (!playingSkill)
{
for (int i = 0; i < 3; i++)
if (attackKeyState[i] == 1)
if (attack[i])
{
comboArray += (char)('A' + i);
CheckCombo();
......@@ -170,4 +157,9 @@ public class PlayerAttack : MonoBehaviour {
return true;
return false;
}
public void TakeDamage(EnemyAttackInfo attack)
{
lifeStoneManager.DestroyStone((int)Mathf.Ceil(attack.damage));
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttackInfo {
public float damage = 0;
public float knockBackMultiplier = 1f;
public int debuffNum = 0;
public EnemyDebuffCase[] debuffType = new EnemyDebuffCase[10];
public int[] debuffTime = new int[10];
public PlayerAttackInfo(float damage, float knockBackMultiplier, int debuffNum, EnemyDebuffCase[] debuffType, int[] debuffTime)
{
this.damage = damage;
this.knockBackMultiplier = knockBackMultiplier;
this.debuffNum = debuffNum;
this.debuffType = debuffType;
this.debuffTime = debuffTime;
}
}
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......@@ -60,8 +60,7 @@ public class PlayerController : MonoBehaviour
[SerializeField]
private DroppedItem lastDropItem;
private DroppedLifeStone lastLifeStone;
private float interaction;
private bool interactionCoolDown=true;
private bool interaction;
public PlayerState playerState, previousState;
void Start()
......@@ -81,11 +80,35 @@ public class PlayerController : MonoBehaviour
if (!upKeyDown) upKeyDown = previous <= 0 && verticalRaw > 0;
if (!downKeyDown) downKeyDown = previous >= 0 && verticalRaw < 0;
interaction = Input.GetAxisRaw("interaction");
interaction = Input.GetButtonDown("Interaction");
if (Input.GetButtonDown("Jump"))
{
jump = true;
}
if (GetItemRay() == false)
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
lastLifeStone = null;
}
}
if (lastDropItem != null && interaction)
{
print(lastDropItem.PushItem() + "냠냠");
}
if (lastLifeStone != null && interaction)
{
lastLifeStone.ApplyLifeStone();
print("생명석 냠냠");
}
}
private void FixedUpdate()
......@@ -99,32 +122,6 @@ public class PlayerController : MonoBehaviour
rb.gravityScale = rbAttackGravityScale;
return;
}
if (GetItemRay() == false )
{
if (lastDropItem != null)
{
lastDropItem.HighlightSwitch(false);
lastDropItem = null;
}
if (lastLifeStone != null)
{
lastLifeStone.HighlightSwitch(false);
lastLifeStone = null;
}
}
if (interaction != 1f) interactionCoolDown = true;
if (lastDropItem!=null && interaction == 1f &&interactionCoolDown)
{
interactionCoolDown = false;
print(lastDropItem.PushItem()+"냠냠");
}
if(lastLifeStone!=null && interaction == 1f && interactionCoolDown)
{
interactionCoolDown = false;
lastLifeStone.ApplyLifeStone();
print("생명석 냠냠");
}
if (isGrounded)
isJumpable = true;
......
......@@ -9,7 +9,8 @@ public class DamageToPlayer : MonoBehaviour {
{
if (collision.CompareTag("Player"))
{
Debug.Log("Auch!");
EnemyAttackInfo attack = new EnemyAttackInfo(damage, 1f, 0, null, null);
collision.gameObject.GetComponent<PlayerAttack>().TakeDamage(attack);
}
}
}
......@@ -6,7 +6,10 @@
blind,
charm
};
public enum PlayerDebuffCase
{
}
public enum ItemQuality
{
Study,
......
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......@@ -37,7 +37,7 @@ public class InventoryManager : MonoBehaviour {
IEnumerator TestCoroutine()
{
yield return null;
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[0])));
/*PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[0])));
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[2])));
yield return new WaitForSeconds(1.5f);
ItemInstantiate(itemPool[0], player.transform.position);
......@@ -51,7 +51,7 @@ public class InventoryManager : MonoBehaviour {
AddonInstantiate(addonPool[0], player.transform.position);
yield return new WaitForSeconds(1.5f);
AddonInstantiate(addonPool[1], player.transform.position);
/*ItemSelect(0);
ItemSelect(0);
yield return new WaitForSeconds(1f);
PushItem((Item)System.Activator.CreateInstance(System.Type.GetType(itemPool[1])));
yield return new WaitForSeconds(1f);
......
......@@ -6,6 +6,7 @@ using UnityEngine.UI;
public class Test : MonoBehaviour {
MapManager mapManager;
EnemyManager enemyManager;
TetriminoSpawner tetriminoSpawner;
public static Vector3 tetrisCameraCoord = new Vector3(180, 0, -1);
public static float tetrisMapSize = 300;
......@@ -50,6 +51,10 @@ public class Test : MonoBehaviour {
{
MapManager.currentRoom.ClearRoom();
}
public void SummonEnemy()
{
enemyManager.SpawnEnemy();
}
public GameObject upDoor;
public GameObject downDoor;
......@@ -108,7 +113,7 @@ public class Test : MonoBehaviour {
private void Awake()
{
//leftDoor.GetComponent<Animator>().SetInteger("doorPosition", 3);
enemyManager = EnemyManager.Instance;
mapManager = GameObject.Find("MapManager").GetComponent<MapManager>();
tetriminoSpawner = GameObject.Find("TetriminoSpawner").GetComponent<TetriminoSpawner>();
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class enemySpot : MonoBehaviour {
public GameObject enemyPrefab;
}
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......@@ -9,8 +9,8 @@ InputManager:
m_Name: Horizontal
descriptiveName:
descriptiveNegativeName:
negativeButton: left
positiveButton: right
negativeButton: a
positiveButton: d
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -25,8 +25,8 @@ InputManager:
m_Name: Vertical
descriptiveName:
descriptiveNegativeName:
negativeButton: down
positiveButton: up
negativeButton: s
positiveButton: w
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -42,7 +42,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: z
positiveButton: j
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -58,7 +58,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: x
positiveButton: k
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -74,7 +74,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: c
positiveButton: l
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -90,7 +90,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: v
positiveButton: ;
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -106,7 +106,7 @@ InputManager:
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: up
positiveButton: space
altNegativeButton:
altPositiveButton:
gravity: 1000
......@@ -133,6 +133,22 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Interaction
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: e
altNegativeButton:
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gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Mouse X
descriptiveName:
......@@ -293,38 +309,6 @@ InputManager:
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: interaction
descriptiveName:
descriptiveNegativeName:
negativeButton:
positiveButton: e
altNegativeButton:
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dead: 0.001
sensitivity: 1000
snap: 0
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type: 0
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joyNum: 0
- serializedVersion: 3
m_Name: Cancel
descriptiveName:
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altNegativeButton:
altPositiveButton: joystick button 1
gravity: 1000
dead: 0.001
sensitivity: 1000
snap: 0
invert: 0
type: 0
axis: 0
joyNum: 0
- serializedVersion: 3
m_Name: Cancel
descriptiveName:
......
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