Commit cc22d91d authored by 18류지석's avatar 18류지석

화살이 벽에 박힘

parent 50afa1b6
...@@ -114,7 +114,10 @@ MonoBehaviour: ...@@ -114,7 +114,10 @@ MonoBehaviour:
m_Bits: 65536 m_Bits: 65536
vanishLayer: vanishLayer:
serializedVersion: 2 serializedVersion: 2
m_Bits: 65792 m_Bits: 65536
stopLayer:
serializedVersion: 2
m_Bits: 256
attackCombo: attackCombo:
--- !u!114 &114988624070961888 --- !u!114 &114988624070961888
MonoBehaviour: MonoBehaviour:
......
...@@ -2,7 +2,7 @@ ...@@ -2,7 +2,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
public class AttackProperty : MonoBehaviour{ public class AttackProperty : MonoBehaviour {
public float damage = 0; public float damage = 0;
public float knockBackMultiplier = 1f; public float knockBackMultiplier = 1f;
public float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER]; public float[] debuffTime = new float[(int)EnemyDebuffCase.END_POINTER];
...@@ -11,6 +11,7 @@ public class AttackProperty : MonoBehaviour{ ...@@ -11,6 +11,7 @@ public class AttackProperty : MonoBehaviour{
InventoryManager inventoryManager; InventoryManager inventoryManager;
public LayerMask enemyLayer; public LayerMask enemyLayer;
public LayerMask vanishLayer; public LayerMask vanishLayer;
public LayerMask stopLayer;
public string attackCombo; public string attackCombo;
private void Awake() private void Awake()
...@@ -54,9 +55,21 @@ public class AttackProperty : MonoBehaviour{ ...@@ -54,9 +55,21 @@ public class AttackProperty : MonoBehaviour{
effectManager.StartEffect(0, tmpBounds, collision.bounds); effectManager.StartEffect(0, tmpBounds, collision.bounds);
} }
if(projectileType == 1 && (vanishLayer == (vanishLayer | 1 << collision.gameObject.layer))) if (projectileType == 1 && (vanishLayer == (vanishLayer | 1 << collision.gameObject.layer)))
{ {
Destroy(gameObject); Destroy(gameObject);
} }
if (projectileType == 1 && (stopLayer == (stopLayer | 1 << collision.gameObject.layer)))
{
GetComponent<Rigidbody2D>().velocity = Vector2.zero;
GetComponent<Collider2D>().enabled = false;
StartCoroutine(WaitVanish(10f));
}
}
IEnumerator WaitVanish(float time)
{
yield return new WaitForSeconds(time);
Destroy(gameObject);
} }
} }
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