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tetra-tower
Commits
cd31a54f
Commit
cd31a54f
authored
Feb 15, 2019
by
15김민규
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Revert "누락사항 넣음"
This reverts commit
29451a7a
.
parent
29451a7a
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testEnemyPattern.unity.meta
Assets/Scenes/testEnemyPattern.unity.meta
+0
-7
DamageToPlayer.cs
Assets/Scripts/Characters/DamageToPlayer.cs
+0
-15
DamageToPlayer.cs.meta
Assets/Scripts/Characters/DamageToPlayer.cs.meta
+0
-11
Enemy Pattern.meta
Assets/Scripts/Characters/Enemy Pattern.meta
+0
-8
MeleeAttack.cs
Assets/Scripts/Characters/Enemy Pattern/MeleeAttack.cs
+0
-72
MeleeAttack.cs.meta
Assets/Scripts/Characters/Enemy Pattern/MeleeAttack.cs.meta
+0
-11
MeleeIdle.cs
Assets/Scripts/Characters/Enemy Pattern/MeleeIdle.cs
+0
-55
MeleeIdle.cs.meta
Assets/Scripts/Characters/Enemy Pattern/MeleeIdle.cs.meta
+0
-11
MeleeTrack.cs
Assets/Scripts/Characters/Enemy Pattern/MeleeTrack.cs
+0
-59
MeleeTrack.cs.meta
Assets/Scripts/Characters/Enemy Pattern/MeleeTrack.cs.meta
+0
-11
No files found.
Assets/Scenes/testEnemyPattern.unity.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: 713a0796b50970d478e2a86ee800eb7e
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/DamageToPlayer.cs
deleted
100644 → 0
View file @
29451a7a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
DamageToPlayer
:
MonoBehaviour
{
public
int
damage
;
// enum debuff
private
void
OnTriggerEnter2D
(
Collider2D
collision
)
{
if
(
collision
.
CompareTag
(
"Player"
))
{
Debug
.
Log
(
"Auch!"
);
}
}
}
Assets/Scripts/Characters/DamageToPlayer.cs.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: 908a1b16b9926f747807d321c5ecc8af
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy Pattern.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: 4e703d327a79ead45831653344108bdf
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy Pattern/MeleeAttack.cs
deleted
100644 → 0
View file @
29451a7a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
MeleeAttack
:
StateMachineBehaviour
{
float
timer
;
float
attackDelay
;
float
attackDuration
;
public
Sprite
castingSprite
;
public
Sprite
attackingSprite
;
Sprite
prevSprite
;
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
;
}
// 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
)
{
if
(
subState
==
SubState
.
BEFOREATTACK
)
{
subState
=
SubState
.
CASTING
;
animator
.
GetComponent
<
SpriteRenderer
>().
sprite
=
castingSprite
;
}
// 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"
);
}
}
// 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
;
}
// 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) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
Assets/Scripts/Characters/Enemy Pattern/MeleeAttack.cs.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: e92be6a4d81dc134fbe2097609bb180b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy Pattern/MeleeIdle.cs
deleted
100644 → 0
View file @
29451a7a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
MeleeIdle
:
StateMachineBehaviour
{
Vector2
origin
;
float
patrolRange
;
float
movementSpeed
;
float
noticeRange
;
GameObject
player
;
Vector3
leftsideAngle
=
new
Vector3
(
0
,
0
,
0
);
Vector3
rightsideAngle
=
new
Vector3
(
0
,
180
,
0
);
// 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"
);
}
// 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
)
{
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
)
{
animator
.
transform
.
eulerAngles
=
(
origin
.
x
<
animator
.
transform
.
position
.
x
)
?
leftsideAngle
:
rightsideAngle
;
}
}
// 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) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
Assets/Scripts/Characters/Enemy Pattern/MeleeIdle.cs.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: d2a789ffb946ca045aaaf6896bc26da8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/Characters/Enemy Pattern/MeleeTrack.cs
deleted
100644 → 0
View file @
29451a7a
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
MeleeTrack
:
StateMachineBehaviour
{
GameObject
player
;
float
movementSpeed
;
float
attackRange
;
Vector3
leftsideAngle
=
new
Vector3
(
0
,
0
,
0
);
Vector3
rightsideAngle
=
new
Vector3
(
0
,
180
,
0
);
readonly
float
dirChangeTime
=
0.5f
;
IEnumerator
dirChange
;
// 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
);
}
// 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
)
{
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
);
}
}
// 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
);
}
// 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) {
//
//}
// OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
//
//}
}
Assets/Scripts/Characters/Enemy Pattern/MeleeTrack.cs.meta
deleted
100644 → 0
View file @
29451a7a
fileFormatVersion: 2
guid: 3fc79cb78d2a6a040a8ddd4a1997db22
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
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