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tetra-tower
Commits
cfa04ecd
Commit
cfa04ecd
authored
Feb 18, 2019
by
15김민규
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디버프 3종(화상 빙결 기절) 구현
parent
714cad0c
Changes
10
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Showing
10 changed files
with
755 additions
and
152 deletions
+755
-152
Goblin Damaged.anim
Assets/Animation/Enemy/Goblin/Goblin Damaged.anim
+2
-2
Goblin Stunned.anim
Assets/Animation/Enemy/Goblin/Goblin Stunned.anim
+75
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Goblin Stunned.anim.meta
Assets/Animation/Enemy/Goblin/Goblin Stunned.anim.meta
+3
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melee.controller
Assets/Animation/Enemy/melee.controller
+98
-14
Goblin.prefab
Assets/Prefabs/Characters/Enemy/Goblin.prefab
+7
-5
testEnemy.unity
Assets/Scenes/testEnemy.unity
+470
-57
EnemyMeleeIdle.cs
...Scripts/Characters/Enemy/Animator State/EnemyMeleeIdle.cs
+1
-1
EnemyMeleeTrack.cs
...cripts/Characters/Enemy/Animator State/EnemyMeleeTrack.cs
+1
-1
Enemy.cs
Assets/Scripts/Characters/Enemy/Enemy.cs
+98
-70
goblin_death.aseprite
Assets/Sprites/Enemy/Goblin/hit/goblin_death.aseprite
+0
-0
No files found.
Assets/Animation/Enemy/Goblin/Goblin Damaged.anim
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cfa04ecd
...
...
@@ -31,7 +31,7 @@ public class EnemyMeleeIdle : StateMachineBehaviour {
animator
.
SetTrigger
(
"TrackTrigger"
);
return
;
}
if
(!
enemy
.
Knockback
Lock
)
if
(!
enemy
.
Movement
Lock
)
{
float
span
=
animatorRoot
.
position
.
x
-
origin
.
x
;
...
...
Assets/Scripts/Characters/Enemy/Animator State/EnemyMeleeTrack.cs
View file @
cfa04ecd
Assets/Scripts/Characters/Enemy/Enemy.cs
View file @
cfa04ecd
...
...
@@ -9,8 +9,8 @@ public class Enemy : MonoBehaviour {
// debuff
float
[]
immunity_time
=
new
float
[(
int
)
EnemyDebuffCase
.
END_POINTER
]
{
0.0f
,
3.0f
,
6.0f
,
6.0f
,
6.0f
};
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[]
debuffState
;
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fireDuration
=
0.0f
;
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DebuffState
[]
debuffState
;
public
float
fireDuration
=
0.0f
;
// stat
public
int
monsterID
;
...
...
@@ -32,9 +32,10 @@ public class Enemy : MonoBehaviour {
// for movement
private
Animator
animator
;
private
float
damagedAnimLength
;
public
bool
Invisible
{
get
;
private
set
;
}
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bool
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{
get
;
private
set
;
}
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bool
KnockbackLock
{
get
;
private
set
;
}
public
bool
DebuffLock
{
get
;
private
set
;
}
public
float
PlayerDistance
{
get
;
private
set
;
}
private
readonly
float
knockbackCritPoint
=
0.25f
;
...
...
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DebuffState
_temp
=
DebuffState
.
Off
;
debuffState
=
new
DebuffState
[(
int
)
EnemyDebuffCase
.
END_POINTER
]
{
_temp
,
_temp
,
_temp
,
_temp
,
_temp
};
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[]
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=
animator
.
runtimeAnimatorController
.
animationClips
;
foreach
(
var
clip
in
clips
)
{
if
(
clip
.
name
.
Contains
(
"Damaged"
))
{
damagedAnimLength
=
clip
.
length
;
}
}
}
private
void
Start
()
{
MoveDir
=
(
int
)
NumeratedDir
.
Left
;
currHealth
=
maxHealth
;
Invisible
=
Knockback
Lock
=
false
;
Invisible
=
Movement
Lock
=
false
;
dropTable
=
enemyManager
.
DropTableByID
[
monsterID
];
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PlayerDistance
=
Vector2
.
Distance
(
enemyManager
.
Player
.
transform
.
position
,
transform
.
parent
.
position
);
...
...
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{
Vector2
origin
=
(
Vector2
)
transform
.
parent
.
position
+
new
Vector2
(
Dir
*
colliderSize
.
x
/
2.0f
,
colliderSize
.
y
);
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direction
=
Vector2
.
right
*
Dir
;
float
distance
=
0.
02
f
;
int
layerMask
=
LayerMask
.
GetMask
(
"Wall"
,
"OuterWall"
);
float
distance
=
0.
5
f
;
LayerMask
layerMask
=
LayerMask
.
GetMask
(
"Wall"
,
"OuterWall"
);
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hit
=
Physics2D
.
Raycast
(
origin
,
direction
,
distance
,
layerMask
);
WallTest
[(
Dir
+
1
)
/
2
]
=
(
hit
.
collider
!=
null
);
...
...
@@ -117,16 +121,12 @@ public class Enemy : MonoBehaviour {
// - Change direction, and speed of rigidbody of enemy
public
void
ChangeVelocityX
(
float
val
)
{
if
(!
KnockbackLock
&&
!
DebuffLock
)
{
Vector2
tempVelocity
=
transform
.
parent
.
GetComponent
<
Rigidbody2D
>().
velocity
;
tempVelocity
.
x
=
val
;
transform
.
parent
.
GetComponent
<
Rigidbody2D
>().
velocity
=
tempVelocity
;
}
ChangeVelocityX_lock
(
val
,
new
bool
[]
{
MovementLock
,
KnockbackLock
});
}
private
void
SudoChangeVelocityX
(
float
val
)
private
void
ChangeVelocityX_lock
(
float
val
,
bool
[]
lockArray
)
{
foreach
(
var
Lock
in
lockArray
)
{
if
(
Lock
)
return
;
}
Vector2
tempVelocity
=
transform
.
parent
.
GetComponent
<
Rigidbody2D
>().
velocity
;
tempVelocity
.
x
=
val
;
transform
.
parent
.
GetComponent
<
Rigidbody2D
>().
velocity
=
tempVelocity
;
...
...
@@ -134,15 +134,12 @@ public class Enemy : MonoBehaviour {
public
void
ChangeDir
(
object
dir
)
{
if
(!
KnockbackLock
&&
!
DebuffLock
)
{
MoveDir
=
(
int
)
dir
;
transform
.
parent
.
eulerAngles
=
((
NumeratedDir
)
dir
==
NumeratedDir
.
Left
)
?
new
Vector2
(
0
,
0
)
:
new
Vector2
(
0
,
180
);
}
ChangeDir_lock
(
dir
,
new
bool
[]
{
MovementLock
,
KnockbackLock
});
}
private
void
SudoChangeDir
(
object
dir
)
private
void
ChangeDir_lock
(
object
dir
,
bool
[]
lockArray
)
{
foreach
(
var
Lock
in
lockArray
)
{
if
(
Lock
)
return
;
}
MoveDir
=
(
int
)
dir
;
transform
.
parent
.
eulerAngles
=
((
NumeratedDir
)
dir
==
NumeratedDir
.
Left
)
?
new
Vector2
(
0
,
0
)
:
new
Vector2
(
0
,
180
);
}
...
...
@@ -150,23 +147,24 @@ public class Enemy : MonoBehaviour {
// - Knockback coroutine
IEnumerator
Knockback
(
float
knockbackDist
,
float
knockbackTime
)
{
KnockbackLock
=
true
;
MovementLock
=
true
;
bool
[]
lockArray
=
new
bool
[]
{
false
,
KnockbackLock
};
int
knockbackDir
=
(
enemyManager
.
Player
.
transform
.
position
.
x
-
transform
.
parent
.
position
.
x
>=
0
)
?
-
1
:
1
;
float
knockbackVelocity
=
knockbackDir
*
knockbackDist
/
knockbackTime
;
SudoChangeDir
(
knockbackDir
*
-
1
);
SudoChangeVelocityX
(
knockbackVelocit
y
);
ChangeDir_lock
(
knockbackDir
*
-
1
,
lockArray
);
ChangeVelocityX_lock
(
knockbackVelocity
,
lockArra
y
);
for
(
float
timer
=
0
;
timer
<=
knockbackTime
;
timer
+=
Time
.
deltaTime
)
{
if
(
CliffTest
[(
knockbackDir
+
1
)
/
2
])
{
SudoChangeVelocityX
(
0.0f
);
ChangeVelocityX_lock
(
0.0f
,
lockArray
);
yield
return
new
WaitForSeconds
(
knockbackTime
-
timer
);
break
;
}
yield
return
new
WaitForFixedUpdate
();
}
Knockback
Lock
=
false
;
Movement
Lock
=
false
;
ChangeVelocityX
(
0.0f
);
}
...
...
@@ -183,10 +181,12 @@ public class Enemy : MonoBehaviour {
return
;
}
DebuffApply
(
attack
.
debuffTime
);
float
knockbackDist
=
attack
.
damage
*
attack
.
knockBackMultiplier
/
weight
;
float
knockbackTime
=
(
knockbackDist
>=
0.5f
)
?
0.5f
:
knockbackDist
;
if
(
Knockback
Lock
)
if
(
Movement
Lock
)
{
StopCoroutine
(
"Knockback"
);
}
...
...
@@ -194,17 +194,8 @@ public class Enemy : MonoBehaviour {
if
(
knockbackDist
>=
knockbackCritPoint
)
{
animator
.
SetFloat
(
"knockbackTime"
,
knockbackTime
);
animator
.
SetTrigger
(
"DamagedTrigger"
);
}
for
(
int
i
=
0
;
i
<
(
int
)
EnemyDebuffCase
.
END_POINTER
;
i
++)
{
if
(
attack
.
debuffTime
[
i
]
>
0.0f
)
{
DebuffApply
((
EnemyDebuffCase
)
i
,
attack
.
debuffTime
[
i
]);
}
}
}
public
void
GetDamaged
(
float
damage
)
...
...
@@ -219,34 +210,49 @@ public class Enemy : MonoBehaviour {
}
// - Apply debuff
private
void
DebuffApply
(
EnemyDebuffCase
debuff
,
float
duration
)
private
void
DebuffApply
(
float
[]
debuffTime
)
{
IEnumerator
debuffFunc
=
null
;
int
intCase
=
(
int
)
debuff
;
if
(
debuffState
[
intCase
]
==
DebuffState
.
Immune
)
return
;
debuffState
[
intCase
]
=
DebuffState
.
On
;
switch
(
debuff
)
if
(
debuffState
[(
int
)
EnemyDebuffCase
.
Ice
]
==
DebuffState
.
On
){
OffDebuff
(
EnemyDebuffCase
.
Ice
);
}
foreach
(
int
debuff
in
Enum
.
GetValues
(
typeof
(
EnemyDebuffCase
)))
{
if
(
debuff
==
(
int
)
EnemyDebuffCase
.
END_POINTER
||
debuffTime
[
debuff
]
==
0.0f
||
debuffState
[
debuff
]
==
DebuffState
.
Immune
)
{
continue
;
}
float
duration
=
debuffTime
[
debuff
];
switch
((
EnemyDebuffCase
)
debuff
)
{
case
EnemyDebuffCase
.
Fire
:
if
(
fireDuration
!=
0.0f
)
{
fireDuration
+=
duration
;
}
else
{
debuffFunc
=
OnFire
(
duration
);
}
else
{
debuffState
[
debuff
]
=
DebuffState
.
On
;
StartCoroutine
(
OnFire
(
duration
));
}
break
;
case
EnemyDebuffCase
.
Ice
:
debuffFunc
=
OnIce
(
duration
);
debuffState
[
debuff
]
=
DebuffState
.
On
;
StartCoroutine
(
OnIce
(
duration
));
break
;
case
EnemyDebuffCase
.
Stun
:
debuffFunc
=
OnStun
(
duration
);
if
(
debuffState
[
debuff
]
!=
DebuffState
.
On
)
{
debuffState
[
debuff
]
=
DebuffState
.
On
;
StartCoroutine
(
OnStun
(
duration
));
}
break
;
case
EnemyDebuffCase
.
Blind
:
debuffFunc
=
OnBlind
(
duration
);
StartCoroutine
(
OnBlind
(
duration
)
);
break
;
case
EnemyDebuffCase
.
Charm
:
debuffFunc
=
OnCharm
(
duration
);
StartCoroutine
(
OnCharm
(
duration
)
);
break
;
default
:
break
;
}
StartCoroutine
(
debuffFunc
);
}
}
// - Debuff coroutine
...
...
@@ -254,15 +260,14 @@ public class Enemy : MonoBehaviour {
{
fireDuration
=
duration
;
float
dotGap
=
1.0f
;
while
(
true
)
{
yield
return
new
WaitForSeconds
(
dotGap
);
fireDuration
-=
dotGap
;
if
(
fireDuration
<
=
0.0f
)
{
fireDuration
=
0
;
if
(
fireDuration
<
0.0f
)
{
fireDuration
=
0
.0f
;
break
;
}
yield
return
new
WaitForSeconds
(
1.0f
);
GetDamaged
(
lifeStoneManager
.
lifeStoneRowNum
*
3
);
}
debuffState
[(
int
)
EnemyDebuffCase
.
Fire
]
=
DebuffState
.
Off
;
...
...
@@ -270,18 +275,21 @@ public class Enemy : MonoBehaviour {
IEnumerator
OnIce
(
float
duration
)
{
ChangeVelocityX
(
0.0f
);
DebuffLock
=
true
;
ChangeVelocityX_lock
(
0.0f
,
new
bool
[]
{
});
KnockbackLock
=
true
;
animator
.
SetTrigger
(
"StunnedTrigger"
);
animator
.
speed
=
damagedAnimLength
/
duration
;
yield
return
new
WaitForSeconds
(
duration
);
OffDebuff
(
EnemyDebuffCase
.
Ice
);
}
IEnumerator
OnStun
(
float
duration
)
{
ChangeVelocityX
(
0.0f
);
DebuffLock
=
true
;
ChangeVelocityX_lock
(
0.0f
,
new
bool
[]
{
});
animator
.
SetTrigger
(
"StunnedTrigger"
);
animator
.
speed
=
damagedAnimLength
/
duration
;
yield
return
new
WaitForSeconds
(
duration
);
OffDebuff
(
EnemyDebuffCase
.
Ice
);
OffDebuff
(
EnemyDebuffCase
.
Stun
);
yield
return
null
;
}
...
...
@@ -304,8 +312,23 @@ public class Enemy : MonoBehaviour {
private
void
OffDebuff
(
EnemyDebuffCase
Case
)
{
DebuffLock
=
false
;
ImmuneTimer
(
Case
,
immunity_time
[(
int
)
Case
]);
StartCoroutine
(
ImmuneTimer
(
Case
,
immunity_time
[(
int
)
Case
]));
switch
(
Case
)
{
case
EnemyDebuffCase
.
Ice
:
StopCoroutine
(
"OnIce"
);
KnockbackLock
=
false
;
animator
.
speed
=
1.0f
;
animator
.
SetTrigger
(
"DisableStunTrigger"
);
break
;
case
EnemyDebuffCase
.
Stun
:
StopCoroutine
(
"OnStun"
);
animator
.
speed
=
1.0f
;
animator
.
SetTrigger
(
"DisableStunTrigger"
);
break
;
default
:
break
;
}
}
// Animation Event
...
...
@@ -360,6 +383,11 @@ public class Enemy : MonoBehaviour {
Invisible
=
false
;
return
;
}
public
void
aaa
()
{
Debug
.
Log
(
"aaa"
);
}
}
/* Item Drop Index
...
...
Assets/Sprites/Enemy/Goblin/hit/goblin_death.aseprite
deleted
100644 → 0
View file @
714cad0c
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