Commit ed12bccb authored by 18김상언's avatar 18김상언

김상언 우승

Scarecrow 브랜치 머지하다 터져서 enemy2 만들어다가 새로 다함.

민규킴 Enemy.cs 고치려면 이 Enemy.cs에서 고쳐주세요...
허수아비 안에다 구현해서 또 터질 수 있음.
parent e99eecf0
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArcherIdle : StateMachineBehaviour
{
float patrolRange;
float patrolSpeed;
float noticeRange;
Vector2 origin;
Transform animatorRoot;
EnemyGround enemy;
// 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;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
patrolRange = enemy.patrolRange;
noticeRange = enemy.noticeRange;
patrolSpeed = enemy.patrolSpeed;
enemy.ChangeDir_noOption(NumeratedDir.Left);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * patrolSpeed);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and O nStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
if (enemy.PlayerDistance < noticeRange)
{
animator.SetTrigger("TrackTrigger");
return;
}
if (!enemy.MovementLock)
{
float span = animatorRoot.position.x - origin.x;
if ((Mathf.Abs(span) > patrolRange && span * enemy.MoveDir > 0) ||
enemy.WallTest[(enemy.MoveDir + 1) / 2] ||
enemy.CliffTest[(enemy.MoveDir + 1) / 2]
)
{
enemy.ChangeDir_noOption(enemy.MoveDir * -1);
enemy.ChangeVelocityX_noOption(enemy.MoveDir * patrolSpeed);
}
}
}
// 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) {
//
//}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArcherTrack : StateMachineBehaviour
{
float trackSpeed;
float attackRange;
GameObject player;
Transform animatorRoot;
EnemyGround enemy;
GameObject enemy_arrow;
EnemyArrow enemyArrow;
readonly int maxFrame = 10;
int frameCounter = 0;
float waitBetweenShots;
private float shotCounter;
// 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)
{
enemy_arrow = Resources.Load<GameObject>("Prefabs/Projectiles/enemy_arrow");
waitBetweenShots = 0.1f;
shotCounter = waitBetweenShots;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
trackSpeed = enemy.trackSpeed;
attackRange = enemy.attackRange;
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir_noOption(trackDir);
if (enemy.CliffTest[(enemy.MoveDir + 1) / 2] || animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
shotCounter -= Time.deltaTime;
if (animator.GetComponent<Enemy>().PlayerDistance < attackRange && shotCounter < 0)
{
animator.SetTrigger("AttackTrigger");
Vector2 direction = enemy.transform.GetChild(0).position - player.transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
Instantiate(enemy_arrow, enemy.transform.GetChild(0).position, rotation);
shotCounter = waitBetweenShots;
return;
}
int integerDir = enemy.MoveDir;
if (enemy.WallTest[(integerDir + 1) / 2] || enemy.CliffTest[(integerDir + 1) / 2])
{
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
frameCounter += 1;
if (frameCounter >= maxFrame)
{
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir_noOption(trackDir);
frameCounter = 0;
}
}
// 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) {
//
//}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jollarcher2Track : StateMachineBehaviour
{
float trackSpeed;
float attackRange;
GameObject player;
Transform animatorRoot;
EnemyGround enemy;
GameObject jollarcher_arrow;
EnemyArrow enemyArrow;
readonly int maxFrame = 10;
int frameCounter = 0;
float waitBetweenShots;
private float shotCounter;
// 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)
{
jollarcher_arrow = Resources.Load<GameObject>("Prefabs/Projectiles/jollarcher2_arrow");
waitBetweenShots = 0.1f;
shotCounter = waitBetweenShots;
animatorRoot = animator.transform.parent;
enemy = animator.GetComponent<EnemyGround>();
player = EnemyManager.Instance.Player;
trackSpeed = enemy.trackSpeed;
attackRange = enemy.attackRange;
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir_noOption(trackDir);
if (enemy.CliffTest[(enemy.MoveDir + 1) / 2] || animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
shotCounter -= Time.deltaTime;
if (animator.GetComponent<Enemy>().PlayerDistance < attackRange && shotCounter < 0)
{
animator.SetTrigger("AttackTrigger");
Instantiate(jollarcher_arrow, enemy.transform.GetChild(0).position, Quaternion.identity);
shotCounter = waitBetweenShots;
return;
}
int integerDir = enemy.MoveDir;
if (enemy.WallTest[(integerDir + 1) / 2] || enemy.CliffTest[(integerDir + 1) / 2])
{
enemy.ChangeVelocityX_noOption(0.0f);
}
else
{
enemy.ChangeVelocityX_noOption(enemy.MoveDir * trackSpeed);
}
frameCounter += 1;
if (frameCounter >= maxFrame)
{
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir_noOption(trackDir);
frameCounter = 0;
}
}
// 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) {
//
//}
}
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......@@ -87,39 +87,63 @@ public abstract class Enemy : MonoBehaviour {
// - Calculate value & Arrange information
public void GetDamaged(PlayerAttackInfo attack)
{
string objectName = gameObject.transform.parent.name;
float prevHealth = currHealth;
currHealth -= attack.damage;
if (currHealth <= 0)
{
Invisible = true;
animator.SetTrigger("DeadTrigger");
return;
}
DebuffApply(attack.debuffTime);
float knockbackDist = attack.damage * attack.knockBackMultiplier / weight;
float knockbackTime = (knockbackDist >= 0.5f) ? 0.5f : knockbackDist;
if (MovementLock) // 넉백이 진행 중
if (objectName == "NotDyingScarecrow(Clone)")
{
StopCoroutine("Knockback");
if (currHealth <= 0)
{
prevHealth = maxHealth;
currHealth = maxHealth;
return;
}
if (currHealth < prevHealth)
animator.SetTrigger("DamagedTrigger");
}
StartCoroutine(Knockback(knockbackDist, knockbackTime));
float currHealthPercentage = currHealth / maxHealth;
float prevHealthPercentage = prevHealth / maxHealth;
foreach (float percentage in knockbackPercentage)
else
{
if (currHealthPercentage > percentage) { break; }
if (prevHealthPercentage > percentage)
if (currHealth <= 0)
{
animator.SetTrigger("DamagedTrigger");
break;
Invisible = true;
animator.SetTrigger("DeadTrigger");
return;
}
if (objectName == "DyingScarecrow(Clone)")
{
if (currHealth < prevHealth)
animator.SetTrigger("DamagedTrigger");
}
else
{
DebuffApply(attack.debuffTime);
float knockbackDist = attack.damage * attack.knockBackMultiplier / weight;
float knockbackTime = (knockbackDist >= 0.5f) ? 0.5f : knockbackDist;
if (MovementLock) // 넉백이 진행 중
{
StopCoroutine("Knockback");
}
StartCoroutine(Knockback(knockbackDist, knockbackTime));
float currHealthPercentage = currHealth / maxHealth;
float prevHealthPercentage = prevHealth / maxHealth;
foreach (float percentage in knockbackPercentage)
{
if (currHealthPercentage > percentage) { break; }
if (prevHealthPercentage > percentage)
{
animator.SetTrigger("DamagedTrigger");
break;
}
}
animator.SetTrigger("TrackTrigger");
}
}
animator.SetTrigger("TrackTrigger");
}
public void GetDamaged(float damage)
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyArrow : MonoBehaviour
{
EnemyGround enemy;
public float moveSpeed;
public float damage = 0;
public float knockBackMultiplier = 1f;
public LayerMask vanishLayer;
public LayerMask stopLayer;
Rigidbody2D rb;
Player target;
Vector2 moveDirection;
Vector2 changeAngle;
void Start()
{
rb = GetComponent<Rigidbody2D>();
target = GameObject.FindObjectOfType<Player>();
moveDirection = (target.transform.position - transform.position).normalized * moveSpeed;
rb.velocity = new Vector2(moveDirection.x, moveDirection.y);
}
/* void FixedUpdate()
{
Vector2 dir = rb.transform.position;
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
}*/
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player"))
{
EnemyAttackInfo attack = new EnemyAttackInfo(damage, knockBackMultiplier, 0, null, null);
collision.gameObject.GetComponent<PlayerAttack>().TakeDamage(attack);
}
if ((vanishLayer == (vanishLayer | 1 << collision.gameObject.layer)))
{
Destroy(gameObject);
}
if (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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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jollarcher2Arrow : MonoBehaviour
{
EnemyGround enemy;
public float moveSpeed;
public float damage = 0;
public float knockBackMultiplier = 1f;
public LayerMask vanishLayer;
public LayerMask stopLayer;
Rigidbody2D rb;
Player target;
Vector2 moveDirection;
Vector2 changeAngle;
bool checkWall = true;
void FixedUpdate()
{
if (checkWall == true)
{
rb = GetComponent<Rigidbody2D>();
target = GameObject.FindObjectOfType<Player>();
moveDirection = ((Vector2)(target.transform.position - transform.position).normalized * 0.3f + rb.velocity.normalized * 0.7f) * moveSpeed;
rb.velocity = new Vector2(moveDirection.x, moveDirection.y);
float angle = Mathf.Atan2(moveDirection.y, moveDirection.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle + 180, Vector3.forward);
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
checkWall = false;
if (collision.CompareTag("Player"))
{
EnemyAttackInfo attack = new EnemyAttackInfo(damage, knockBackMultiplier, 0, null, null);
collision.gameObject.GetComponent<PlayerAttack>().TakeDamage(attack);
}
if ((vanishLayer == (vanishLayer | 1 << collision.gameObject.layer)))
{
Destroy(gameObject);
}
if (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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......@@ -8,7 +8,7 @@ public class TutorialRoomInGame : RoomInGame {
// Use this for initialization
void Start () {
EnemyManager.Instance.SpawnEnemyToMap();
}
// Update is called once per frame
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