Commit fca793f2 authored by 18김상언's avatar 18김상언

화살에 유도기능 달린 Jollarcher2를 만들었다.

스크립트랑 몹 이름은 나중에 바꾸면 되니까 뭐라 ㄴㄴ
암튼 화살이 따라옴. 유도 기능의 성능을 조절하려면 Jollarcher2Arrow 코드에서 moveDirection의 곱하기 값을 바꾸면 됨.
(지금은 앞에 0.01f 뒤에 0.99f 곱해져 있는데 앞에 것 값을 크게하면 유도기능이 향상됨.)
parent 5e9338eb
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Jollarcher2Idle : StateMachineBehaviour
{
float patrolRange;
float patrolSpeed;
float noticeRange;
Vector2 origin;
Transform animatorRoot;
Enemy 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<Enemy>();
patrolRange = enemy.patrolRange;
noticeRange = enemy.noticeRange;
patrolSpeed = enemy.patrolSpeed;
enemy.ChangeDir(NumeratedDir.Left);
enemy.ChangeVelocityX(enemy.MoveDir * patrolSpeed);
}
// OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit 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(enemy.MoveDir * -1);
enemy.ChangeVelocityX(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 Jollarcher2Track : StateMachineBehaviour
{
float trackSpeed;
float attackRange;
GameObject player;
Transform animatorRoot;
Enemy 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<Enemy>();
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(trackDir);
if (enemy.CliffTest[(enemy.MoveDir + 1) / 2] || animator.GetComponent<Enemy>().PlayerDistance < attackRange)
{
enemy.ChangeVelocityX(0.0f);
}
else
{
enemy.ChangeVelocityX(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(0.0f);
}
else
{
enemy.ChangeVelocityX(enemy.MoveDir * trackSpeed);
}
frameCounter += 1;
if (frameCounter >= maxFrame)
{
NumeratedDir trackDir = (animatorRoot.position.x - player.transform.position.x > 0) ? NumeratedDir.Left : NumeratedDir.Right;
enemy.ChangeDir(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 Jollarcher2Arrow : MonoBehaviour
{
Enemy 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 * 0.01f + rb.velocity.normalized * 0.99f) * 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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