Commit 28e31a6b authored by redsuncore's avatar redsuncore

movingAttack updated

무빙어택/홀딩어택 분리.
승리 조건 체킹은 작업 중(WIP)
Scene 안 건드림
parent 6cc05597
...@@ -94,10 +94,19 @@ public class GameManager : MonoBehaviour { ...@@ -94,10 +94,19 @@ public class GameManager : MonoBehaviour {
if (PseudoFSM.I.MoveState) if (PseudoFSM.I.MoveState)
{ {
if (tile.isFlickering) if (tile.isFlickering)
{
//공격 가능한 놈이 있을 때
if (SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
PseudoFSM.I.NormalStateEnter();
}
else
{ {
Move(tile.point); Move(tile.point);
} }
} }
}
if (PseudoFSM.I.DepState) if (PseudoFSM.I.DepState)
{ {
if (tile.isFlickering) if (tile.isFlickering)
...@@ -114,13 +123,13 @@ public class GameManager : MonoBehaviour { ...@@ -114,13 +123,13 @@ public class GameManager : MonoBehaviour {
if(SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point)) if(SelectedActor.HoldingAttackAct != null && SelectedActor.HoldingAttackAct.IsActable(tile.point))
{ {
SelectedActor.HoldingAttackAct.Act(tile.point); SelectedActor.HoldingAttackAct.Act(tile.point);
} PseudoFSM.I.NormalStateEnter();
else if(SelectedActor.MovingAttackAct != null && SelectedActor.MovingAttackAct.IsActable(tile.point))
{
SelectedActor.MovingAttackAct.Act(tile.point);
} }
else else
{
Debug.Log("잘못된 공격 대상"); Debug.Log("잘못된 공격 대상");
PseudoFSM.I.NormalStateEnter();
}
} }
else else
PseudoFSM.I.NormalStateEnter(); PseudoFSM.I.NormalStateEnter();
......
...@@ -74,6 +74,11 @@ public class PseudoFSM : MonoBehaviour { ...@@ -74,6 +74,11 @@ public class PseudoFSM : MonoBehaviour {
CivModel.Position pos = _parameterPoints[i].Value.Position; CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue(); GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerBlue();
} }
else if (GameManager.I.SelectedActor.MovingAttackAct.IsActable(_parameterPoints[i]))
{
CivModel.Position pos = _parameterPoints[i].Value.Position;
GameManager.I.Cells[pos.X, pos.Y].GetComponent<HexTile>().FlickerRed();
}
} }
} }
void MoveStateExit() void MoveStateExit()
......
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