수정사항 내용 참고

+ 타이탄 슬라임 젬스톤 드랍 추가 (관련 excel, json, so 추가)
+ 아이템 프리팹 각도 수정
+ GroundFog Queue 2999
+ FlashAndShadowSeeThroughLit Queue 3001
+ SandMole 가시 던지기 애니메이션 변경
+ SandMole 맵에 부서지는 오브젝트 Spike 배치
This commit is contained in:
Nam Tae Gun 2024-06-29 00:35:10 +09:00
parent ed44b6f168
commit 2c1c80660c
30 changed files with 1722 additions and 909 deletions

View File

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View File

@ -36,7 +36,10 @@ namespace BlueWater.Enemies.Bosses.SandMole
Spin, Spin,
SpinReady, SpinReady,
SpinReady2, SpinReady2,
Stun Stun,
ShootingStart,
ShootingIdle,
ShootingEnd
} }
public class SandMole : SpineBoss public class SandMole : SpineBoss

View File

@ -1,6 +1,5 @@
using BlueWater.Items; using BlueWater.Items;
using BlueWater.Maps; using BlueWater.Maps;
using BlueWater.Uis;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;

View File

@ -1,4 +1,5 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
@ -16,6 +17,15 @@ namespace BlueWater.Items
[SerializeField, Required] [SerializeField, Required]
private ItemDropTableSo _itemDropTableSo; private ItemDropTableSo _itemDropTableSo;
private Dictionary<int, ItemDropTable> _itemDropTableDictionary; private Dictionary<int, ItemDropTable> _itemDropTableDictionary;
[Title("드롭 아이템 설정")]
[SerializeField]
private float _randomDropRadius = 3f;
[SerializeField]
private float _minSeparationDistance = 1.5f;
private const int MaxAttempts = 1000;
protected override void OnAwake() protected override void OnAwake()
{ {
@ -45,23 +55,37 @@ namespace BlueWater.Items
if (itemDropTable == null) return; if (itemDropTable == null) return;
var droppedItemList = itemDropTable.GetDroppedItemList(); var droppedItemList = itemDropTable.GetDroppedItemList();
var droppedPositions = new List<Vector3>();
foreach (var element in droppedItemList) foreach (var element in droppedItemList)
{ {
var newDropPositionX = Random.Range(dropPosition.x - 1f, dropPosition.x + 1f); Vector3 newDropPosition;
var newDropPositionZ = Random.Range(dropPosition.z - 1f, dropPosition.z + 1f); var attempts = 0;
var newDropPosition = new Vector3(newDropPositionX, dropPosition.y, newDropPositionZ); do
{
attempts++;
var newDropPositionX = Random.Range(dropPosition.x - _randomDropRadius, dropPosition.x + _randomDropRadius);
var newDropPositionZ = Random.Range(dropPosition.z - _randomDropRadius, dropPosition.z + _randomDropRadius);
newDropPosition = new Vector3(newDropPositionX, dropPosition.y, newDropPositionZ);
} while (!IsDropPositionAvailable(newDropPosition, droppedPositions) && attempts < MaxAttempts);
droppedPositions.Add(newDropPosition);
var itemPrefab = _itemDictionary[element.Idx].ItemPrefab; var itemPrefab = _itemDictionary[element.Idx].ItemPrefab;
if (!itemPrefab) if (!itemPrefab)
{ {
itemPrefab = _defaultItemPrefab; itemPrefab = _defaultItemPrefab;
} }
var instantiateItem = Instantiate(itemPrefab, newDropPosition, Quaternion.identity); var instantiateItem = Instantiate(itemPrefab, newDropPosition, itemPrefab.transform.rotation);
instantiateItem.Initialize(element); instantiateItem.Initialize(element);
instantiateItem.AddForce(Vector3.up * 20f, ForceMode.Impulse); instantiateItem.AddForce(Vector3.up * 20f, ForceMode.Impulse);
} }
} }
private bool IsDropPositionAvailable(Vector3 position, List<Vector3> positions)
{
return positions.Any(pos => Vector3.Distance(position, pos) > _minSeparationDistance);
}
public ItemData GetItemDataByIdx(int idx) public ItemData GetItemDataByIdx(int idx)
{ {
if (_itemDictionary.TryGetValue(idx, out var itemData)) return itemData; if (_itemDictionary.TryGetValue(idx, out var itemData)) return itemData;

View File

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<Name>k__BackingField: "\uC82C\uC2A4\uD1A4"
<Category>k__BackingField: 6
<Type>k__BackingField: 0
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View File

@ -29,6 +29,10 @@ MonoBehaviour:
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<QuantityMax>k__BackingField: 1 <QuantityMax>k__BackingField: 1
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<DropRate>k__BackingField: 100
<QuantityMin>k__BackingField: 1
<QuantityMax>k__BackingField: 1
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<Name>k__BackingField: "\uCF54\uBFD4\uC18C" <Name>k__BackingField: "\uCF54\uBFD4\uC18C"
@ -63,7 +67,7 @@ MonoBehaviour:
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<Name>k__BackingField: "\uC720\uB839 \uC220\uD1B5" <Name>k__BackingField: "\uC220\uD1B5 \uC720\uB839"
<DropItems>k__BackingField: <DropItems>k__BackingField:
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<DropRate>k__BackingField: 100 <DropRate>k__BackingField: 100

View File

@ -36,22 +36,14 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
{ {
EnableSkill = false; EnableSkill = false;
_spineController.SetSkin(SandMoleSkin.Idle.ToString()); _spineController.SetSkin(SandMoleSkin.Idle.ToString());
var spinReady2Track = _spineController.PlayAnimation(SandMoleAnimation.SpinReady2.ToString(), false); var shootingStartTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingStart.ToString(), false);
if (spinReady2Track == null) if (shootingStartTrack == null)
{ {
EndSkill(0, actions[0]); EndSkill(0, actions[0]);
yield break; yield break;
} }
yield return new WaitUntil(() => spinReady2Track.IsComplete); yield return new WaitUntil(() => shootingStartTrack.IsComplete);
_spineController.SetSkin(SandMoleSkin.Spin.ToString());
var spinTrack = _spineController.PlayAnimation(SandMoleAnimation.Spin.ToString(), true);
if (spinTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
IsUsingSkill = true; IsUsingSkill = true;
var startPosition = SkillUser.transform.position; var startPosition = SkillUser.transform.position;
@ -64,6 +56,7 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
yield break; yield break;
} }
_spineController.PlayAnimation(SandMoleAnimation.ShootingIdle.ToString(), false);
var targetCenterPosition = _targetCollider.bounds.center; var targetCenterPosition = _targetCollider.bounds.center;
startPosition.y = targetCenterPosition.y; startPosition.y = targetCenterPosition.y;
var targetVector = targetCenterPosition - startPosition; var targetVector = targetCenterPosition - startPosition;
@ -77,6 +70,15 @@ namespace BlueWater.Enemies.Bosses.SandMole.Skills
yield return waitForSeconds; yield return waitForSeconds;
} }
var shootingEndTrack = _spineController.PlayAnimation(SandMoleAnimation.ShootingEnd.ToString(), true);
if (shootingEndTrack == null || !SkillUser)
{
EndSkill(0, actions[0]);
yield break;
}
yield return new WaitUntil(() => shootingEndTrack.IsComplete);
EndSkill(SkillData.Cooldown, actions[0]); EndSkill(SkillData.Cooldown, actions[0]);
} }

View File

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bones: [] bones: []
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View File

@ -16,7 +16,7 @@ Material:
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m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
m_CustomRenderQueue: -1 m_CustomRenderQueue: 3001
stringTagMap: {} stringTagMap: {}
disabledShaderPasses: disabledShaderPasses:
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@ -110,7 +110,7 @@ Material:
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- _Parallax: 0.005 - _Parallax: 0.005
- _QueueControl: 0 - _QueueControl: 0
- _QueueOffset: 0 - _QueueOffset: 1
- _ReceiveShadows: 1 - _ReceiveShadows: 1
- _Size: 0 - _Size: 0
- _Smoothness: 0.8 - _Smoothness: 0.8

View File

@ -20,7 +20,7 @@ Material:
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m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 0
m_CustomRenderQueue: 3000 m_CustomRenderQueue: 2999
stringTagMap: stringTagMap:
RenderType: Transparent RenderType: Transparent
disabledShaderPasses: disabledShaderPasses:
@ -121,7 +121,7 @@ Material:
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- _OcclusionStrength: 1 - _OcclusionStrength: 1
- _Parallax: 0.005 - _Parallax: 0.005
- _QueueOffset: 0 - _QueueOffset: -1
- _ReceiveShadows: 1 - _ReceiveShadows: 1
- _SampleGI: 0 - _SampleGI: 0
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View File

@ -29,7 +29,7 @@ Material:
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m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0 m_DoubleSidedGI: 1
m_CustomRenderQueue: 2450 m_CustomRenderQueue: 2450
stringTagMap: stringTagMap:
RenderType: TransparentCutout RenderType: TransparentCutout
@ -106,7 +106,7 @@ Material:
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- _ClearCoatMask: 0 - _ClearCoatMask: 0
- _ClearCoatSmoothness: 0 - _ClearCoatSmoothness: 0
- _Cull: 2 - _Cull: 0
- _Cutoff: 0.5 - _Cutoff: 0.5
- _DetailAlbedoMapScale: 1 - _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1 - _DetailNormalMapScale: 1

View File

@ -40,7 +40,6 @@ Material:
disabledShaderPasses: disabledShaderPasses:
- MOTIONVECTORS - MOTIONVECTORS
- DepthOnly - DepthOnly
- SHADOWCASTER
m_LockedProperties: m_LockedProperties:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3

View File

@ -26,7 +26,7 @@ Transform:
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@ -75,7 +75,7 @@ SpriteRenderer:
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View File

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@ -177,7 +177,7 @@ SpriteRenderer:
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@ -1460,8 +1460,8 @@ ParticleSystem:
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@ -13,7 +13,7 @@ GameObject:
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} }
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@ -20,6 +20,13 @@
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},
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View File

@ -4,6 +4,7 @@
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"com.esotericsoftware.spine.spine-unity-examples": "https://github.com/EsotericSoftware/spine-runtimes.git?path=spine-unity/Assets/Spine Examples#4.2", "com.esotericsoftware.spine.spine-unity-examples": "https://github.com/EsotericSoftware/spine-runtimes.git?path=spine-unity/Assets/Spine Examples#4.2",
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"com.esotericsoftware.spine.urp-shaders": "https://github.com/EsotericSoftware/spine-runtimes.git?path=spine-unity/Modules/com.esotericsoftware.spine.urp-shaders#4.2", "com.esotericsoftware.spine.urp-shaders": "https://github.com/EsotericSoftware/spine-runtimes.git?path=spine-unity/Modules/com.esotericsoftware.spine.urp-shaders#4.2",
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View File

@ -71,6 +71,16 @@
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