closed #41 섬 안에서의 Player, Crewmate 조작 방식 선택 기능 추가
+ 게임 시작 전에 GameManager에서 IslandPlayerMode로 조작 방식 선택 + IInIslandPlayer 인터페이스 추가 + 텐텐 무기(Dagger) 회전값 변경 + 원거리 무기 생성 위치 변경 + 섬 전용 카메라 InIslandCamera(싱글톤) 추가 + player, crewmate 스폰 방식 수정 + 파티클 OnDrawGizmoSelected 추가
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@ -6859,12 +6859,14 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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_persistent: 0
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<IslandPlayerMode>k__BackingField: 1
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<PlayerAction>k__BackingField: {fileID: -944628639613478452, guid: 0acb404847404484198cbf94e6929af2,
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type: 3}
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<InIslandPlayerPrefab>k__BackingField: {fileID: 418278336}
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<CrewmatePrefabList>k__BackingField:
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- {fileID: 1362034959}
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- {fileID: 302959427}
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currentInIslandPlayer: {fileID: 0}
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slowSpeed: 0.1
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<IsInShipMode>k__BackingField: 0
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<IsDredgeMode>k__BackingField: 0
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@ -11,7 +11,7 @@ using UnityEngine.UI;
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namespace BlueWaterProject
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{
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[RequireComponent(typeof(PlayerInput))]
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public abstract class Crewmate : BaseCharacter, IDamageable, IAnimatorBridge, IAiView, INormalAttack
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public abstract class Crewmate : BaseCharacter, IDamageable, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer
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{
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#region Properties and variables
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@ -93,11 +93,14 @@ namespace BlueWaterProject
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[SerializeField] protected bool isAttacking;
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// 일반 변수
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protected Vector2 movementInput;
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protected bool usedNormalAttackCoroutine;
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protected WaitForSeconds waitAtkCooldown;
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// 컴포넌트
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protected Rigidbody rb;
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public GameObject GameObject => gameObject;
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public Transform Transform => transform;
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public Rigidbody Rb { get; set; }
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public Collider MyCollider { get; set; }
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public NavMeshAgent Agent { get; set; }
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private BehaviorTree bt;
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@ -129,7 +132,7 @@ namespace BlueWaterProject
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{
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base.Awake();
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rb = GetComponent<Rigidbody>();
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Rb = GetComponent<Rigidbody>();
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MyCollider = GetComponent<Collider>();
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Agent = GetComponent<NavMeshAgent>();
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bt = GetComponent<BehaviorTree>();
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@ -206,39 +209,77 @@ namespace BlueWaterProject
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if (CurrentHp <= 0) return;
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if (GameManager.Inst.InIslandPlayer && GameManager.Inst.InIslandPlayer.UseRigidbody)
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if (GameManager.Inst.CurrentInIslandPlayer.GameObject == gameObject)
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{
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if (!UseRigidbody)
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// 움직이는 경우
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if (movementInput.x != 0 || movementInput.y != 0)
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{
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UseRigidbodyMovement();
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// Rigidbody 사용
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if (!UseRigidbody)
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{
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UseRigidbodyMovement();
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}
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if (!beAttacked)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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}
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}
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if (!beAttacked)
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// 멈춰있는 경우
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else
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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// NavMeshAgent 사용
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if (UseRigidbody)
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{
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UseAgentMovement();
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}
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if (Agent.velocity.x != 0 || Agent.velocity.z != 0)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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}
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else if (!beAttacked)
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{
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myAnimator.SetFloat(RunStateHash, 0f);
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}
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}
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}
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else if (GameManager.Inst.InIslandPlayer && !GameManager.Inst.InIslandPlayer.UseRigidbody)
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else
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{
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if (UseRigidbody)
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if (GameManager.Inst.CurrentInIslandPlayer.GameObject && GameManager.Inst.CurrentInIslandPlayer.UseRigidbody)
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{
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UseAgentMovement();
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}
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if (!UseRigidbody)
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{
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UseRigidbodyMovement();
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}
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if (Agent.velocity.x != 0 || Agent.velocity.z != 0)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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if (!beAttacked)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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}
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}
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else if (!beAttacked)
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else if (GameManager.Inst.CurrentInIslandPlayer.GameObject && !GameManager.Inst.CurrentInIslandPlayer.UseRigidbody)
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{
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myAnimator.SetFloat(RunStateHash, 0f);
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if (UseRigidbody)
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{
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UseAgentMovement();
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}
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if (Agent.velocity.x != 0 || Agent.velocity.z != 0)
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{
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myAnimator.SetFloat(RunStateHash, 0.5f);
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}
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else if (!beAttacked)
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{
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myAnimator.SetFloat(RunStateHash, 0f);
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}
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}
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}
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var localScale = transform.localScale;
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if (UseRigidbody)
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{
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localScale.x = rb.velocity.x switch
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localScale.x = Rb.velocity.x switch
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{
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> 0 => Mathf.Abs(localScale.x),
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< 0 => -Mathf.Abs(localScale.x),
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@ -283,9 +324,20 @@ namespace BlueWaterProject
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// var movement = GameManager.Inst.InIslandPlayer.Rb.velocity * (MoveSpd / GameManager.Inst.InIslandPlayer.MoveSpd);
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// rb.velocity = new Vector3(movement.x, 0, movement.z);
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var predictedPos = GameManager.Inst.InIslandPlayer.Rb.position + GameManager.Inst.InIslandPlayer.Rb.velocity;
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var moveDir = (predictedPos - transform.position).normalized;
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rb.velocity = new Vector3(moveDir.x, 0, moveDir.z) * MoveSpd;
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if (GameManager.Inst.CurrentInIslandPlayer.GameObject == gameObject)
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{
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var localMovement = new Vector3(movementInput.x, 0, movementInput.y);
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var worldDirection = transform.TransformDirection(localMovement);
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var movement = worldDirection * MoveSpd;
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Rb.velocity = new Vector3(movement.x, 0, movement.z);
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}
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else
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{
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var predictedPos = GameManager.Inst.CurrentInIslandPlayer.Rb.position + GameManager.Inst.CurrentInIslandPlayer.Rb.velocity;
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var moveDir = (predictedPos - transform.position).normalized;
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Rb.velocity = new Vector3(moveDir.x, 0, moveDir.z) * MoveSpd;
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}
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}
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}
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@ -327,7 +379,7 @@ namespace BlueWaterProject
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}
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else
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{
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rb.isKinematic = true;
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Rb.isKinematic = true;
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}
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Agent.enabled = false;
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@ -431,6 +483,21 @@ namespace BlueWaterProject
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public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine));
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public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine;
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#endregion
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#region Player input system
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public void OnMove(InputValue value)
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{
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if (CurrentHp <= 0)
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{
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Rb.velocity = Vector3.zero;
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return;
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}
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movementInput = value.Get<Vector2>();
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}
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#endregion
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#region Custom methods
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@ -438,19 +505,19 @@ namespace BlueWaterProject
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private void UseRigidbodyMovement()
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{
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UseRigidbody = true;
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rb.isKinematic = false;
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Rb.isKinematic = false;
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Agent.enabled = false;
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}
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private void UseAgentMovement()
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{
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UseRigidbody = false;
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rb.isKinematic = true;
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Rb.isKinematic = true;
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Agent.enabled = true;
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if (Target) return;
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MoveTarget(GameManager.Inst.InIslandPlayer.transform.position, MoveSpd, GlobalValue.MAXIMUM_STOP_DISTANCE);
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MoveTarget(GameManager.Inst.CurrentInIslandPlayer.Transform.position, MoveSpd, GlobalValue.MAXIMUM_STOP_DISTANCE);
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}
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private IEnumerator BeAttacked()
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@ -14,8 +14,6 @@ namespace BlueWaterProject
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[Title("Weapon")]
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[Required]
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[SerializeField] private GameObject projectileObj;
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[Required]
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[SerializeField] private Transform shootLocation;
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[SerializeField] private float speed = 500f;
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private Transform objectPoolLocation;
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@ -43,7 +41,7 @@ namespace BlueWaterProject
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var myCenterPos = MyCollider.bounds.center;
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var weapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent<ObjectWeapon>();
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var weapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent<ObjectWeapon>();
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weapon.transform.LookAt(Target.bounds.center);
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weapon.SetPower(Atk);
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weapon.GetComponent<Rigidbody>().AddForce(weapon.transform.forward * speed);
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@ -14,8 +14,6 @@ namespace BlueWaterProject
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[Title("Weapon")]
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[Required]
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[SerializeField] private GameObject projectileObj;
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[Required]
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[SerializeField] private Transform shootLocation;
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[SerializeField] private float speed = 500f;
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//private IObjectPool<WeaponParticle> weaponParticlePool;
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@ -57,7 +55,7 @@ namespace BlueWaterProject
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var targetDir = (Target.bounds.center - myCenterPos).normalized;
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// targetLookRotation = Quaternion.LookRotation(targetDir);
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var particleWeapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent<ParticleWeapon>();
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var particleWeapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent<ParticleWeapon>();
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particleWeapon.transform.LookAt(Target.bounds.center);
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particleWeapon.SetPower(Atk);
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particleWeapon.GetComponent<Rigidbody>().AddForce(particleWeapon.transform.forward * speed);
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@ -1,6 +1,5 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using BehaviorDesigner.Runtime;
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using Sirenix.OdinInspector;
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using UnityEngine;
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@ -11,7 +10,7 @@ using UnityEngine.UI;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack
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public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer
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{
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#region Properties and variables
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@ -88,17 +87,15 @@ namespace BlueWaterProject
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[SerializeField] private bool beAttacked;
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[DisableIf("@true")]
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[SerializeField] private bool isAttacking;
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// Crewmate Data
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[field: Title("Crewmate Data")]
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[field: SerializeField] public List<Crewmate> CrewmateList { get; set; }
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// 일반 변수
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private bool usedNormalAttackCoroutine;
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private WaitForSeconds waitAtkCooldown;
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// 컴포넌트
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public Rigidbody Rb { get; private set; }
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public GameObject GameObject => gameObject;
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public Transform Transform => transform;
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public Rigidbody Rb { get; set; }
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public Collider MyCollider { get; set; }
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public NavMeshAgent Agent { get; set; }
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private BehaviorTree bt;
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@ -368,9 +365,32 @@ namespace BlueWaterProject
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Rb.isKinematic = true;
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}
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Agent.enabled = false;
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switch (GameManager.Inst.IslandPlayerMode)
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{
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case GlobalValue.InIslandPlayerMode.NONE:
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print("IslandPlayerMode == none error.");
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break;
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case GlobalValue.InIslandPlayerMode.ONLY_PLAYER:
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// 게임 종료
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break;
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case GlobalValue.InIslandPlayerMode.CREWMATE:
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foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
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{
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if (crewmate == null || !crewmate.gameObject.activeSelf || crewmate.CurrentHp <= 0) continue;
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GameManager.Inst.SetCurrentInIslandPlayer(crewmate);
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return;
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}
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// 게임 종료
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Destroy(hpSlider.gameObject, 2f);
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Destroy(gameObject, 2f);
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//Destroy(hpSlider.gameObject, 2f);
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//Destroy(gameObject, 2f);
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}
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// IAnimatorBridge
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@ -477,7 +497,7 @@ namespace BlueWaterProject
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public void UseAgentMovement()
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{
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DefensePos = transform.position;
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foreach (var crewmate in CrewmateList)
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foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
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{
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crewmate.DefensePos = DefensePos;
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}
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@ -1,10 +1,7 @@
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using System.Collections.Generic;
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using BlueWaterProject;
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using Sirenix.OdinInspector;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.Serialization;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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@ -12,22 +9,29 @@ namespace BlueWaterProject
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[DefaultExecutionOrder(-1)]
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public class GameManager : Singleton<GameManager>
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{
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[field: Title("Player")]
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public ShipPlayer ShipPlayer { get; private set; }
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[field: Required("BlueWater Player Input Action을 넣어주세요.")]
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[field: SerializeField] public InputActionAsset PlayerAction { get; private set; }
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public InShipPlayer InShipPlayer { get; private set; }
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public InIslandPlayer InIslandPlayer { get; set; }
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// 섬 안의 플레이어 모드 선택
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[field: Title("InIsland Data")]
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[field: SerializeField] public GlobalValue.InIslandPlayerMode IslandPlayerMode { get; private set; }
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[field: Required("Viking Prefab을 넣어주세요.")]
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[field: SerializeField] public GameObject InIslandPlayerPrefab { get; set; }
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[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; set; }
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[field: SerializeField] public GameObject InIslandPlayerPrefab { get; private set; }
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[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; private set; }
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[field: SerializeField] public List<Crewmate> CurrentCrewmateList { get; set; }
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public IInIslandPlayer CurrentInIslandPlayer { get; set; }
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// Player
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[field: Title("Player")]
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[field: SerializeField] public ShipPlayer ShipPlayer { get; private set; }
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[field: SerializeField] public InShipPlayer InShipPlayer { get; private set; }
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// Game Data
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[Title("Game Data")]
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[Range(0f, 1f)]
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[SerializeField] private float slowSpeed = 0.1f;
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private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer";
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[Title("Game State")]
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// Game State
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[field: Title("Game State")]
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[field: SerializeField] public bool IsInShipMode { get; set; }
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[field: SerializeField] public bool IsDredgeMode { get; set; }
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[field: SerializeField] public bool IsTakeAim { get; set; }
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@ -63,6 +67,29 @@ namespace BlueWaterProject
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Time.fixedDeltaTime = 0.02f;
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}
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public void SetCurrentInIslandPlayer(IInIslandPlayer inIslandPlayer)
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{
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PlayerInput currentPlayerInput;
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if (CurrentInIslandPlayer != null)
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{
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currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
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if (currentPlayerInput != null)
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{
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currentPlayerInput.enabled = false;
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}
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}
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CurrentInIslandPlayer = inIslandPlayer;
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InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform);
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currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
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if (currentPlayerInput != null)
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{
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currentPlayerInput.enabled = true;
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}
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}
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#region Player Mode State switch
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public void SwitchDredgeMode(bool isOn)
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13
BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs
Normal file
13
BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs
Normal file
@ -0,0 +1,13 @@
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public interface IInIslandPlayer
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{
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GameObject GameObject { get; }
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Transform Transform { get; }
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Rigidbody Rb { get; set; }
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bool UseRigidbody { get; set; }
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1ae9d1b8ef931b44d83cf4bd5b4ff7f1
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -24,7 +24,8 @@ namespace BlueWaterProject
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private GameObject spawnPositionObj;
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private CinemachineVirtualCamera cinemachineVirtualCamera;
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private Transform spawnLocation;
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private string CrewmateIndexInfoMessage => $"0 ~ {GameManager.Inst.CrewmatePrefabList.Count - 1} 숫자를 입력해주세요.";
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|
||||
private const string PLAYER_NAME = "Player";
|
||||
@ -46,6 +47,12 @@ namespace BlueWaterProject
|
||||
print("Virtual Camera 오브젝트를 찾을 수 없습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
spawnLocation = GameObject.Find("Characters")?.transform;
|
||||
if (spawnLocation == null)
|
||||
{
|
||||
spawnLocation = new GameObject("Characters").transform;
|
||||
}
|
||||
|
||||
var currentSceneName = SceneManager.GetActiveScene().name;
|
||||
if (currentSceneName != "02.Main")
|
||||
@ -56,7 +63,7 @@ namespace BlueWaterProject
|
||||
|
||||
private void SpawnInIslandPlayer(Vector3 spawnPos, Quaternion spawnRotation)
|
||||
{
|
||||
var islandPlayer = Instantiate(GameManager.Inst.InIslandPlayerPrefab, spawnPos, spawnRotation);
|
||||
var islandPlayer = Instantiate(GameManager.Inst.InIslandPlayerPrefab, spawnPos, spawnRotation, spawnLocation);
|
||||
islandPlayer.name = IN_ISLAND_PLAYER_NAME;
|
||||
islandPlayer.gameObject.SetActive(true);
|
||||
|
||||
@ -65,7 +72,6 @@ namespace BlueWaterProject
|
||||
{
|
||||
playerInput = islandPlayer.transform.AddComponent<PlayerInput>();
|
||||
}
|
||||
playerInput.actions = GameManager.Inst.PlayerAction;
|
||||
|
||||
var desiredActionMap = playerInput.actions.FindActionMap(PLAYER_NAME);
|
||||
if (desiredActionMap == null)
|
||||
@ -80,7 +86,8 @@ namespace BlueWaterProject
|
||||
{
|
||||
GameManager.Inst.ShipPlayer.GetComponent<PlayerInput>().enabled = false;
|
||||
}
|
||||
playerInput.SwitchCurrentActionMap(PLAYER_NAME);
|
||||
|
||||
playerInput.enabled = true;
|
||||
|
||||
var inIslandPlayer = islandPlayer.GetComponent<InIslandPlayer>();
|
||||
if (inIslandPlayer == null)
|
||||
@ -92,14 +99,14 @@ namespace BlueWaterProject
|
||||
|
||||
InIslandCamera.Inst.SetTarget(islandPlayer.transform);
|
||||
|
||||
GameManager.Inst.InIslandPlayer = inIslandPlayer;
|
||||
GameManager.Inst.SetCurrentInIslandPlayer(inIslandPlayer);
|
||||
}
|
||||
|
||||
[DisableIf("@crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0")]
|
||||
[Button("Crewmate 추가")]
|
||||
private void AddCrewmate()
|
||||
{
|
||||
if (!GameManager.Inst.InIslandPlayer) return;
|
||||
if (!GameManager.Inst.CurrentInIslandPlayer.GameObject) return;
|
||||
|
||||
if (crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0)
|
||||
{
|
||||
@ -110,7 +117,7 @@ namespace BlueWaterProject
|
||||
for (var i = 0; i < 50; i++)
|
||||
{
|
||||
var randomDirection = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)).normalized;
|
||||
var spawnPos = GameManager.Inst.InIslandPlayer.transform.position + (randomDirection * instantiationDistance);
|
||||
var spawnPos = GameManager.Inst.CurrentInIslandPlayer.Transform.position + (randomDirection * instantiationDistance);
|
||||
|
||||
Array.Clear(colliders, 0, MAX_COLLIDER);
|
||||
var size = Physics.OverlapSphereNonAlloc(spawnPos, checkRadius, colliders, checkLayer);
|
||||
@ -118,10 +125,10 @@ namespace BlueWaterProject
|
||||
if (size != 0) continue;
|
||||
|
||||
var crewmate = Instantiate(GameManager.Inst.CrewmatePrefabList[crewmateIndex], spawnPos,
|
||||
GameManager.Inst.CrewmatePrefabList[crewmateIndex].transform.rotation);
|
||||
GameManager.Inst.CrewmatePrefabList[crewmateIndex].transform.rotation, spawnLocation);
|
||||
crewmate.gameObject.SetActive(true);
|
||||
|
||||
GameManager.Inst.InIslandPlayer.CrewmateList.Add(crewmate);
|
||||
GameManager.Inst.CurrentCrewmateList.Add(crewmate);
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -47,5 +47,12 @@ namespace BlueWaterProject
|
||||
TAKE_AIM,
|
||||
IN_SHIP
|
||||
}
|
||||
|
||||
public enum InIslandPlayerMode
|
||||
{
|
||||
NONE = -1,
|
||||
ONLY_PLAYER,
|
||||
CREWMATE
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -18,10 +18,21 @@ namespace BlueWaterProject
|
||||
[SerializeField] private LayerMask targetLayer;
|
||||
[SerializeField] private float power;
|
||||
[SerializeField] private float autoDestroyTime = 5f;
|
||||
private float detectionDistance;
|
||||
|
||||
private Rigidbody rb;
|
||||
private SphereCollider sphereCollider;
|
||||
private WaitForSeconds waitForSeconds;
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
var radius = sphereCollider ? sphereCollider.radius : colliderRadius;
|
||||
var direction = rb ? rb.velocity.normalized : transform.forward;
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(transform.position, radius); // Draws the start sphere
|
||||
Gizmos.DrawLine(transform.position, transform.position + direction * detectionDistance); // Draws the path of the SphereCast
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@ -66,8 +77,8 @@ namespace BlueWaterProject
|
||||
direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled
|
||||
direction = direction.normalized;
|
||||
|
||||
var detectionDistance = rb.velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
|
||||
|
||||
detectionDistance = rb.velocity.magnitude * Time.deltaTime; // Distance of collision detection for this frame
|
||||
|
||||
if (Physics.SphereCast(transform.position, radius, direction, out var hit, detectionDistance, targetLayer)) // Checks if collision will happen
|
||||
{
|
||||
transform.position = hit.point + (hit.normal * collideOffset); // Move projectile to point of collision
|
||||
|
@ -25,13 +25,13 @@ Transform:
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|
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 2, y: 2, z: 2}
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--- !u!212 &2067129615080396003
|
||||
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|
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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Loading…
Reference in New Issue
Block a user