From 6a21c607bb6bace6cb65df6298f01bb995b50513 Mon Sep 17 00:00:00 2001 From: NTG_Lenovo Date: Mon, 23 Oct 2023 15:11:28 +0900 Subject: [PATCH] =?UTF-8?q?closed=20#41=20=EC=84=AC=20=EC=95=88=EC=97=90?= =?UTF-8?q?=EC=84=9C=EC=9D=98=20Player,=20Crewmate=20=EC=A1=B0=EC=9E=91=20?= =?UTF-8?q?=EB=B0=A9=EC=8B=9D=20=EC=84=A0=ED=83=9D=20=EA=B8=B0=EB=8A=A5=20?= =?UTF-8?q?=EC=B6=94=EA=B0=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit + 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 --- .../Assets/01.Scenes/03.Stage_Test.unity | 2 + .../02.Scripts/Character/Crewmate/Crewmate.cs | 119 ++++++++++++++---- .../Character/Crewmate/Type/TenTen.cs | 4 +- .../Enemy/Type/FieldMinion/Type/MagicOrk.cs | 4 +- .../Character/Player/Type/InIslandPlayer.cs | 40 ++++-- BlueWater/Assets/02.Scripts/GameManager.cs | 51 ++++++-- .../02.Scripts/Interface/IInIslandPlayer.cs | 13 ++ .../Interface/IInIslandPlayer.cs.meta | 11 ++ .../Assets/02.Scripts/SpawnController.cs | 25 ++-- .../Assets/02.Scripts/Utility/GlobalValue.cs | 7 ++ .../02.Scripts/Weapon/ParticleWeapon.cs | 15 ++- .../Assets/05.Prefabs/Weapon/Dagger.prefab | 4 +- .../OrkFireball/FireBallSoftBlueOBJ.prefab | 2 +- ...ommonAssemblyDefinitions.unitypackage.meta | 7 -- ...ss Navigator Pro Support.unitypackage.meta | 7 -- .../Corgi Support.unitypackage.meta | 7 -- ...Devion Inventory Support.unitypackage.meta | 7 -- .../Dialogue System Support.unitypackage.meta | 7 -- .../Easy Save Support.unitypackage.meta | 7 -- .../Emerald AI Support.unitypackage.meta | 7 -- ...avigation System Support.unitypackage.meta | 7 -- .../Invector Support.unitypackage.meta | 7 -- ...Inventory Engine Support.unitypackage.meta | 7 -- .../Inventory Pro Support.unitypackage.meta | 7 -- .../PlayMaker Support.unitypackage.meta | 7 -- .../RPG Builder Support.unitypackage.meta | 7 -- .../Rewired Support.unitypackage.meta | 7 -- ...tical Shooter AI Support.unitypackage.meta | 7 -- .../TopDown Engine Support.unitypackage.meta | 7 -- ...ystemAssemblyDefinitions.unitypackage.meta | 7 -- ...-RPG Starter Kit Support.unitypackage.meta | 7 -- ...dventure Creator Support.unitypackage.meta | 7 -- ...cy Localization Importer.unitypackage.meta | 7 -- ...ehavior Designer Support.unitypackage.meta | 7 -- .../Bolt Support.unitypackage.meta | 7 -- .../Cinema Director Support.unitypackage.meta | 7 -- .../Cinemachine Support.unitypackage.meta | 7 -- .../Core GameKit Support.unitypackage.meta | 7 -- .../Corgi Support.unitypackage.meta | 7 -- ...i Holo Interface Support.unitypackage.meta | 7 -- .../Deftly Support.unitypackage.meta | 7 -- ...Devion Inventory Support.unitypackage.meta | 7 -- .../DoozyUI Support.unitypackage.meta | 7 -- .../Easy Save Support.unitypackage.meta | 7 -- .../Emerald AI Support.unitypackage.meta | 7 -- .../FMOD Support.unitypackage.meta | 7 -- .../FaceFX Support.unitypackage.meta | 7 -- .../Feel Support.unitypackage.meta | 7 -- .../GameFlow Support.unitypackage.meta | 7 -- .../I2 Localization Support.unitypackage.meta | 7 -- .../ICode Support.unitypackage.meta | 7 -- .../Ink Support.unitypackage.meta | 7 -- .../Invector Support.unitypackage.meta | 7 -- ...Inventory Engine Support.unitypackage.meta | 7 -- .../Inventory Pro Support.unitypackage.meta | 7 -- .../JLC Importer.unitypackage.meta | 7 -- .../KGFMapSystem Support.unitypackage.meta | 7 -- .../LipSync Support.unitypackage.meta | 7 -- ...ivelyChatBubbles Support.unitypackage.meta | 7 -- ...lization Package Support.unitypackage.meta | 7 -- .../Look Animator Support.unitypackage.meta | 7 -- .../Makinom Support.unitypackage.meta | 7 -- .../Master Audio Support.unitypackage.meta | 7 -- ...otion Controller Support.unitypackage.meta | 7 -- .../NGUI HUD Text Support.unitypackage.meta | 7 -- .../NGUI Support.unitypackage.meta | 7 -- .../NWT Support.unitypackage.meta | 7 -- .../ORK Framework Support.unitypackage.meta | 7 -- .../PlayMaker Support.unitypackage.meta | 7 -- .../PostProcessing Support.unitypackage.meta | 7 -- .../RPG Builder Support.unitypackage.meta | 7 -- .../RPG Kit Support.unitypackage.meta | 7 -- .../RTVoice Support.unitypackage.meta | 7 -- ...istic FPS Prefab Support.unitypackage.meta | 7 -- .../Rewired Support.unitypackage.meta | 7 -- .../Rog Support.unitypackage.meta | 7 -- .../SALSA Support.unitypackage.meta | 7 -- .../SLATE Support.unitypackage.meta | 7 -- ...cognition System Support.unitypackage.meta | 7 -- .../Spine Support.unitypackage.meta | 7 -- .../SuperTextMesh Support.unitypackage.meta | 7 -- .../TK2D Support.unitypackage.meta | 7 -- .../TalkIt Support.unitypackage.meta | 7 -- .../Text Animator Support.unitypackage.meta | 7 -- .../TopDown Engine Support.unitypackage.meta | 7 -- .../Topdown Kit Support.unitypackage.meta | 7 -- .../UniStorm Support.unitypackage.meta | 7 -- ...Visual Scripting Support.unitypackage.meta | 7 -- .../Wwise Support.unitypackage.meta | 7 -- ...mportAssemblyDefinitions.unitypackage.meta | 7 -- .../plyGame Support.unitypackage.meta | 7 -- ...MORPG Remastered Support.unitypackage.meta | 7 -- .../uMMORPG Support.unitypackage.meta | 7 -- .../uRPG Support.unitypackage.meta | 7 -- .../uSequencer Support.unitypackage.meta | 7 -- .../uSurvival Support.unitypackage.meta | 7 -- 96 files changed, 229 insertions(+), 649 deletions(-) create mode 100644 BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs create mode 100644 BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Common/Scripts/CommonAssemblyDefinitions.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Common/Third Party Support/Compass Navigator Pro Support.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Common/Third Party Support/Corgi Support.unitypackage.meta 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BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uMMORPG Remastered Support.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uMMORPG Support.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uRPG Support.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uSequencer Support.unitypackage.meta delete mode 100644 BlueWater/Assets/Plugins/Pixel Crushers/Dialogue System/Third Party Support/uSurvival Support.unitypackage.meta diff --git a/BlueWater/Assets/01.Scenes/03.Stage_Test.unity b/BlueWater/Assets/01.Scenes/03.Stage_Test.unity index 1794b5c0c..ec577e17e 100644 --- a/BlueWater/Assets/01.Scenes/03.Stage_Test.unity +++ b/BlueWater/Assets/01.Scenes/03.Stage_Test.unity @@ -6859,12 +6859,14 @@ MonoBehaviour: m_Name: m_EditorClassIdentifier: _persistent: 0 + k__BackingField: 1 k__BackingField: {fileID: -944628639613478452, guid: 0acb404847404484198cbf94e6929af2, type: 3} k__BackingField: {fileID: 418278336} k__BackingField: - {fileID: 1362034959} - {fileID: 302959427} + currentInIslandPlayer: {fileID: 0} slowSpeed: 0.1 k__BackingField: 0 k__BackingField: 0 diff --git a/BlueWater/Assets/02.Scripts/Character/Crewmate/Crewmate.cs b/BlueWater/Assets/02.Scripts/Character/Crewmate/Crewmate.cs index d65290f07..928f062ab 100644 --- a/BlueWater/Assets/02.Scripts/Character/Crewmate/Crewmate.cs +++ b/BlueWater/Assets/02.Scripts/Character/Crewmate/Crewmate.cs @@ -11,7 +11,7 @@ using UnityEngine.UI; namespace BlueWaterProject { [RequireComponent(typeof(PlayerInput))] - public abstract class Crewmate : BaseCharacter, IDamageable, IAnimatorBridge, IAiView, INormalAttack + public abstract class Crewmate : BaseCharacter, IDamageable, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer { #region Properties and variables @@ -93,11 +93,14 @@ namespace BlueWaterProject [SerializeField] protected bool isAttacking; // 일반 변수 + protected Vector2 movementInput; protected bool usedNormalAttackCoroutine; protected WaitForSeconds waitAtkCooldown; // 컴포넌트 - protected Rigidbody rb; + public GameObject GameObject => gameObject; + public Transform Transform => transform; + public Rigidbody Rb { get; set; } public Collider MyCollider { get; set; } public NavMeshAgent Agent { get; set; } private BehaviorTree bt; @@ -129,7 +132,7 @@ namespace BlueWaterProject { base.Awake(); - rb = GetComponent(); + Rb = GetComponent(); MyCollider = GetComponent(); Agent = GetComponent(); bt = GetComponent(); @@ -206,39 +209,77 @@ namespace BlueWaterProject if (CurrentHp <= 0) return; - if (GameManager.Inst.InIslandPlayer && GameManager.Inst.InIslandPlayer.UseRigidbody) + if (GameManager.Inst.CurrentInIslandPlayer.GameObject == gameObject) { - if (!UseRigidbody) + // 움직이는 경우 + if (movementInput.x != 0 || movementInput.y != 0) { - UseRigidbodyMovement(); + // Rigidbody 사용 + if (!UseRigidbody) + { + UseRigidbodyMovement(); + } + + if (!beAttacked) + { + myAnimator.SetFloat(RunStateHash, 0.5f); + } } - - if (!beAttacked) + // 멈춰있는 경우 + else { - myAnimator.SetFloat(RunStateHash, 0.5f); + // NavMeshAgent 사용 + if (UseRigidbody) + { + UseAgentMovement(); + } + + if (Agent.velocity.x != 0 || Agent.velocity.z != 0) + { + myAnimator.SetFloat(RunStateHash, 0.5f); + } + else if (!beAttacked) + { + myAnimator.SetFloat(RunStateHash, 0f); + } } } - else if (GameManager.Inst.InIslandPlayer && !GameManager.Inst.InIslandPlayer.UseRigidbody) + else { - if (UseRigidbody) + if (GameManager.Inst.CurrentInIslandPlayer.GameObject && GameManager.Inst.CurrentInIslandPlayer.UseRigidbody) { - UseAgentMovement(); - } + if (!UseRigidbody) + { + UseRigidbodyMovement(); + } - if (Agent.velocity.x != 0 || Agent.velocity.z != 0) - { - myAnimator.SetFloat(RunStateHash, 0.5f); + if (!beAttacked) + { + myAnimator.SetFloat(RunStateHash, 0.5f); + } } - else if (!beAttacked) + else if (GameManager.Inst.CurrentInIslandPlayer.GameObject && !GameManager.Inst.CurrentInIslandPlayer.UseRigidbody) { - myAnimator.SetFloat(RunStateHash, 0f); + if (UseRigidbody) + { + UseAgentMovement(); + } + + if (Agent.velocity.x != 0 || Agent.velocity.z != 0) + { + myAnimator.SetFloat(RunStateHash, 0.5f); + } + else if (!beAttacked) + { + myAnimator.SetFloat(RunStateHash, 0f); + } } } var localScale = transform.localScale; if (UseRigidbody) { - localScale.x = rb.velocity.x switch + localScale.x = Rb.velocity.x switch { > 0 => Mathf.Abs(localScale.x), < 0 => -Mathf.Abs(localScale.x), @@ -283,9 +324,20 @@ namespace BlueWaterProject // var movement = GameManager.Inst.InIslandPlayer.Rb.velocity * (MoveSpd / GameManager.Inst.InIslandPlayer.MoveSpd); // rb.velocity = new Vector3(movement.x, 0, movement.z); - var predictedPos = GameManager.Inst.InIslandPlayer.Rb.position + GameManager.Inst.InIslandPlayer.Rb.velocity; - var moveDir = (predictedPos - transform.position).normalized; - rb.velocity = new Vector3(moveDir.x, 0, moveDir.z) * MoveSpd; + if (GameManager.Inst.CurrentInIslandPlayer.GameObject == gameObject) + { + var localMovement = new Vector3(movementInput.x, 0, movementInput.y); + var worldDirection = transform.TransformDirection(localMovement); + + var movement = worldDirection * MoveSpd; + Rb.velocity = new Vector3(movement.x, 0, movement.z); + } + else + { + var predictedPos = GameManager.Inst.CurrentInIslandPlayer.Rb.position + GameManager.Inst.CurrentInIslandPlayer.Rb.velocity; + var moveDir = (predictedPos - transform.position).normalized; + Rb.velocity = new Vector3(moveDir.x, 0, moveDir.z) * MoveSpd; + } } } @@ -327,7 +379,7 @@ namespace BlueWaterProject } else { - rb.isKinematic = true; + Rb.isKinematic = true; } Agent.enabled = false; @@ -431,6 +483,21 @@ namespace BlueWaterProject public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine)); public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine; + #endregion + + #region Player input system + + public void OnMove(InputValue value) + { + if (CurrentHp <= 0) + { + Rb.velocity = Vector3.zero; + return; + } + + movementInput = value.Get(); + } + #endregion #region Custom methods @@ -438,19 +505,19 @@ namespace BlueWaterProject private void UseRigidbodyMovement() { UseRigidbody = true; - rb.isKinematic = false; + Rb.isKinematic = false; Agent.enabled = false; } private void UseAgentMovement() { UseRigidbody = false; - rb.isKinematic = true; + Rb.isKinematic = true; Agent.enabled = true; if (Target) return; - MoveTarget(GameManager.Inst.InIslandPlayer.transform.position, MoveSpd, GlobalValue.MAXIMUM_STOP_DISTANCE); + MoveTarget(GameManager.Inst.CurrentInIslandPlayer.Transform.position, MoveSpd, GlobalValue.MAXIMUM_STOP_DISTANCE); } private IEnumerator BeAttacked() diff --git a/BlueWater/Assets/02.Scripts/Character/Crewmate/Type/TenTen.cs b/BlueWater/Assets/02.Scripts/Character/Crewmate/Type/TenTen.cs index c02210963..099e6c88b 100644 --- a/BlueWater/Assets/02.Scripts/Character/Crewmate/Type/TenTen.cs +++ b/BlueWater/Assets/02.Scripts/Character/Crewmate/Type/TenTen.cs @@ -14,8 +14,6 @@ namespace BlueWaterProject [Title("Weapon")] [Required] [SerializeField] private GameObject projectileObj; - [Required] - [SerializeField] private Transform shootLocation; [SerializeField] private float speed = 500f; private Transform objectPoolLocation; @@ -43,7 +41,7 @@ namespace BlueWaterProject var myCenterPos = MyCollider.bounds.center; - var weapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent(); + var weapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent(); weapon.transform.LookAt(Target.bounds.center); weapon.SetPower(Atk); weapon.GetComponent().AddForce(weapon.transform.forward * speed); diff --git a/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldMinion/Type/MagicOrk.cs b/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldMinion/Type/MagicOrk.cs index 7170e4ec9..a84fe8040 100644 --- a/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldMinion/Type/MagicOrk.cs +++ b/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldMinion/Type/MagicOrk.cs @@ -14,8 +14,6 @@ namespace BlueWaterProject [Title("Weapon")] [Required] [SerializeField] private GameObject projectileObj; - [Required] - [SerializeField] private Transform shootLocation; [SerializeField] private float speed = 500f; //private IObjectPool weaponParticlePool; @@ -57,7 +55,7 @@ namespace BlueWaterProject var targetDir = (Target.bounds.center - myCenterPos).normalized; // targetLookRotation = Quaternion.LookRotation(targetDir); - var particleWeapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent(); + var particleWeapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent(); particleWeapon.transform.LookAt(Target.bounds.center); particleWeapon.SetPower(Atk); particleWeapon.GetComponent().AddForce(particleWeapon.transform.forward * speed); diff --git a/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs b/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs index 81420a6a9..e30614c14 100644 --- a/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs +++ b/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs @@ -1,6 +1,5 @@ using System; using System.Collections; -using System.Collections.Generic; using BehaviorDesigner.Runtime; using Sirenix.OdinInspector; using UnityEngine; @@ -11,7 +10,7 @@ using UnityEngine.UI; // ReSharper disable once CheckNamespace namespace BlueWaterProject { - public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack + public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer { #region Properties and variables @@ -88,17 +87,15 @@ namespace BlueWaterProject [SerializeField] private bool beAttacked; [DisableIf("@true")] [SerializeField] private bool isAttacking; - - // Crewmate Data - [field: Title("Crewmate Data")] - [field: SerializeField] public List CrewmateList { get; set; } // 일반 변수 private bool usedNormalAttackCoroutine; private WaitForSeconds waitAtkCooldown; // 컴포넌트 - public Rigidbody Rb { get; private set; } + public GameObject GameObject => gameObject; + public Transform Transform => transform; + public Rigidbody Rb { get; set; } public Collider MyCollider { get; set; } public NavMeshAgent Agent { get; set; } private BehaviorTree bt; @@ -368,9 +365,32 @@ namespace BlueWaterProject Rb.isKinematic = true; } Agent.enabled = false; + + switch (GameManager.Inst.IslandPlayerMode) + { + case GlobalValue.InIslandPlayerMode.NONE: + print("IslandPlayerMode == none error."); + break; + case GlobalValue.InIslandPlayerMode.ONLY_PLAYER: + // 게임 종료 + break; + case GlobalValue.InIslandPlayerMode.CREWMATE: + foreach (var crewmate in GameManager.Inst.CurrentCrewmateList) + { + if (crewmate == null || !crewmate.gameObject.activeSelf || crewmate.CurrentHp <= 0) continue; + + GameManager.Inst.SetCurrentInIslandPlayer(crewmate); + return; + } + + // 게임 종료 + break; + default: + throw new ArgumentOutOfRangeException(); + } - Destroy(hpSlider.gameObject, 2f); - Destroy(gameObject, 2f); + //Destroy(hpSlider.gameObject, 2f); + //Destroy(gameObject, 2f); } // IAnimatorBridge @@ -477,7 +497,7 @@ namespace BlueWaterProject public void UseAgentMovement() { DefensePos = transform.position; - foreach (var crewmate in CrewmateList) + foreach (var crewmate in GameManager.Inst.CurrentCrewmateList) { crewmate.DefensePos = DefensePos; } diff --git a/BlueWater/Assets/02.Scripts/GameManager.cs b/BlueWater/Assets/02.Scripts/GameManager.cs index b12229531..72b29eefb 100644 --- a/BlueWater/Assets/02.Scripts/GameManager.cs +++ b/BlueWater/Assets/02.Scripts/GameManager.cs @@ -1,10 +1,7 @@ using System.Collections.Generic; -using BlueWaterProject; using Sirenix.OdinInspector; -using Unity.VisualScripting; using UnityEngine; using UnityEngine.InputSystem; -using UnityEngine.Serialization; // ReSharper disable once CheckNamespace namespace BlueWaterProject @@ -12,22 +9,29 @@ namespace BlueWaterProject [DefaultExecutionOrder(-1)] public class GameManager : Singleton { - [field: Title("Player")] - public ShipPlayer ShipPlayer { get; private set; } - [field: Required("BlueWater Player Input Action을 넣어주세요.")] - [field: SerializeField] public InputActionAsset PlayerAction { get; private set; } - public InShipPlayer InShipPlayer { get; private set; } - public InIslandPlayer InIslandPlayer { get; set; } + // 섬 안의 플레이어 모드 선택 + [field: Title("InIsland Data")] + [field: SerializeField] public GlobalValue.InIslandPlayerMode IslandPlayerMode { get; private set; } [field: Required("Viking Prefab을 넣어주세요.")] - [field: SerializeField] public GameObject InIslandPlayerPrefab { get; set; } - [field: SerializeField] public List CrewmatePrefabList { get; set; } + [field: SerializeField] public GameObject InIslandPlayerPrefab { get; private set; } + [field: SerializeField] public List CrewmatePrefabList { get; private set; } + [field: SerializeField] public List CurrentCrewmateList { get; set; } + public IInIslandPlayer CurrentInIslandPlayer { get; set; } + + // Player + [field: Title("Player")] + [field: SerializeField] public ShipPlayer ShipPlayer { get; private set; } + [field: SerializeField] public InShipPlayer InShipPlayer { get; private set; } + // Game Data + [Title("Game Data")] [Range(0f, 1f)] [SerializeField] private float slowSpeed = 0.1f; private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer"; - [Title("Game State")] + // Game State + [field: Title("Game State")] [field: SerializeField] public bool IsInShipMode { get; set; } [field: SerializeField] public bool IsDredgeMode { get; set; } [field: SerializeField] public bool IsTakeAim { get; set; } @@ -63,6 +67,29 @@ namespace BlueWaterProject Time.fixedDeltaTime = 0.02f; } + public void SetCurrentInIslandPlayer(IInIslandPlayer inIslandPlayer) + { + PlayerInput currentPlayerInput; + + if (CurrentInIslandPlayer != null) + { + currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent(); + if (currentPlayerInput != null) + { + currentPlayerInput.enabled = false; + } + } + + CurrentInIslandPlayer = inIslandPlayer; + InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform); + + currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent(); + if (currentPlayerInput != null) + { + currentPlayerInput.enabled = true; + } + } + #region Player Mode State switch public void SwitchDredgeMode(bool isOn) diff --git a/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs b/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs new file mode 100644 index 000000000..896e4b7b9 --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs @@ -0,0 +1,13 @@ +using UnityEngine; + +// ReSharper disable once CheckNamespace +namespace BlueWaterProject +{ + public interface IInIslandPlayer + { + GameObject GameObject { get; } + Transform Transform { get; } + Rigidbody Rb { get; set; } + bool UseRigidbody { get; set; } + } +} \ No newline at end of file diff --git a/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs.meta b/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs.meta new file mode 100644 index 000000000..b37aaaa6b --- /dev/null +++ b/BlueWater/Assets/02.Scripts/Interface/IInIslandPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ae9d1b8ef931b44d83cf4bd5b4ff7f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/BlueWater/Assets/02.Scripts/SpawnController.cs b/BlueWater/Assets/02.Scripts/SpawnController.cs index f5423d5ff..a545db1f8 100644 --- a/BlueWater/Assets/02.Scripts/SpawnController.cs +++ b/BlueWater/Assets/02.Scripts/SpawnController.cs @@ -24,7 +24,8 @@ namespace BlueWaterProject private GameObject spawnPositionObj; private CinemachineVirtualCamera cinemachineVirtualCamera; - + + private Transform spawnLocation; private string CrewmateIndexInfoMessage => $"0 ~ {GameManager.Inst.CrewmatePrefabList.Count - 1} 숫자를 입력해주세요."; 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.actions = GameManager.Inst.PlayerAction; var desiredActionMap = playerInput.actions.FindActionMap(PLAYER_NAME); if (desiredActionMap == null) @@ -80,7 +86,8 @@ namespace BlueWaterProject { GameManager.Inst.ShipPlayer.GetComponent().enabled = false; } - playerInput.SwitchCurrentActionMap(PLAYER_NAME); + + playerInput.enabled = true; var inIslandPlayer = islandPlayer.GetComponent(); 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; } diff --git a/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs b/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs index b637906fe..bda9668f0 100644 --- a/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs +++ b/BlueWater/Assets/02.Scripts/Utility/GlobalValue.cs @@ -47,5 +47,12 @@ namespace BlueWaterProject TAKE_AIM, IN_SHIP } + + public enum InIslandPlayerMode + { + NONE = -1, + ONLY_PLAYER, + CREWMATE + } } } diff --git a/BlueWater/Assets/02.Scripts/Weapon/ParticleWeapon.cs b/BlueWater/Assets/02.Scripts/Weapon/ParticleWeapon.cs index c190153d1..27108d225 100644 --- a/BlueWater/Assets/02.Scripts/Weapon/ParticleWeapon.cs +++ b/BlueWater/Assets/02.Scripts/Weapon/ParticleWeapon.cs @@ -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 diff --git a/BlueWater/Assets/05.Prefabs/Weapon/Dagger.prefab b/BlueWater/Assets/05.Prefabs/Weapon/Dagger.prefab index e1b49f9ad..b8b99f49d 100644 --- a/BlueWater/Assets/05.Prefabs/Weapon/Dagger.prefab +++ b/BlueWater/Assets/05.Prefabs/Weapon/Dagger.prefab @@ -25,13 +25,13 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 4974917693782220124} serializedVersion: 2 - m_LocalRotation: {x: 0.7071068, y: 0, z: 0, w: 0.7071068} + m_LocalRotation: {x: 0.6532815, y: 0.27059805, z: -0.27059805, w: 0.6532815} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 2, y: 2, z: 2} m_ConstrainProportionsScale: 1 m_Children: [] m_Father: {fileID: 2677528810302803348} - m_LocalEulerAnglesHint: {x: 90, y: 0, z: 0} + m_LocalEulerAnglesHint: {x: 90, y: 0, z: -45} --- !u!212 &2067129615080396003 SpriteRenderer: m_ObjectHideFlags: 0 diff --git a/BlueWater/Assets/05.Prefabs/Weapon/OrkFireball/FireBallSoftBlueOBJ.prefab b/BlueWater/Assets/05.Prefabs/Weapon/OrkFireball/FireBallSoftBlueOBJ.prefab index 8bc472006..2220ab1b4 100644 --- a/BlueWater/Assets/05.Prefabs/Weapon/OrkFireball/FireBallSoftBlueOBJ.prefab +++ b/BlueWater/Assets/05.Prefabs/Weapon/OrkFireball/FireBallSoftBlueOBJ.prefab @@ -28,7 +28,7 @@ Transform: m_GameObject: {fileID: 128572} serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 8.313633, y: 5.892903, z: -13.319157} + m_LocalPosition: {x: 8.638, y: 5.892903, z: -13.319157} m_LocalScale: {x: 1, y: 1, z: 1} 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