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
This commit is contained in:
NTG_Lenovo 2023-10-23 15:11:28 +09:00
parent f19f199a13
commit 6a21c607bb
96 changed files with 229 additions and 649 deletions

View File

@ -6859,12 +6859,14 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
_persistent: 0 _persistent: 0
<IslandPlayerMode>k__BackingField: 1
<PlayerAction>k__BackingField: {fileID: -944628639613478452, guid: 0acb404847404484198cbf94e6929af2, <PlayerAction>k__BackingField: {fileID: -944628639613478452, guid: 0acb404847404484198cbf94e6929af2,
type: 3} type: 3}
<InIslandPlayerPrefab>k__BackingField: {fileID: 418278336} <InIslandPlayerPrefab>k__BackingField: {fileID: 418278336}
<CrewmatePrefabList>k__BackingField: <CrewmatePrefabList>k__BackingField:
- {fileID: 1362034959} - {fileID: 1362034959}
- {fileID: 302959427} - {fileID: 302959427}
currentInIslandPlayer: {fileID: 0}
slowSpeed: 0.1 slowSpeed: 0.1
<IsInShipMode>k__BackingField: 0 <IsInShipMode>k__BackingField: 0
<IsDredgeMode>k__BackingField: 0 <IsDredgeMode>k__BackingField: 0

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@ -11,7 +11,7 @@ using UnityEngine.UI;
namespace BlueWaterProject namespace BlueWaterProject
{ {
[RequireComponent(typeof(PlayerInput))] [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 #region Properties and variables
@ -93,11 +93,14 @@ namespace BlueWaterProject
[SerializeField] protected bool isAttacking; [SerializeField] protected bool isAttacking;
// 일반 변수 // 일반 변수
protected Vector2 movementInput;
protected bool usedNormalAttackCoroutine; protected bool usedNormalAttackCoroutine;
protected WaitForSeconds waitAtkCooldown; protected WaitForSeconds waitAtkCooldown;
// 컴포넌트 // 컴포넌트
protected Rigidbody rb; public GameObject GameObject => gameObject;
public Transform Transform => transform;
public Rigidbody Rb { get; set; }
public Collider MyCollider { get; set; } public Collider MyCollider { get; set; }
public NavMeshAgent Agent { get; set; } public NavMeshAgent Agent { get; set; }
private BehaviorTree bt; private BehaviorTree bt;
@ -129,7 +132,7 @@ namespace BlueWaterProject
{ {
base.Awake(); base.Awake();
rb = GetComponent<Rigidbody>(); Rb = GetComponent<Rigidbody>();
MyCollider = GetComponent<Collider>(); MyCollider = GetComponent<Collider>();
Agent = GetComponent<NavMeshAgent>(); Agent = GetComponent<NavMeshAgent>();
bt = GetComponent<BehaviorTree>(); bt = GetComponent<BehaviorTree>();
@ -206,39 +209,77 @@ namespace BlueWaterProject
if (CurrentHp <= 0) return; 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);
}
} }
// 멈춰있는 경우
if (!beAttacked) 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) if (!beAttacked)
{ {
myAnimator.SetFloat(RunStateHash, 0.5f); 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; var localScale = transform.localScale;
if (UseRigidbody) if (UseRigidbody)
{ {
localScale.x = rb.velocity.x switch localScale.x = Rb.velocity.x switch
{ {
> 0 => Mathf.Abs(localScale.x), > 0 => Mathf.Abs(localScale.x),
< 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); // var movement = GameManager.Inst.InIslandPlayer.Rb.velocity * (MoveSpd / GameManager.Inst.InIslandPlayer.MoveSpd);
// rb.velocity = new Vector3(movement.x, 0, movement.z); // rb.velocity = new Vector3(movement.x, 0, movement.z);
var predictedPos = GameManager.Inst.InIslandPlayer.Rb.position + GameManager.Inst.InIslandPlayer.Rb.velocity; if (GameManager.Inst.CurrentInIslandPlayer.GameObject == gameObject)
var moveDir = (predictedPos - transform.position).normalized; {
rb.velocity = new Vector3(moveDir.x, 0, moveDir.z) * MoveSpd; 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 else
{ {
rb.isKinematic = true; Rb.isKinematic = true;
} }
Agent.enabled = false; Agent.enabled = false;
@ -431,6 +483,21 @@ namespace BlueWaterProject
public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine)); public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine));
public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine; 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<Vector2>();
}
#endregion #endregion
#region Custom methods #region Custom methods
@ -438,19 +505,19 @@ namespace BlueWaterProject
private void UseRigidbodyMovement() private void UseRigidbodyMovement()
{ {
UseRigidbody = true; UseRigidbody = true;
rb.isKinematic = false; Rb.isKinematic = false;
Agent.enabled = false; Agent.enabled = false;
} }
private void UseAgentMovement() private void UseAgentMovement()
{ {
UseRigidbody = false; UseRigidbody = false;
rb.isKinematic = true; Rb.isKinematic = true;
Agent.enabled = true; Agent.enabled = true;
if (Target) return; 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() private IEnumerator BeAttacked()

View File

@ -14,8 +14,6 @@ namespace BlueWaterProject
[Title("Weapon")] [Title("Weapon")]
[Required] [Required]
[SerializeField] private GameObject projectileObj; [SerializeField] private GameObject projectileObj;
[Required]
[SerializeField] private Transform shootLocation;
[SerializeField] private float speed = 500f; [SerializeField] private float speed = 500f;
private Transform objectPoolLocation; private Transform objectPoolLocation;
@ -43,7 +41,7 @@ namespace BlueWaterProject
var myCenterPos = MyCollider.bounds.center; var myCenterPos = MyCollider.bounds.center;
var weapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent<ObjectWeapon>(); var weapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent<ObjectWeapon>();
weapon.transform.LookAt(Target.bounds.center); weapon.transform.LookAt(Target.bounds.center);
weapon.SetPower(Atk); weapon.SetPower(Atk);
weapon.GetComponent<Rigidbody>().AddForce(weapon.transform.forward * speed); weapon.GetComponent<Rigidbody>().AddForce(weapon.transform.forward * speed);

View File

@ -14,8 +14,6 @@ namespace BlueWaterProject
[Title("Weapon")] [Title("Weapon")]
[Required] [Required]
[SerializeField] private GameObject projectileObj; [SerializeField] private GameObject projectileObj;
[Required]
[SerializeField] private Transform shootLocation;
[SerializeField] private float speed = 500f; [SerializeField] private float speed = 500f;
//private IObjectPool<WeaponParticle> weaponParticlePool; //private IObjectPool<WeaponParticle> weaponParticlePool;
@ -57,7 +55,7 @@ namespace BlueWaterProject
var targetDir = (Target.bounds.center - myCenterPos).normalized; var targetDir = (Target.bounds.center - myCenterPos).normalized;
// targetLookRotation = Quaternion.LookRotation(targetDir); // targetLookRotation = Quaternion.LookRotation(targetDir);
var particleWeapon = Instantiate(projectileObj, shootLocation.transform.position, Quaternion.identity, objectPoolLocation).GetComponent<ParticleWeapon>(); var particleWeapon = Instantiate(projectileObj, MyCollider.bounds.center, Quaternion.identity, objectPoolLocation).GetComponent<ParticleWeapon>();
particleWeapon.transform.LookAt(Target.bounds.center); particleWeapon.transform.LookAt(Target.bounds.center);
particleWeapon.SetPower(Atk); particleWeapon.SetPower(Atk);
particleWeapon.GetComponent<Rigidbody>().AddForce(particleWeapon.transform.forward * speed); particleWeapon.GetComponent<Rigidbody>().AddForce(particleWeapon.transform.forward * speed);

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@ -1,6 +1,5 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using UnityEngine; using UnityEngine;
@ -11,7 +10,7 @@ using UnityEngine.UI;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
{ {
public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack public class InIslandPlayer : Player, IAnimatorBridge, IAiView, INormalAttack, IInIslandPlayer
{ {
#region Properties and variables #region Properties and variables
@ -88,17 +87,15 @@ namespace BlueWaterProject
[SerializeField] private bool beAttacked; [SerializeField] private bool beAttacked;
[DisableIf("@true")] [DisableIf("@true")]
[SerializeField] private bool isAttacking; [SerializeField] private bool isAttacking;
// Crewmate Data
[field: Title("Crewmate Data")]
[field: SerializeField] public List<Crewmate> CrewmateList { get; set; }
// 일반 변수 // 일반 변수
private bool usedNormalAttackCoroutine; private bool usedNormalAttackCoroutine;
private WaitForSeconds waitAtkCooldown; private WaitForSeconds waitAtkCooldown;
// 컴포넌트 // 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 Collider MyCollider { get; set; }
public NavMeshAgent Agent { get; set; } public NavMeshAgent Agent { get; set; }
private BehaviorTree bt; private BehaviorTree bt;
@ -368,9 +365,32 @@ namespace BlueWaterProject
Rb.isKinematic = true; Rb.isKinematic = true;
} }
Agent.enabled = false; 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(hpSlider.gameObject, 2f);
Destroy(gameObject, 2f); //Destroy(gameObject, 2f);
} }
// IAnimatorBridge // IAnimatorBridge
@ -477,7 +497,7 @@ namespace BlueWaterProject
public void UseAgentMovement() public void UseAgentMovement()
{ {
DefensePos = transform.position; DefensePos = transform.position;
foreach (var crewmate in CrewmateList) foreach (var crewmate in GameManager.Inst.CurrentCrewmateList)
{ {
crewmate.DefensePos = DefensePos; crewmate.DefensePos = DefensePos;
} }

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@ -1,10 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using BlueWaterProject;
using Sirenix.OdinInspector; using Sirenix.OdinInspector;
using Unity.VisualScripting;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.Serialization;
// ReSharper disable once CheckNamespace // ReSharper disable once CheckNamespace
namespace BlueWaterProject namespace BlueWaterProject
@ -12,22 +9,29 @@ namespace BlueWaterProject
[DefaultExecutionOrder(-1)] [DefaultExecutionOrder(-1)]
public class GameManager : Singleton<GameManager> public class GameManager : Singleton<GameManager>
{ {
[field: Title("Player")] // 섬 안의 플레이어 모드 선택
public ShipPlayer ShipPlayer { get; private set; } [field: Title("InIsland Data")]
[field: Required("BlueWater Player Input Action을 넣어주세요.")] [field: SerializeField] public GlobalValue.InIslandPlayerMode IslandPlayerMode { get; private set; }
[field: SerializeField] public InputActionAsset PlayerAction { get; private set; }
public InShipPlayer InShipPlayer { get; private set; }
public InIslandPlayer InIslandPlayer { get; set; }
[field: Required("Viking Prefab을 넣어주세요.")] [field: Required("Viking Prefab을 넣어주세요.")]
[field: SerializeField] public GameObject InIslandPlayerPrefab { get; set; } [field: SerializeField] public GameObject InIslandPlayerPrefab { get; private set; }
[field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; set; } [field: SerializeField] public List<Crewmate> CrewmatePrefabList { get; private set; }
[field: SerializeField] public List<Crewmate> 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)] [Range(0f, 1f)]
[SerializeField] private float slowSpeed = 0.1f; [SerializeField] private float slowSpeed = 0.1f;
private const string IN_ISLAND_PLAYER_NAME = "InIslandPlayer"; 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 IsInShipMode { get; set; }
[field: SerializeField] public bool IsDredgeMode { get; set; } [field: SerializeField] public bool IsDredgeMode { get; set; }
[field: SerializeField] public bool IsTakeAim { get; set; } [field: SerializeField] public bool IsTakeAim { get; set; }
@ -63,6 +67,29 @@ namespace BlueWaterProject
Time.fixedDeltaTime = 0.02f; Time.fixedDeltaTime = 0.02f;
} }
public void SetCurrentInIslandPlayer(IInIslandPlayer inIslandPlayer)
{
PlayerInput currentPlayerInput;
if (CurrentInIslandPlayer != null)
{
currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
if (currentPlayerInput != null)
{
currentPlayerInput.enabled = false;
}
}
CurrentInIslandPlayer = inIslandPlayer;
InIslandCamera.Inst.SetTarget(inIslandPlayer.Transform);
currentPlayerInput = CurrentInIslandPlayer.Transform.GetComponent<PlayerInput>();
if (currentPlayerInput != null)
{
currentPlayerInput.enabled = true;
}
}
#region Player Mode State switch #region Player Mode State switch
public void SwitchDredgeMode(bool isOn) public void SwitchDredgeMode(bool isOn)

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@ -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; }
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1ae9d1b8ef931b44d83cf4bd5b4ff7f1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -24,7 +24,8 @@ namespace BlueWaterProject
private GameObject spawnPositionObj; private GameObject spawnPositionObj;
private CinemachineVirtualCamera cinemachineVirtualCamera; private CinemachineVirtualCamera cinemachineVirtualCamera;
private Transform spawnLocation;
private string CrewmateIndexInfoMessage => $"0 ~ {GameManager.Inst.CrewmatePrefabList.Count - 1} 숫자를 입력해주세요."; private string CrewmateIndexInfoMessage => $"0 ~ {GameManager.Inst.CrewmatePrefabList.Count - 1} 숫자를 입력해주세요.";
private const string PLAYER_NAME = "Player"; private const string PLAYER_NAME = "Player";
@ -46,6 +47,12 @@ namespace BlueWaterProject
print("Virtual Camera 오브젝트를 찾을 수 없습니다."); print("Virtual Camera 오브젝트를 찾을 수 없습니다.");
return; return;
} }
spawnLocation = GameObject.Find("Characters")?.transform;
if (spawnLocation == null)
{
spawnLocation = new GameObject("Characters").transform;
}
var currentSceneName = SceneManager.GetActiveScene().name; var currentSceneName = SceneManager.GetActiveScene().name;
if (currentSceneName != "02.Main") if (currentSceneName != "02.Main")
@ -56,7 +63,7 @@ namespace BlueWaterProject
private void SpawnInIslandPlayer(Vector3 spawnPos, Quaternion spawnRotation) 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.name = IN_ISLAND_PLAYER_NAME;
islandPlayer.gameObject.SetActive(true); islandPlayer.gameObject.SetActive(true);
@ -65,7 +72,6 @@ namespace BlueWaterProject
{ {
playerInput = islandPlayer.transform.AddComponent<PlayerInput>(); playerInput = islandPlayer.transform.AddComponent<PlayerInput>();
} }
playerInput.actions = GameManager.Inst.PlayerAction;
var desiredActionMap = playerInput.actions.FindActionMap(PLAYER_NAME); var desiredActionMap = playerInput.actions.FindActionMap(PLAYER_NAME);
if (desiredActionMap == null) if (desiredActionMap == null)
@ -80,7 +86,8 @@ namespace BlueWaterProject
{ {
GameManager.Inst.ShipPlayer.GetComponent<PlayerInput>().enabled = false; GameManager.Inst.ShipPlayer.GetComponent<PlayerInput>().enabled = false;
} }
playerInput.SwitchCurrentActionMap(PLAYER_NAME);
playerInput.enabled = true;
var inIslandPlayer = islandPlayer.GetComponent<InIslandPlayer>(); var inIslandPlayer = islandPlayer.GetComponent<InIslandPlayer>();
if (inIslandPlayer == null) if (inIslandPlayer == null)
@ -92,14 +99,14 @@ namespace BlueWaterProject
InIslandCamera.Inst.SetTarget(islandPlayer.transform); InIslandCamera.Inst.SetTarget(islandPlayer.transform);
GameManager.Inst.InIslandPlayer = inIslandPlayer; GameManager.Inst.SetCurrentInIslandPlayer(inIslandPlayer);
} }
[DisableIf("@crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0")] [DisableIf("@crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0")]
[Button("Crewmate 추가")] [Button("Crewmate 추가")]
private void AddCrewmate() private void AddCrewmate()
{ {
if (!GameManager.Inst.InIslandPlayer) return; if (!GameManager.Inst.CurrentInIslandPlayer.GameObject) return;
if (crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0) if (crewmateIndex >= GameManager.Inst.CrewmatePrefabList.Count || crewmateIndex < 0)
{ {
@ -110,7 +117,7 @@ namespace BlueWaterProject
for (var i = 0; i < 50; i++) for (var i = 0; i < 50; i++)
{ {
var randomDirection = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f)).normalized; 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); Array.Clear(colliders, 0, MAX_COLLIDER);
var size = Physics.OverlapSphereNonAlloc(spawnPos, checkRadius, colliders, checkLayer); var size = Physics.OverlapSphereNonAlloc(spawnPos, checkRadius, colliders, checkLayer);
@ -118,10 +125,10 @@ namespace BlueWaterProject
if (size != 0) continue; if (size != 0) continue;
var crewmate = Instantiate(GameManager.Inst.CrewmatePrefabList[crewmateIndex], spawnPos, 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); crewmate.gameObject.SetActive(true);
GameManager.Inst.InIslandPlayer.CrewmateList.Add(crewmate); GameManager.Inst.CurrentCrewmateList.Add(crewmate);
return; return;
} }

View File

@ -47,5 +47,12 @@ namespace BlueWaterProject
TAKE_AIM, TAKE_AIM,
IN_SHIP IN_SHIP
} }
public enum InIslandPlayerMode
{
NONE = -1,
ONLY_PLAYER,
CREWMATE
}
} }
} }

View File

@ -18,10 +18,21 @@ namespace BlueWaterProject
[SerializeField] private LayerMask targetLayer; [SerializeField] private LayerMask targetLayer;
[SerializeField] private float power; [SerializeField] private float power;
[SerializeField] private float autoDestroyTime = 5f; [SerializeField] private float autoDestroyTime = 5f;
private float detectionDistance;
private Rigidbody rb; private Rigidbody rb;
private SphereCollider sphereCollider; private SphereCollider sphereCollider;
private WaitForSeconds waitForSeconds; 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() private void Awake()
{ {
@ -66,8 +77,8 @@ namespace BlueWaterProject
direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled direction += Physics.gravity * Time.deltaTime; // Accounts for gravity if enabled
direction = direction.normalized; 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 if (Physics.SphereCast(transform.position, radius, direction, out var hit, detectionDistance, targetLayer)) // Checks if collision will happen
{ {
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