
+ ItemLootUi 클래스 및 프리팹 생성 + VisualFeedbackManager에서 사용하던 PostProcessing 기능을 OceanCamera로 변경 + OceanUi에 있던 ProcessBar 클래스 따로 생성 + Cannon 공격 로직 변경 ㄴ Boids의 FishSpot과 상호작용으로 변경
54 lines
1.7 KiB
C#
54 lines
1.7 KiB
C#
using System.Collections;
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using Cinemachine;
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using MoreMountains.Feedbacks;
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using MoreMountains.FeedbacksForThirdParty;
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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 class VisualFeedbackManager : Singleton<VisualFeedbackManager>
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{
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#region HitStop
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/// <summary>
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/// 히트스톱
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/// </summary>
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/// <param name="duration">시간</param>
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public void TriggerHitStop(float duration)
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{
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StartCoroutine(HitStopCoroutine(duration));
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}
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private IEnumerator HitStopCoroutine(float duration)
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{
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var originalTimeScale = 1;
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Time.timeScale = 0.05f;
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yield return new WaitForSecondsRealtime(duration);
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Time.timeScale = originalTimeScale;
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}
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#endregion
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#region CameraShake
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public void CameraShake(CinemachineVirtualCamera virtualCamera, float power = 0.5f, float duration = 0.1f)
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{
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var mmfPlayer = virtualCamera.transform.gameObject.GetComponent<MMF_Player>();
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var cinemachineImpulse = mmfPlayer.GetFeedbackOfType<MMF_CinemachineImpulse>();
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var impulselistener = virtualCamera.transform.gameObject.GetComponent<CinemachineImpulseListener>();
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cinemachineImpulse.Velocity = new Vector3(0.5f, 0.5f, 0.5f);
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impulselistener.m_Gain = power;
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cinemachineImpulse.m_ImpulseDefinition.m_TimeEnvelope.m_SustainTime = duration;
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cinemachineImpulse.m_ImpulseDefinition.m_TimeEnvelope.m_DecayTime = 0.2f;
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mmfPlayer.PlayFeedbacks();
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}
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#endregion
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}
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}
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