124 lines
3.7 KiB
C#
124 lines
3.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ProjectileInfo : MonoBehaviour
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{
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public static bool isIns = false;
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public static ProjectileInfo Ins;
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public Material[] arr_materials; // 0 얼음, 1 히트
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Dictionary<string, List<ProjectileBase>> dic_projectile = new Dictionary<string, List<ProjectileBase>>();
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// ProjectileData Pool
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private Stack<ProjectileData> projectileDataPool = new Stack<ProjectileData>();
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private void Awake()
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{
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Ins = this;
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isIns = true;
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}
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public void AllOff()
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{
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foreach (var projectileList in dic_projectile.Values)
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foreach (var projectile in projectileList)
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projectile.gameObject.SetActive(false);
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}
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IEnumerator Start()
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{
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while (!TableChecker.Ins.CheckAllLoad())
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yield return new WaitForSeconds(0.1f);
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var lst = table_effectlist.Ins.Get_DataList(2);
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for (int i = 0; i < lst.Count; i++)
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{
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dic_projectile.Add(lst[i].s_EffectPrefab, new List<ProjectileBase>());
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for (int j = 0; j < lst[i].n_PreLoadCount; j++)
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Load_Projectile(true, lst[i].s_EffectPrefab, null);
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}
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}
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void Load_Projectile(bool loadFirst, string projectile, Action<ProjectileBase> act)
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{
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AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Projectile/{projectile}.prefab", handle =>
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{
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var temp = DSUtil.Get_Clone<ProjectileBase>(handle.Result, transform);
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if (!loadFirst) temp.Off_FisrLoad();
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dic_projectile[projectile].Add(temp);
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act?.Invoke(temp);
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});
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}
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void Get_Projectile(string projectile, Action<ProjectileBase> act)
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{
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if (!dic_projectile.ContainsKey(projectile))
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dic_projectile.Add(projectile, new List<ProjectileBase>());
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for (int i = 0; i < dic_projectile[projectile].Count; i++)
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{
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if (!dic_projectile[projectile][i].gameObject.activeInHierarchy)
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{
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act?.Invoke(dic_projectile[projectile][i]);
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return;
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}
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}
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Load_Projectile(true, projectile, act);
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}
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// Pool에서 ProjectileData 가져오기
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private ProjectileData GetProjectileData()
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{
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return projectileDataPool.Count > 0 ? projectileDataPool.Pop() : new ProjectileData();
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}
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// Pool에 ProjectileData 반환하기
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private void ReturnProjectileData(ProjectileData pd)
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{
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pd.Reset(); // 데이터 초기화
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projectileDataPool.Push(pd);
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}
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public void Shoot_Projectile(string projectile, Actor shooter, Actor target, float adddmgrate = 1f, Vector3? startpos = null, float liftTime = 4f, Action<ProjectileBase> act = null)
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{
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Get_Projectile(projectile, proj =>
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{
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var pd = GetProjectileData(); // 풀에서 가져오기
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pd.shooter = shooter;
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pd.target = target;
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pd.AddDmgPercent = adddmgrate;
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pd.LifeTime = liftTime;
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if (startpos.HasValue)
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{
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pd.eStartPos = eProjectileStartPos.Custom;
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pd.v3_StartPos = startpos.Value;
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pd.LookTarget = true;
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}
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else
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{
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pd.eStartPos = eProjectileStartPos.ShooterCenter;
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}
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proj.Set(pd);
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act?.Invoke(proj);
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ReturnProjectileData(pd); // 사용 후 풀에 반환
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});
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}
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public void Shoot_Projectile(string projectile, ProjectileData pd, Action<ProjectileBase> act = null)
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{
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Get_Projectile(projectile, proj =>
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{
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proj.Set(pd);
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act?.Invoke(proj);
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});
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}
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} |