몬스터 펜스 앞에서 멈추기
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@ -5,3 +5,11 @@
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- 유닛
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- 몬스터
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- 투사체(이펙트)
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몬스터 펜스 공격하기
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- 몬스터 공격 프리팹 만들기
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- 펜스 hp 깍기
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- 펜스 부서지면 패배 화면
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고찰
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- 에임을 마우스 찍은 곳으로 lookat 하면 안되나?
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@ -852,9 +852,11 @@ GameObject:
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@ -1,7 +1,13 @@
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using UnityEngine;
|
||||
|
||||
public enum eMobState { Move, Attack }
|
||||
|
||||
public class MobActor : MonoBehaviour
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{
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MonsterTableData m_Data;
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float FenceY, m_attackTimer;
|
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eMobState m_State = eMobState.Move;
|
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private void Awake()
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{
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var srs = GetComponentsInChildren<SpriteRenderer>(true);
|
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|
|
@ -11,6 +17,63 @@ public class MobActor : MonoBehaviour
|
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|
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private void Update()
|
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{
|
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transform.position += Vector3.down * Time.deltaTime;
|
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float distToFence = transform.position.y - FenceY;
|
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|
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switch (m_State)
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{
|
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case eMobState.Move:
|
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if (distToFence <= m_Data.f_AttackRange)
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{
|
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m_State = eMobState.Attack;
|
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OnEnterAttack();
|
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}
|
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else
|
||||
{
|
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Move();
|
||||
}
|
||||
break;
|
||||
|
||||
case eMobState.Attack:
|
||||
Attack();
|
||||
break;
|
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}
|
||||
}
|
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|
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public void Set(MonsterTableData data, float fenceY)
|
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{
|
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m_Data = data;
|
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FenceY = fenceY;
|
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m_attackTimer = m_Data.f_AttackDelay;
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}
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void Move()
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{
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transform.position += Vector3.down * Time.deltaTime * m_Data.f_MoveSpeed;
|
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}
|
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|
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void OnEnterAttack()
|
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{
|
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// 이동 정지 시점 보정 (너무 파고들지 않게)
|
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Vector3 pos = transform.position;
|
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pos.y = FenceY + m_Data.f_AttackRange;
|
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transform.position = pos;
|
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|
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// 애니메이션, 공격 쿨타임 초기화 등
|
||||
}
|
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void Attack()
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{
|
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m_attackTimer -= Time.deltaTime;
|
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if (m_attackTimer > 0f)
|
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return;
|
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|
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m_attackTimer = m_Data.f_AttackDelay;
|
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|
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// 철책 or 플레이어 공격
|
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AttackFence();
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}
|
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void AttackFence()
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{
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}
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}
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|
|
@ -13,6 +13,9 @@ public class IngameMgr : MonoBehaviour
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[Header("Monster")]
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public Transform[] tfs_mobparent;
|
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|
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[Header("Fence")]
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public Transform tf_fence;
|
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|
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int m_Wave, m_HP, m_Coin, m_Item, m_Lv, m_Exp;
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StageConfigTableData CurStageData;
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|
|
@ -84,8 +87,9 @@ public class IngameMgr : MonoBehaviour
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}
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|
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var mobdata = table_monster.Ins.Get_Data(mobid);
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DSUtil.Get_Clone<MobActor>(mobdata.s_MonsterPrefabPath, tfs_mobparent[Random.Range(0, tfs_mobparent.Length)],
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null, Vector3.one * mobdata.f_Scale);
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DSUtil.Get_Clone<MobActor>(mobdata.s_MonsterPrefabPath,
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tfs_mobparent[Random.Range(0, tfs_mobparent.Length)], null, Vector3.one * mobdata.f_Scale)
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.Set(mobdata, tf_fence.position.y);
|
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}
|
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}
|
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|
|
|
|||
Loading…
Reference in New Issue