parent
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commit
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@ -7,9 +7,16 @@
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- 투사체(이펙트)
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- 투사체(이펙트)
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몬스터 펜스 공격하기
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몬스터 펜스 공격하기
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- 몬스터 공격 프리팹 만들기
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// - 몬스터 공격 프리팹 만들기
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// - 몬스터 공격 애님
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- 프리팹 발사!
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- 펜스 hp 깍기
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- 펜스 hp 깍기
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- 펜스 부서지면 패배 화면
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- 펜스 부서지면 패배 화면
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몬스터 이동방식 구현
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// - 직진
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- 지그재그
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- 랜덤
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고찰
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고찰
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- 에임을 마우스 찍은 곳으로 lookat 하면 안되나?
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- 에임을 마우스 찍은 곳으로 lookat 하면 안되나?
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MonsterTableData m_Data;
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MonsterTableData m_Data;
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float FenceY, m_attackTimer;
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float FenceY, m_attackTimer;
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eMobState m_State = eMobState.Move;
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eMobState m_State = eMobState.Move;
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Animator m_Animator;
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private void Awake()
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}
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private void Update()
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private void Update()
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{
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{
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case eMobState.Move:
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case eMobState.Move:
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if (distToFence <= m_Data.f_AttackRange)
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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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OnEnterAttack();
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}
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{
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Move();
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Move();
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}
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break;
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case eMobState.Attack:
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case eMobState.Attack:
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void OnEnterAttack()
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void OnEnterAttack()
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{
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{
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m_State = eMobState.Attack;
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// 이동 정지 시점 보정 (너무 파고들지 않게)
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// 이동 정지 시점 보정 (너무 파고들지 않게)
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Vector3 pos = transform.position;
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Vector3 pos = transform.position;
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pos.y = FenceY + m_Data.f_AttackRange;
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pos.y = FenceY + m_Data.f_AttackRange;
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m_attackTimer = m_Data.f_AttackDelay;
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m_attackTimer = m_Data.f_AttackDelay;
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//m_Animator.speed = 2f;
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m_Animator.SetTrigger("att");
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// 철책 or 플레이어 공격
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AttackFence();
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AttackFence();
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}
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}
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Loading…
Reference in New Issue