화살 쏘는 로직 수정
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m_RemovedComponents: []
|
m_RemovedComponents: []
|
||||||
m_RemovedGameObjects: []
|
m_RemovedGameObjects: []
|
||||||
m_AddedGameObjects: []
|
m_AddedGameObjects: []
|
||||||
|
|
|
||||||
|
|
@ -4,11 +4,8 @@ using UnityEngine.UI;
|
||||||
public class AimArrowController : MonoBehaviour
|
public class AimArrowController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public Image arrow;
|
public Image arrow;
|
||||||
public float m_AngleSpeed = 1.5f;
|
|
||||||
public Transform projectileParent;
|
public Transform projectileParent;
|
||||||
|
|
||||||
Vector2 startPos;
|
|
||||||
bool isAiming;
|
|
||||||
float m_attackTime, m_attackLifeTime;
|
float m_attackTime, m_attackLifeTime;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
|
|
@ -28,28 +25,22 @@ public class AimArrowController : MonoBehaviour
|
||||||
if (m_attackLifeTime <= 0)
|
if (m_attackLifeTime <= 0)
|
||||||
{
|
{
|
||||||
m_attackLifeTime = m_attackTime;
|
m_attackLifeTime = m_attackTime;
|
||||||
OnAimEnd();
|
Shoot();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAimStart(Vector2 screenPos)
|
public void OnAimStart(Vector2 screenPos)
|
||||||
{
|
{
|
||||||
isAiming = true;
|
|
||||||
//arrow.enabled = true;
|
|
||||||
UpdateArrow(screenPos);
|
UpdateArrow(screenPos);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAimDrag(Vector2 screenPos)
|
public void OnAimDrag(Vector2 screenPos)
|
||||||
{
|
{
|
||||||
if (!isAiming) return;
|
|
||||||
UpdateArrow(screenPos);
|
UpdateArrow(screenPos);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAimEnd()
|
void Shoot()
|
||||||
{
|
{
|
||||||
//arrow.enabled = false;
|
|
||||||
isAiming = false;
|
|
||||||
|
|
||||||
var unit = IngameMgr.Ins.Get_CurUnitTData();
|
var unit = IngameMgr.Ins.Get_CurUnitTData();
|
||||||
ProjectileMgr.Ins.Shoot_Projectile(new ProjectileData
|
ProjectileMgr.Ins.Shoot_Projectile(new ProjectileData
|
||||||
{
|
{
|
||||||
|
|
@ -62,11 +53,10 @@ public class AimArrowController : MonoBehaviour
|
||||||
|
|
||||||
void UpdateArrow(Vector2 currentPos)
|
void UpdateArrow(Vector2 currentPos)
|
||||||
{
|
{
|
||||||
Vector2 dir = currentPos - startPos;
|
Vector2 dir = currentPos - (Vector2)arrow.transform.position;
|
||||||
if (dir.sqrMagnitude < 0.001f) return;
|
|
||||||
|
|
||||||
float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * m_AngleSpeed;
|
float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * 7.5f;
|
||||||
angle = Mathf.Clamp(angle, -60f, 60f);
|
angle = Mathf.Clamp(angle, -80f, 80f);
|
||||||
arrow.rectTransform.rotation = Quaternion.Euler(0, 0, angle);
|
arrow.rectTransform.rotation = Quaternion.Euler(0, 0, angle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -70,7 +70,7 @@ public class MobActor : MonoBehaviour
|
||||||
{
|
{
|
||||||
gameObject.SetActive(true);
|
gameObject.SetActive(true);
|
||||||
if (m_HUD_HP == null)
|
if (m_HUD_HP == null)
|
||||||
m_HUD_HP = DSUtil.Get_Clone<HUD_HP>("HUD/HUD_HP", IngameMgr.Ins.tf_hudparent, Vector3.one * 10000f);
|
m_HUD_HP = DSUtil.Get_Clone<HUD_HP>("HUD/HUD_HP", IngameMgr.Ins.tf_hudparent);
|
||||||
|
|
||||||
m_State = eMobState.Move;
|
m_State = eMobState.Move;
|
||||||
m_Data = data;
|
m_Data = data;
|
||||||
|
|
@ -80,6 +80,7 @@ public class MobActor : MonoBehaviour
|
||||||
var curstagedata = IngameMgr.Ins.Get_CurStageTData();
|
var curstagedata = IngameMgr.Ins.Get_CurStageTData();
|
||||||
m_Attack = m_Data.n_DefaultAttack + (isboss ? curstagedata.n_DefaultBossAttack : curstagedata.n_DefaultEnemyAttack);
|
m_Attack = m_Data.n_DefaultAttack + (isboss ? curstagedata.n_DefaultBossAttack : curstagedata.n_DefaultEnemyAttack);
|
||||||
m_HP = m_Data.n_DefaultHp + (isboss ? curstagedata.n_DefaultBossHp : curstagedata.n_DefaultEnemyHp);
|
m_HP = m_Data.n_DefaultHp + (isboss ? curstagedata.n_DefaultBossHp : curstagedata.n_DefaultEnemyHp);
|
||||||
|
(m_HUD_HP.transform as RectTransform).anchoredPosition = Vector2.one * 10000f;
|
||||||
m_HUD_HP.Set(transform, m_HP);
|
m_HUD_HP.Set(transform, m_HP);
|
||||||
m_MobShields.Set(data);
|
m_MobShields.Set(data);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue