튕김 버그 수정, 화살표는 화면을 터치한 상태에서만 나오게 바꿨으면 좋겠습니다

화면 어디든 터치하면 화살표(공격 방향)을 변경할 수 있었으면 좋겠습니다 터치 상태에서 움직일 경우 해당 방향으로 화살표가 움직이도록 해 조작성을 개선할 필요가 있어 보입니다
This commit is contained in:
Ino 2026-01-15 16:17:50 +09:00
parent b8fd1cad32
commit 73b50ae6f5
7 changed files with 635 additions and 124 deletions

View File

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View File

@ -11,7 +11,7 @@ public class AimArrowController : MonoBehaviour
void Start()
{
//arrow.enabled = false;
arrow.enabled = false;
}
private void OnEnable()
@ -56,6 +56,11 @@ public class AimArrowController : MonoBehaviour
UpdateArrow(screenPos);
}
public void OnAimEnd()
{
arrow.enabled = false;
}
void Shoot()
{
var unit = IngameMgr.Ins.Get_CurUnitTData();
@ -106,6 +111,8 @@ public class AimArrowController : MonoBehaviour
void UpdateArrow(Vector2 currentPos)
{
arrow.enabled = true;
Vector2 dir = currentPos - (Vector2)arrow.transform.position;
float angle = (Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 45f) * 7.5f;

View File

@ -17,6 +17,6 @@ public class AimInputArea : MonoBehaviour, IPointerDownHandler, IPointerUpHandle
public void OnPointerUp(PointerEventData eventData)
{
//aim.OnAimEnd();
aim.OnAimEnd();
}
}

View File

@ -9,7 +9,7 @@ public class Projectile : MonoBehaviour
Vector2 dir;
Vector2 prevPos;
ObscuredInt m_bounceCount;
ObscuredInt m_ReflectCount;
float m_LifeTime;
ProjectileData m_ProjectileData;
@ -36,8 +36,8 @@ public class Projectile : MonoBehaviour
public void Set(ProjectileData pd)
{
m_ProjectileData = pd;
m_LifeTime = m_ProjectileData.m_Data.n_ProjectileLife;
Vector3 pos = pd.tf_Start.position;
Quaternion rot = pd.tf_Start.rotation;
@ -79,9 +79,9 @@ public class Projectile : MonoBehaviour
dir = transform.up.normalized;
m_bounceCount = m_ProjectileData.m_Data.n_AttackBounceLimit;
m_ReflectCount = m_ProjectileData.m_Data.n_AttackBounceLimit;
if (pd.IsPC)
m_bounceCount += (int)IngameMgr.Ins.Get_SkillValue(eSkillType.Reflect);
m_ReflectCount += (int)IngameMgr.Ins.Get_SkillValue(eSkillType.Reflect);
if (m_ProjectileData.m_Data.n_ProjectileID == 3002)
{
@ -90,9 +90,9 @@ public class Projectile : MonoBehaviour
var skillTdata = table_skill.Ins.Get_Data(eSkillType.Explosion);
var scale = skillTdata.f_ExplosionScale + (skillTdata.f_ExplosionScalePerLv * (lv - 1));
transform.localScale = Vector3.one * scale;
m_bounceCount = 0;
m_ReflectCount = 0;
}
m_bounceCount.RandomizeCryptoKey();
m_ReflectCount.RandomizeCryptoKey();
}
void Update()
@ -129,7 +129,7 @@ public class Projectile : MonoBehaviour
return;
}
if (m_bounceCount <= 0)
if (m_ReflectCount <= 0)
{
Kill();
return;
@ -180,8 +180,8 @@ public class Projectile : MonoBehaviour
// 반사
dir = Vector2.Reflect(dir, normal).normalized;
m_bounceCount--;
m_bounceCount.RandomizeCryptoKey();
m_ReflectCount--;
m_ReflectCount.RandomizeCryptoKey();
// 회전
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
@ -189,8 +189,6 @@ public class Projectile : MonoBehaviour
// 위치 보정
transform.position = targetPos;
}
void Check_Hit(Collider2D collision)
@ -307,10 +305,8 @@ public class Projectile : MonoBehaviour
return;
}
Vector3 dir = (target.transform.position - mob.transform.position).normalized;
SetDirection(dir);
--m_ProjectileData.Bounce;
SpawnExtra(mob.transform.position, target.transform.position - mob.transform.position);
}
}