2026-01-23 08:56:21 +00:00
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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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using System.Runtime.Serialization.Formatters.Binary;
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using UnityEngine.InputSystem;
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[System.Serializable]
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public class Weapons
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{
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public bool isUseable; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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public bool isUse; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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2026-01-26 08:52:26 +00:00
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public PlayerAttacks.Types WeaponType; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
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2026-01-23 08:56:21 +00:00
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public int WeaponLevel;
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public int atkCnt; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
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public float WeaponDmg; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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2026-01-26 08:52:26 +00:00
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public GameObject weaponObj;
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2026-01-23 08:56:21 +00:00
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public string animTrigger; // <20>ִϸ<D6B4><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> Ʈ<><C6AE><EFBFBD><EFBFBD> <20≯<EFBFBD>
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}
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public class PlayerAttacks : MonoBehaviour
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{
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private Animator animator;
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bool issAtk = false; // <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
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bool isaAtk = false; // <20><><EFBFBD><EFBFBD> <20>÷<EFBFBD><C3B7><EFBFBD>
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public Weapons[] weaponInfos;
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Weapondata weaponBase;
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PlayerController2 playerController;
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2026-01-23 08:56:21 +00:00
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2026-01-26 08:52:26 +00:00
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public enum Types {scissor, needle, lighter};
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2026-01-23 08:56:21 +00:00
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void Start()
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{
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//Animator <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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2026-01-26 08:52:26 +00:00
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playerController = GetComponent<PlayerController2>();
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2026-01-23 08:56:21 +00:00
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weaponBase = GetComponent<Weapondata>();
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}
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void Update()
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{
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}
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2026-01-26 08:52:26 +00:00
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public IEnumerator ableAtk(int weaponIndex)
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2026-01-23 08:56:21 +00:00
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{
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Debug.Log(" s <20><>ư <20><><EFBFBD><EFBFBD>! ");
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weaponInfos[weaponIndex].weaponObj.SetActive(true);
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animator = weaponInfos[weaponIndex].weaponObj.GetComponent<Animator>();
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animator.SetTrigger(weaponInfos[weaponIndex].animTrigger);
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2026-01-23 08:56:21 +00:00
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2026-01-26 08:52:26 +00:00
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yield return new WaitForSeconds(weaponBase.atkDuration);
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2026-01-23 08:56:21 +00:00
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2026-01-26 08:52:26 +00:00
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weaponInfos[weaponIndex].weaponObj.SetActive(false);
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yield return new WaitForSeconds(weaponBase.afterdelaytime); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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weaponInfos[weaponIndex].isUse = false;
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2026-01-23 08:56:21 +00:00
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}
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}
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