study/first_study/Assets/Scripts/PlayerSc/PlayerAttacks.cs

63 lines
1.6 KiB
C#
Raw Normal View History

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