2026-01-23 08:56:21 +00:00
|
|
|
|
using System.Collections;
|
|
|
|
|
|
using System.Collections.Generic;
|
2026-01-27 11:58:00 +00:00
|
|
|
|
using System.Linq;
|
2026-01-23 08:56:21 +00:00
|
|
|
|
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>
|
|
|
|
|
|
|
2026-01-26 08:52:26 +00:00
|
|
|
|
public PlayerAttacks.Types WeaponType; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
|
2026-01-23 08:56:21 +00:00
|
|
|
|
public int WeaponLevel;
|
|
|
|
|
|
|
|
|
|
|
|
public int atkCnt; // <20><><EFBFBD><EFBFBD> Ƚ<><C8BD>
|
|
|
|
|
|
public float WeaponDmg; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
|
2026-01-29 09:11:23 +00:00
|
|
|
|
//public GameObject weaponObj;
|
|
|
|
|
|
//public string animTrigger; // <20>ִϸ<D6B4><CFB8>̼<EFBFBD> <20><><EFBFBD><EFBFBD> Ʈ<><C6AE><EFBFBD><EFBFBD> <20≯<EFBFBD>
|
2026-01-23 08:56:21 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public class PlayerAttacks : MonoBehaviour
|
|
|
|
|
|
{
|
|
|
|
|
|
private Animator animator;
|
2026-01-27 11:58:00 +00:00
|
|
|
|
public bool IsAnyWeaponInUse => weaponInfos.Any(w => w.isUse); // <20>迭<EFBFBD><E8BFAD> true<75><65> <20><><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE>
|
2026-01-23 08:56:21 +00:00
|
|
|
|
public Weapons[] weaponInfos;
|
|
|
|
|
|
Weapondata weaponBase;
|
2026-01-27 11:58:00 +00:00
|
|
|
|
PlayerController playerController;
|
2026-01-23 08:56:21 +00:00
|
|
|
|
|
2026-01-29 09:11:23 +00:00
|
|
|
|
[SerializeField] private GameObject nano;
|
|
|
|
|
|
[SerializeField] private GameObject tera;
|
|
|
|
|
|
|
2026-01-26 08:52:26 +00:00
|
|
|
|
public enum Types {scissor, needle, lighter};
|
2026-01-23 08:56:21 +00:00
|
|
|
|
|
|
|
|
|
|
void Start()
|
|
|
|
|
|
{
|
|
|
|
|
|
//Animator <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
2026-01-27 11:58:00 +00:00
|
|
|
|
playerController = GetComponent<PlayerController>();
|
2026-01-23 08:56:21 +00:00
|
|
|
|
weaponBase = GetComponent<Weapondata>();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void Update()
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2026-01-29 09:11:23 +00:00
|
|
|
|
public IEnumerator ableAtk(int weaponIndex, string atkType, bool isnano)
|
2026-01-23 08:56:21 +00:00
|
|
|
|
{
|
2026-01-28 12:32:29 +00:00
|
|
|
|
Debug.Log("Ʈ<><C6AE><EFBFBD><EFBFBD> <20>۵<EFBFBD>");
|
2026-01-29 12:38:56 +00:00
|
|
|
|
|
|
|
|
|
|
|
2026-01-29 09:11:23 +00:00
|
|
|
|
//weaponInfos[weaponIndex].weaponObj.SetActive(true);
|
|
|
|
|
|
animator = (isnano) ? nano.GetComponent<Animator>() : tera.GetComponent<Animator>();
|
|
|
|
|
|
Debug.Log(atkType);
|
|
|
|
|
|
animator.SetTrigger(atkType);
|
2026-01-23 08:56:21 +00:00
|
|
|
|
|
2026-01-29 12:38:56 +00:00
|
|
|
|
|
|
|
|
|
|
Debug.Log($"<22><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>: {weaponBase.frontdelaytime}<7D><>");
|
|
|
|
|
|
yield return new WaitForSeconds(weaponBase.frontdelaytime);
|
2026-01-23 08:56:21 +00:00
|
|
|
|
|
2026-01-29 09:11:23 +00:00
|
|
|
|
//weaponInfos[weaponIndex].weaponObj.SetActive(false);
|
2026-01-26 08:52:26 +00:00
|
|
|
|
|
2026-01-29 12:38:56 +00:00
|
|
|
|
Debug.Log($"<22>ĵ<EFBFBD><C4B5><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>: {weaponBase.afterdelaytime}<7D><>");
|
2026-01-26 08:52:26 +00:00
|
|
|
|
yield return new WaitForSeconds(weaponBase.afterdelaytime); // <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
|
|
|
|
|
|
weaponInfos[weaponIndex].isUse = false;
|
2026-01-23 08:56:21 +00:00
|
|
|
|
}
|
2026-01-27 11:58:00 +00:00
|
|
|
|
|
2026-01-23 08:56:21 +00:00
|
|
|
|
}
|