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character rig, manually assign the corresponding spine bone to the 'originalSpine' field and recreate +// 'Rig > B-root > B-spine' structure in your character hierarchy with empty GameObjects. + +// More information: https://www.keviniglesias.com/spine-proxy.html +// Contact Support: support@keviniglesias.com + +using UnityEngine; + +namespace KevinIglesias +{ + public class SpineProxy : MonoBehaviour + { + //Assign 'B-spine' (or equivalent) here: + [SerializeField] private Transform originalSpine; + + private Quaternion rotationOffset = Quaternion.identity; + +#if UNITY_EDITOR + //Attempting to find the original spine bone. + void OnValidate() + { + if(originalSpine == null) + { + Transform parent = transform.parent; + if(parent != null) + { + Transform hips = parent.Find("B-hips"); + if(hips != null) + { + Transform spine = hips.Find("B-spine"); + if(spine != null) + { + originalSpine = spine; + } + } + } + } + } +#endif + + //Match correct orientation on different character rigs + 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Download a Post Processing asset in the Package Manager + +2. Create a new layer called PostProcessing. + +3. In the main camera add a new component called Post Processing Layer, in Trigger select the main camera and select the layer that you have created (Post Processing Layer). + +4. Create a new empty object in the Hierarchy (I will call it PP Volume). + +5. Inside it add a new component called Post Processing Volume, activate "is global" and click on profile-> new. + +6. Click on add effect and add "Ambient Occlusion" and "Bloom". Within AO activate "Intensity" at 1 and within "Bloom", activate Soft Knee, Clamp, Difussion and Intensity at 5. + + +PS: If it doesn't work on the asset when you export it, delete everything and start again at step 1. + + +------------------------------------------------------------- + CONTACT +------------------------------------------------------------- +For any questions, send me an email and I will respond as soon as possible + +Email: mattvg923@gmail.com diff --git a/Assets/Matthew Guz/Slash Effects FREE/Documentation/Readme IMPORTANT.txt.meta b/Assets/Matthew Guz/Slash Effects FREE/Documentation/Readme IMPORTANT.txt.meta new file mode 100644 index 00000000..c60af204 --- /dev/null +++ b/Assets/Matthew Guz/Slash Effects FREE/Documentation/Readme IMPORTANT.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6127b8bddef574a49a978fc45836c5b0 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Matthew Guz/Slash Effects 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from object + public float orbitSpeed = 10.0f; // Orbit speed + public Vector3 orbitAxis = Vector3.up; // Axis around which the camera will rotate + + private float currentAngle = 0.0f; + + void Update() + { + if (target) + { + // Increase angle based on time and orbit speed + currentAngle += orbitSpeed * Time.deltaTime; + + // Calculate the new camera position + float x = Mathf.Cos(currentAngle) * distance; + float z = Mathf.Sin(currentAngle) * distance; + Vector3 newPosition = new Vector3(x, 0, z) + target.position; + + // Keep camera height + newPosition.y = transform.position.y; + + // Update camera position and rotation + transform.position = newPosition; + transform.LookAt(target); + } + } + } +} + diff --git a/Assets/Matthew Guz/Slash Effects FREE/Scripts/CameraRotation.cs.meta b/Assets/Matthew Guz/Slash Effects FREE/Scripts/CameraRotation.cs.meta new file mode 100644 index 00000000..3c10c70a --- /dev/null +++ b/Assets/Matthew Guz/Slash Effects 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speed + public float destroyDelay = 2f; // Time to destroy prefabs + public Text infoText; + private int currentIndex = 0; // Index of the current prefab + + + void Start() + { + UpdateInfoText(); // Update text at start + } + void Update() + { + // Switch between prefabs with left/right keys + if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) + { + SelectPreviousPrefab(); + } + if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) + { + SelectNextPrefab(); + } + + // Instantiate the prefab with one click + if (Input.GetMouseButtonDown(0)) + { + RaycastHit hit; + if (floorCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 1000f)) + { + GameObject instance = Instantiate(prefabs[currentIndex], hit.point, Quaternion.identity); + Destroy(instance, destroyDelay); // Destroy in 2 seconds + } + } + + + // Rotate the camera around the pivot + cameraPivot.Rotate(Vector3.up * (cameraRotationSpeed * Time.deltaTime)); // Rotates on the Y axis + + + } + + + private void SelectPreviousPrefab() // Previous prefab + { + currentIndex--; + if (currentIndex < 0) + { + currentIndex = prefabs.Length - 1; + } + UpdateInfoText(); + } + + private void SelectNextPrefab() // Next prefab + { + currentIndex++; + if (currentIndex >= prefabs.Length) + { + currentIndex = 0; + } + UpdateInfoText(); + } + private void UpdateInfoText() // Name and number of the prefab + { + int currentNumber = currentIndex + 1; + int totalNumber = prefabs.Length; + + infoText.text = $"({currentNumber}/{totalNumber}) \nCurrent effect: {prefabs[currentIndex].name} "; + } + + } +} diff --git a/Assets/Matthew Guz/Slash Effects FREE/Scripts/Prefab Manager.cs.meta b/Assets/Matthew Guz/Slash Effects FREE/Scripts/Prefab Manager.cs.meta new file mode 100644 index 00000000..8c2d075e --- /dev/null +++ b/Assets/Matthew Guz/Slash Effects FREE/Scripts/Prefab Manager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 01b30bb243622764e98b9d96ad37b33a 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monsterStrength; + Debug.Log($"✅ [무기] 데미지 설정됨: 총 {_finalDamage}"); + } + + public void EnableHitBox() + { + if (_weaponCollider != null) + { + _weaponCollider.enabled = true; + Debug.Log("🔴 [무기] 공격 판정 ON! (휘두르기 시작)"); // 로그 추가 + } + } + + public void DisableHitBox() + { + if (_weaponCollider != null) + { + _weaponCollider.enabled = false; + Debug.Log("⚪ [무기] 공격 판정 OFF (휘두르기 끝)"); // 로그 추가 + } + } + + // ⭐ 여기가 핵심! 닿는 모든 것을 기록함 + private void OnTriggerEnter(Collider other) + { + // 1. 무엇이든 닿으면 일단 로그를 찍음 (범인 색출) + Debug.Log($"💥 [충돌 감지] 무기가 닿은 것: {other.name} / 태그: {other.tag}"); + + if (other.CompareTag("Player")) + { + PlayerHealth playerHealth = other.GetComponent(); + + if (playerHealth != null) + { + if (!playerHealth.isInvincible) + { + playerHealth.TakeDamage(_finalDamage); + Debug.Log($"⚔️ [적중] 플레이어 체력 깎임! (-{_finalDamage})"); + } + else + { + Debug.Log("🛡️ [방어] 플레이어가 무적 상태입니다."); + } + DisableHitBox(); + } + else + { + Debug.LogError("⚠️ [오류] 플레이어 태그는 있는데 'PlayerHealth' 스크립트가 없습니다!"); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy/AI/Monster Weapon.cs.meta b/Assets/Scripts/Enemy/AI/Monster Weapon.cs.meta new file mode 100644 index 00000000..da045c38 --- /dev/null +++ b/Assets/Scripts/Enemy/AI/Monster Weapon.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4eebd921e8ac4c74182441ec944491ef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/AI/MonsterClass.cs b/Assets/Scripts/Enemy/AI/MonsterClass.cs index 29cd77e1..0d7328a5 100644 --- a/Assets/Scripts/Enemy/AI/MonsterClass.cs +++ b/Assets/Scripts/Enemy/AI/MonsterClass.cs @@ -10,11 +10,11 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable protected Transform playerTransform; [SerializeField] protected float optimizationDistance = 40f; - [Header("몬스터 기본 스탯")] // ⭐ 종류별로 다르게 설정할 핵심 수치들 + [Header("몬스터 기본 스탯")] [SerializeField] protected float maxHP = 100f; - [SerializeField] protected float attackDamage = 10f; // ⭐ [추가] 몬스터 공격력 - [SerializeField] protected int expReward = 10; // ⭐ 경험치 수치 - [SerializeField] protected float moveSpeed = 3.5f; // ⭐ 이동 속도 추가 가능 + [SerializeField] protected float attackDamage = 10f; // 몬스터의 힘 (예: 10) + [SerializeField] protected int expReward = 10; + [SerializeField] protected float moveSpeed = 3.5f; protected float currentHP; public event Action OnHealthChanged; @@ -29,6 +29,8 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable protected AudioSource audioSource; protected bool isHit, isDead, isAttacking; + public bool IsAggroed { get; protected set; } + [Header("AI 설정 (공격 후 휴식)")] [SerializeField] protected float attackRestDuration = 1.5f; protected bool isResting; @@ -41,14 +43,15 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable [SerializeField] protected ParticleSystem hitEffect; [SerializeField] protected Transform impactSpawnPoint; + [Header("=== 전투(무기) 설정 ===")] + [SerializeField] private MonsterWeapon myWeapon; + protected virtual void Awake() { mobRenderer = GetComponentInChildren(); animator = GetComponent(); agent = GetComponent(); audioSource = GetComponent(); - - // ⭐ 시작할 때 에이전트 속도를 스탯에 맞게 설정 if (agent != null) agent.speed = moveSpeed; } @@ -63,10 +66,18 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable public void ResetStats() { isDead = false; + IsAggroed = false; currentHP = maxHP; OnHealthChanged?.Invoke(currentHP, maxHP); + Collider col = GetComponent(); if (col != null) col.enabled = true; + + // ⭐ 여기서 몬스터의 힘(attackDamage)을 무기에 보냄 + if (myWeapon != null) + { + myWeapon.SetDamage(attackDamage); + } } protected virtual void OnDisable() @@ -77,16 +88,32 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable protected virtual void Init() { } protected abstract void ExecuteAILogic(); + public virtual void Reactivate() + { + if (agent != null && agent.isOnNavMesh) + { + agent.isStopped = false; + if (IsAggroed && playerTransform != null) + { + agent.SetDestination(playerTransform.position); + } + } + if (mobRenderer != null) mobRenderer.enabled = true; + } + public void OnManagedUpdate() { if (isDead || playerTransform == null || !gameObject.activeInHierarchy) return; + float distance = Vector3.Distance(transform.position, playerTransform.position); - if (distance > optimizationDistance) + + if (distance > optimizationDistance && !IsAggroed) { StopMovement(); if (mobRenderer != null && mobRenderer.enabled) mobRenderer.enabled = false; return; } + if (mobRenderer != null && !mobRenderer.enabled) mobRenderer.enabled = true; if (mobRenderer != null && !mobRenderer.isVisible) { StopMovement(); return; } if (agent != null && agent.isOnNavMesh && agent.isStopped) agent.isStopped = false; @@ -101,9 +128,11 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable } public virtual void TakeDamage(float amount) { OnDamaged(amount); } + public virtual void OnDamaged(float damage) { if (isDead) return; + IsAggroed = true; currentHP -= damage; OnHealthChanged?.Invoke(currentHP, maxHP); if (currentHP <= 0) { Die(); return; } @@ -112,31 +141,74 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable protected virtual void StartHit() { - isHit = true; isAttacking = false; isResting = false; + isHit = true; + isAttacking = false; + isResting = false; StopAllCoroutines(); - if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } + + if (myWeapon != null) myWeapon.DisableHitBox(); + + if (agent && agent.isOnNavMesh) + { + agent.isStopped = true; + agent.velocity = Vector3.zero; + } + animator.Play(Monster_GetDamage, 0, 0f); if (hitEffect) hitEffect.Play(); if (hitSound) audioSource.PlayOneShot(hitSound); } - public virtual void OnAttackStart() { isAttacking = true; isResting = false; } - public virtual void OnAttackEnd() { isAttacking = false; if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); } - protected IEnumerator RestAfterAttack() { isResting = true; yield return new WaitForSeconds(attackRestDuration); isResting = false; } - public virtual void OnHitEnd() { isHit = false; if (agent && agent.isOnNavMesh) agent.isStopped = false; } + public virtual void OnAttackStart() + { + isAttacking = true; + isResting = false; + if (myWeapon != null) myWeapon.EnableHitBox(); + } + + public virtual void OnAttackEnd() + { + if (myWeapon != null) myWeapon.DisableHitBox(); + isAttacking = false; + if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); + } + + protected IEnumerator RestAfterAttack() + { + isResting = true; + yield return new WaitForSeconds(attackRestDuration); + isResting = false; + } + + public virtual void OnHitEnd() + { + isHit = false; + if (agent && agent.isOnNavMesh) agent.isStopped = false; + } protected virtual void Die() { if (isDead) return; isDead = true; - OnMonsterKilled?.Invoke(expReward); // ⭐ 설정된 경험치 수치 전달 + IsAggroed = false; + + if (myWeapon != null) myWeapon.DisableHitBox(); + + OnMonsterKilled?.Invoke(expReward); Collider col = GetComponent(); if (col != null) col.enabled = false; - if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } + + if (agent && agent.isOnNavMesh) + { + agent.isStopped = true; + agent.velocity = Vector3.zero; + } + animator.Play(Monster_Die, 0, 0f); if (deathSound) audioSource.PlayOneShot(deathSound); Invoke("ReturnToPool", 1.5f); } + public bool IsDead => isDead; protected void ReturnToPool() => gameObject.SetActive(false); } \ No newline at end of file diff --git a/Assets/Scripts/Enemy/AI/NormalMonster.cs b/Assets/Scripts/Enemy/AI/NormalMonster.cs index 3ddf61da..890ee3a9 100644 --- a/Assets/Scripts/Enemy/AI/NormalMonster.cs +++ b/Assets/Scripts/Enemy/AI/NormalMonster.cs @@ -4,7 +4,6 @@ using UnityEngine.AI; public class NormalMonster : MonsterClass { [Header("전투 설정")] - // ❌ private float damage 삭제됨 (부모의 attackDamage 사용) [SerializeField] private float attackRange = 2f; [SerializeField] private float attackDelay = 1.5f; @@ -33,6 +32,7 @@ public class NormalMonster : MonsterClass protected override void ExecuteAILogic() { + // 공격 중(isAttacking)이면 AI 생각 멈춤 -> 부들부들 방지! if (isHit || isAttacking || isResting) return; float distance = Vector3.Distance(transform.position, playerTransform.position); @@ -57,21 +57,22 @@ public class NormalMonster : MonsterClass { if (Time.time < lastAttackTime + attackDelay) return; lastAttackTime = Time.time; + string attackName = attackAnimations[attackIndex]; attackIndex = (attackIndex + 1) % attackAnimations.Length; - OnAttackStart(); - animator.Play(attackName, 0, 0f); - } - // ⭐ [수정] 부모 클래스(MonsterClass)의 attackDamage를 플레이어에게 입힙니다. - public void OnAttackHit() - { - if (playerTransform == null || isHit || isDead) return; - if (playerTransform.TryGetComponent(out var pHealth)) + // ⭐ [핵심 수정] 애니메이션 이벤트 기다리지 말고, 즉시 "공격 상태"로 전환! + // 이걸 해야 AI가 이동하려는 시도를 멈춥니다. + isAttacking = true; + + // 이동 멈춤 (미끄러짐 방지) + if (agent.isOnNavMesh) { - pHealth.TakeDamage(attackDamage); // ⭐ 부모의 변수 사용 - Debug.Log($"[전투] {gameObject.name}이 {attackDamage} 데미지를 주었습니다!"); + agent.isStopped = true; + agent.velocity = Vector3.zero; } + + animator.Play(attackName, 0, 0f); } void UpdateMovementAnimation() diff --git a/Assets/Scripts/Enemy/Spawner/Monster Spwaner.cs b/Assets/Scripts/Enemy/Spawner/Monster Spwaner.cs index 4ec9ae5b..fd21dbfe 100644 --- a/Assets/Scripts/Enemy/Spawner/Monster Spwaner.cs +++ b/Assets/Scripts/Enemy/Spawner/Monster Spwaner.cs @@ -1,12 +1,28 @@ using UnityEngine; +/// +/// 하이브리드 몬스터 스포너 (생성은 스포너 기준, 생존은 몬스터 기준) +/// - Birth: 스포너 기준 거리로 생성 +/// - Life & Hibernate: 몬스터 기준 거리로 최적화 +/// - Wake Up: 범위 안으로 복귀 시 재활성화 +/// public class MonsterSpawner : MonoBehaviour { - [Header("--- 몹 스폰 설정 ---")] - [SerializeField] private string mobTag = "NormalMob"; - [SerializeField] private float spawnRange = 25f; // 플레이어 감지 범위 (조금 늘림) - [SerializeField] private float respawnCooldown = 3f; // 죽었을 때만 적용되는 쿨타임 + [Header("=== 생성 설정 (Birth - 스포너 기준) ===")] + [Tooltip("스포너로부터 이 거리 안에 플레이어가 들어오면 몬스터 생성")] + [SerializeField] private float spawnRange = 25f; + [Tooltip("몬스터가 죽은 후 재생성까지 대기 시간")] + [SerializeField] private float respawnCooldown = 3f; + + [Tooltip("오브젝트 풀에서 가져올 몬스터 태그")] + [SerializeField] private string mobTag = "NormalMob"; + + [Header("=== 최적화 설정 (Life & Hibernate - 몬스터 기준) ===")] + [Tooltip("몬스터 본체로부터 이 거리를 벗어나면 강제 동면 (전투 중이어도!)")] + [SerializeField] private float optimizationRange = 60f; + + // 내부 상태 private GameObject _myMonster; private MonsterClass _monsterScript; private Transform _player; @@ -17,76 +33,131 @@ public class MonsterSpawner : MonoBehaviour FindPlayer(); } - private void Update() - { - if (_player == null) { FindPlayer(); return; } - - float dist = Vector3.Distance(transform.position, _player.position); - - // 1. 플레이어가 범위 안에 들어왔을 때 - if (dist <= spawnRange) - { - // ⭐ [수정] 쿨타임이 지났고, 몹이 없거나 꺼져있다면 '재활성화' 시도 - if (Time.time >= _nextSpawnTime && (_myMonster == null || !_myMonster.activeSelf)) - { - SpawnMonster(); - } - } - // 2. 플레이어가 범위 밖으로 나갔을 때 - else - { - DespawnMonster(); - } - } - private void FindPlayer() { GameObject playerObj = GameObject.FindGameObjectWithTag("Player"); if (playerObj != null) _player = playerObj.transform; } + private void Update() + { + if (_player == null) { FindPlayer(); return; } + + // 몬스터가 없거나 죽었으면 -> Birth + if (_myMonster == null || (_monsterScript != null && _monsterScript.IsDead)) + { + HandleBirth(); + } + // 몬스터가 살아있으면 -> Life & Hibernate + else + { + HandleLifeAndHibernate(); + } + } + + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + // 🐣 BIRTH (생성) - 스포너 기준 + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + + private void HandleBirth() + { + // ⭐ 스포너 <-> 플레이어 거리 + float distanceFromSpawner = Vector3.Distance(transform.position, _player.position); + + if (distanceFromSpawner <= spawnRange && Time.time >= _nextSpawnTime) + { + SpawnMonster(); + } + } + private void SpawnMonster() { - // ⭐ [핵심] 기존에 소환된 몹이 있고, 죽은 게 아니라면 단순히 켜기만 합니다! - if (_myMonster != null && _monsterScript != null && !_monsterScript.IsDead) - { - _myMonster.SetActive(true); // HP와 위치가 그대로 유지된 채로 켜집니다. - return; - } - - // ⭐ 아예 처음 소환하거나, 죽어서 새로 뽑아야 할 때만 풀에서 가져옵니다. _myMonster = GenericObjectPool.Instance.SpawnFromPool(mobTag, transform.position, transform.rotation); if (_myMonster != null) { _monsterScript = _myMonster.GetComponent(); - // ❌ OnEnable에서 피가 안 채워지므로, 여기서 새로 태어났음을 알립니다. - _monsterScript.ResetStats(); + if (_monsterScript != null) _monsterScript.ResetStats(); } } - private void DespawnMonster() + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + // 💤 LIFE & HIBERNATE (생존/동면) - 몬스터 기준 + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + + private void HandleLifeAndHibernate() { - if (_myMonster != null && _myMonster.activeSelf) + if (_myMonster == null) { _monsterScript = null; return; } + + // ⭐ 몬스터 본체 <-> 플레이어 거리 + float distanceFromMonster = Vector3.Distance(_myMonster.transform.position, _player.position); + + if (distanceFromMonster > optimizationRange) { - // 몹이 살아있다면 풀로 돌려보내지 않고 그 자리에서 SetActive(false)만 합니다. - if (_monsterScript != null && !_monsterScript.IsDead) + // 😴 HIBERNATE (동면) + HibernateMonster(); + } + else + { + // 👁 WAKE UP (기상) + WakeUpMonster(); + } + } + + private void HibernateMonster() + { + if (_myMonster.activeSelf) + { + _myMonster.SetActive(false); + } + } + + private void WakeUpMonster() + { + if (!_myMonster.activeSelf) + { + _myMonster.SetActive(true); + + if (_monsterScript != null) { - _myMonster.SetActive(false); - // _nextSpawnTime을 갱신하지 않으므로 다시 범위에 들어오면 즉시 켜집니다. - } - // 몹이 진짜 죽었다면 참조를 비우고 쿨타임을 적용합니다. - else if (_monsterScript != null && _monsterScript.IsDead) - { - _nextSpawnTime = Time.time + respawnCooldown; - _myMonster = null; // 다음엔 새로 뽑아야 함 + // ⭐ AI 복구 (전투 중이었다면 추적 재개) + _monsterScript.Reactivate(); } } } + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + // 💀 DEATH (사망 처리 및 쿨타임) + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + + /// + /// 몬스터가 죽었을 때 호출 (쿨타임 적용) + /// + public void NotifyMonsterDead() + { + // 쿨타임 계산: 현재 시간 + 대기 시간 + _nextSpawnTime = Time.time + respawnCooldown; + + // 몬스터 참조를 비워서 Update에서 다시 HandleBirth()로 넘어가게 함 + _myMonster = null; + _monsterScript = null; + } + + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + // Gizmos + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + private void OnDrawGizmosSelected() { + // 스포너 생성 범위 (빨간색) Gizmos.color = Color.red; Gizmos.DrawWireSphere(transform.position, spawnRange); + + // 몬스터 최적화 범위 (파란색) + if (_myMonster != null) + { + Gizmos.color = Color.blue; + Gizmos.DrawWireSphere(_myMonster.transform.position, optimizationRange); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Controller/PlayerInput.cs b/Assets/Scripts/Player/Controller/PlayerInput.cs index d2697c6a..e26d3878 100644 --- a/Assets/Scripts/Player/Controller/PlayerInput.cs +++ b/Assets/Scripts/Player/Controller/PlayerInput.cs @@ -2,41 +2,65 @@ public class PlayerInput : MonoBehaviour { - [SerializeField] private PlayerHealth health; - [SerializeField] private PlayerMovement movement; - [SerializeField] private PlayerAim aim; - [SerializeField] private PlayerInteraction interaction; - [SerializeField] private PlayerAttack attack; - [SerializeField] private PlayerStatsUI statsUI; + // 다른 스크립트에게 명령을 내려야 하니, 미리 참조 시킴 + [SerializeField] private PlayerHealth health; // 죽었는지 확인용 + [SerializeField] private PlayerMovement movement; // 이동 명령용 + [SerializeField] private PlayerAim aim; // 회전 명령용 + [SerializeField] private PlayerInteraction interaction; // 아이템 줍기 명령용 + [SerializeField] private PlayerAttack attack; // 공격 명령용 + [SerializeField] private PlayerStatsUI statsUI; // UI 창 열기 명령용 private void Update() { + // 1. 사망 체크 + // 죽었는데 키보드 눌린다고 시체가 움직이면 안 되니까 아예 입력을 차단(return)함 if (health != null && health.IsDead) return; + // 2. UI 토글 (C키) + // 스탯 창을 껐다 켰다 함 if (Input.GetKeyDown(KeyCode.C) && statsUI != null) statsUI.ToggleWindow(); - float h = Input.GetAxisRaw("Horizontal"); - float v = Input.GetAxisRaw("Vertical"); - bool sprint = Input.GetKey(KeyCode.LeftShift); + // 3. 이동 입력 감지 + // GetAxisRaw를 쓴 이유: 0에서 1로 부드럽게 변하는 게 아니라, + // 키를 누르면 즉시 1, 떼면 0이 되어서 빠릿빠릿한 조작감을 줌 + float h = Input.GetAxisRaw("Horizontal"); // A, D 키 (-1, 0, 1) + float v = Input.GetAxisRaw("Vertical"); // W, S 키 (-1, 0, 1) + bool sprint = Input.GetKey(KeyCode.LeftShift); // Shift 누르고 있나? + // 4. 이동 명령 하달 if (movement != null) { + // 방향 벡터를 정규화(.normalized)해서 대각선 이동 시 빨라지는 걸 방지 + // 그리고 달리기 여부(sprint)도 같이 넘겨줍니다. movement.SetMoveInput(new Vector3(h, 0, v).normalized, sprint); - // ⭐ [추가] Space 키를 누르면 대시 실행 + // ⭐ [추가] 스페이스바 누르면 대시 명령! if (Input.GetKeyDown(KeyCode.Space)) movement.AttemptDash(); } + // 5. 마우스 회전 명령 + // 캐릭터가 마우스 커서를 바라보게 합니다. if (aim != null) aim.RotateTowardsMouse(); + + // 6. 상호작용 (F키) + // 바닥에 떨어진 무기를 줍기 if (Input.GetKeyDown(KeyCode.F) && interaction != null) interaction.TryInteract(); + // 7. 공격 입력 (좌클릭/우클릭) if (attack != null) { + // 우클릭 꾹: 차징(모으기) 시작 if (Input.GetMouseButtonDown(1)) attack.StartCharging(); + + // 우클릭 뗌: 차징 취소 (공격 안 하고 캔슬) if (Input.GetMouseButtonUp(1)) attack.CancelCharging(); + + // 좌클릭: 공격 시도 if (Input.GetMouseButtonDown(0)) { + // 만약 우클릭(방어/조준) 상태에서 좌클릭을 했다면? -> 투척(Release) if (Input.GetMouseButton(1)) attack.ReleaseAttack(); + // 그냥 좌클릭만 했다면? -> 일반 평타(Normal Attack) else attack.PerformNormalAttack(); } } diff --git a/Assets/Scripts/Player/Controller/PlayerMovement.cs b/Assets/Scripts/Player/Controller/PlayerMovement.cs index 833a8e37..e70f7fbf 100644 --- a/Assets/Scripts/Player/Controller/PlayerMovement.cs +++ b/Assets/Scripts/Player/Controller/PlayerMovement.cs @@ -1,87 +1,87 @@ using UnityEngine; using System.Collections; -/// -/// CharacterController 기반 플레이어 이동 (최종 버전) -/// - 벽 뚫림 방지 -/// - 중력 처리 -/// - 대시 충돌 감지 -/// - 무기 충돌 문제 해결 -/// - 물리 상호작용 제거 (몬스터 안 밀림) -/// -[RequireComponent(typeof(CharacterController))] + +[RequireComponent(typeof(CharacterController))] // 이 스크립트를 넣으면 CharacterController도 자동으로 추가됨 (실수 방지) public class PlayerMovement : MonoBehaviour { [Header("=== 참조 ===")] - [SerializeField] private Stats stats; - [SerializeField] private PlayerHealth health; - [SerializeField] private PlayerAnimator pAnim; - [SerializeField] private PlayerAttack attackScript; + // 외부 스크립트들을 상속 시키기 위한 변수들 + // 'private'에 [SerializeField]를 붙여 에디터 인스펙터 창에서 설정 가능 + [SerializeField] private Stats stats; // 이동 속도(Stat)를 가져오기 위해 필요 + [SerializeField] private PlayerHealth health; // 죽거나 맞았을 때 이동을 멈추기 위해 필요 + [SerializeField] private PlayerAnimator pAnim; // 이동에 맞춰 뛰는 모션을 재생하기 위해 필요 + [SerializeField] private PlayerAttack attackScript; // 공격 중일 때 이동을 막기 위해 필요 [Header("=== CharacterController ===")] + //CharacterControlle는 유니티가 제공하는 인간형 이동 컴포넌트 + // Rigidbody와 달리 경사면, 계단 처리가 자동으로 됨. private CharacterController _controller; [Header("=== 대시 설정 ===")] - [SerializeField] private float dashDistance = 3f; - [SerializeField] private float dashDuration = 0.08f; - [SerializeField] private float dashCooldown = 1.5f; + [SerializeField] private float dashDistance = 3f; // 대시로 이동할 총 거리 + [SerializeField] private float dashDuration = 0.08f; // 대시가 끝나는 시간 (짧을수록 빠름) + [SerializeField] private float dashCooldown = 1.5f; // 대시 후 다시 쓰기까지 기다리는 시간 [Header("=== 차징 감속 설정 ===")] - [Range(0.1f, 1f)] - [SerializeField] private float minSpeedMultiplier = 0.3f; + [Range(0.1f, 1f)] // 슬라이더로 조절하게 만듦 (1이면 감속 없음, 0.1이면 엄청 느려짐) + [SerializeField] private float minSpeedMultiplier = 0.3f; // 차징 중일 때 속도를 30%로 줄임 [Header("=== 중력 설정 ===")] - [SerializeField] private float gravity = -20f; + [SerializeField] private float gravity = -20f; // 지구 중력(-9.81)보다 세게 해서 점프 후 빨리 떨어지게 함 (조작감 향상) [Header("=== 충돌 설정 ===")] [Tooltip("무기 레이어 (이 레이어와는 충돌하지 않음)")] - [SerializeField] private LayerMask weaponLayer; + [SerializeField] private LayerMask weaponLayer; // 무기를 밟고 올라가는 버그를 막기 위해 무기 레이어를 지정 - [Tooltip("플레이어가 서 있어야 하는 최소 높이 (버그 방지)")] - [SerializeField] private float minGroundHeight = 0.1f; + //[Tooltip("플레이어가 서 있어야 하는 최소 높이 (버그 방지)")] + //[SerializeField] private float minGroundHeight = 0.1f; // 땅 보정 시 바닥에 파묻히지 않게 살짝 띄워주는 값 - // 이동 상태 - private Vector3 _moveDir; - private bool _isSprinting; - private bool _isDashing; - private float _lastDashTime; - private float _verticalVelocity; + // 내부 상태 변수 (로직 계산용) + private Vector3 _moveDir; // 키보드 입력(WASD)으로 결정된 이동 방향 + private bool _isSprinting; // Shift 키를 눌렀는지 여부 + private bool _isDashing; // 지금 대시 중인가? (중복 대시 방지) + private float _lastDashTime; // 마지막으로 대시를 쓴 시간 (쿨타임 계산용) + private float _verticalVelocity; // 수직 속도 (중력 가속도 계산용) - // 디버그용 + // 디버그용 (초기 위치 저장) private float _initialYPosition; private void Awake() { + // 내 몸에 붙어있는 CharacterController를 가져옴 _controller = GetComponent(); + // 만약 없다면 콘솔창에 에러를 띄움 if (_controller == null) { Debug.LogError("[PlayerMovement] CharacterController가 필요합니다!"); } - // 초기 높이 저장 _initialYPosition = transform.position.y; } private void Start() { - // ⭐ 무기와 플레이어 레이어 간 충돌 무시 설정 + // 게임 시작 시 딱 한 번 실행: 무기와 플레이어끼리 충돌 끄기 SetupLayerCollision(); } - /// - /// 레이어 충돌 설정 (무기는 플레이어와 충돌하지 않음) - /// + + /// 레이어 충돌 무시 설정 (플레이어 자살 버그 방지) + private void SetupLayerCollision() { - // "Player" 레이어와 "Weapon" 레이어 간 충돌 무시 - int playerLayer = gameObject.layer; + int playerLayer = gameObject.layer; // 내 레이어 번호 가져오기 - // weaponLayer가 설정되어 있으면 충돌 무시 + // 무기 레이어가 설정되어 있다면 if (weaponLayer != 0) { - // LayerMask에서 실제 레이어 번호 추출 + // 비트 연산으로 되어있는 LayerMask에서 숫자 인덱스를 뽑음 int weaponLayerIndex = GetLayerFromMask(weaponLayer); + + // 유효한 레이어라면 물리 엔진에게 충돌하지 말라고 명령. + if (weaponLayerIndex >= 0) { Physics.IgnoreLayerCollision(playerLayer, weaponLayerIndex, true); @@ -90,58 +90,55 @@ public class PlayerMovement : MonoBehaviour } } - /// - /// LayerMask에서 레이어 인덱스 추출 - /// + // 비트 마스크(이진수)를 정수 인덱스로 변환하는 수학 함수 private int GetLayerFromMask(LayerMask mask) { int layerNumber = 0; int layer = mask.value; while (layer > 1) { - layer = layer >> 1; + layer = layer >> 1; // 비트를 오른쪽으로 밀면서 횟수를 셉니다. layerNumber++; } return layerNumber; } - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - // 입력 처리 - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - + // 외부(InputHandler)에서 키보드 입력을 넣어주는 함수 public void SetMoveInput(Vector3 dir, bool sprint) { - _moveDir = dir; - _isSprinting = sprint; + _moveDir = dir; // 방향 저장 + _isSprinting = sprint; // 달리기 여부 저장 } public void AttemptDash() { + // 쿨타임, 생존 여부 등을 체크하고 통과하면 대시 시작 if (CanDash()) StartCoroutine(DashRoutine()); } private bool CanDash() { + // 현재 시간 > 마지막 대시 시간 + 쿨타임 (즉, 쿨타임 지남) bool isCooldownOver = Time.time >= _lastDashTime + dashCooldown; + // 체력 스크립트가 있다면 살아있는지 확인 bool isAlive = health != null && !health.IsDead; + // 쿨타임 끝남 && 대시 중 아님 && 살아있음 -> true return isCooldownOver && !_isDashing && isAlive; } - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - // 메인 이동 - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - private void Update() { - // 1. 사망/대시/피격 중 이동 차단 + // 1. 행동 불가 상태 체크 (가장 먼저 해서 불필요한 연산 방지) + // 죽었거나, 맞았거나, 대시 중이면 키보드 이동을 막습니다. if (health != null && (health.IsDead || health.isHit || _isDashing)) { - if (pAnim != null && !health.IsDead) pAnim.UpdateMove(0f); - ApplyGravityOnly(); + if (pAnim != null && !health.IsDead) pAnim.UpdateMove(0f); // 애니메이션 멈춤 + ApplyGravityOnly(); // 이동은 못 해도 중력은 받아야 바닥으로 떨어짐 return; } // 2. 공격 중 이동 차단 + // 공격 모션 중에 미끄러지듯 이동하는 '스케이트 현상' 방지 if (attackScript != null && attackScript.IsAttacking) { if (pAnim != null) pAnim.UpdateMove(0f); @@ -150,26 +147,32 @@ public class PlayerMovement : MonoBehaviour } // 3. 이동 속도 계산 + // Shift 눌렀으면 달리기 속도, 아니면 걷기 속도 float speed = _isSprinting ? stats.CurrentRunSpeed : stats.CurrentMoveSpeed; + // 공격 차징 중이라면 속도를 느리게 만듦 (긴장감 조성) if (attackScript != null && attackScript.IsCharging) { + // Lerp를 써서 차징 단계에 따라 부드럽게 감속 float speedReduction = Mathf.Lerp(1.0f, minSpeedMultiplier, attackScript.ChargeProgress); speed *= speedReduction; } - // 4. ✅ CharacterController로 이동 (벽 충돌 처리!) + // 4. 최종 이동 벡터 계산 + // 방향 * 속도 * 시간(프레임 보정) = 이번 프레임에 움직일 거리 Vector3 motion = _moveDir * speed * Time.deltaTime; + // 중력 계산 (Y축) ApplyGravity(); motion.y = _verticalVelocity * Time.deltaTime; + // ⭐ 실제 이동 실행 (여기서 벽 충돌 처리가 자동 수행됨) _controller.Move(motion); - // ⭐ 높이 제한 체크 (버그 방지) - CheckAbnormalHeight(); + // 5. 안전장치 가동 (승천 버그 체크) + //CheckAbnormalHeight(); - // 5. 애니메이션 + // 6. 애니메이션 업데이트 (걷기/뛰기 모션) UpdateAnimation(); } @@ -177,96 +180,97 @@ public class PlayerMovement : MonoBehaviour { if (_controller.isGrounded) { + // 땅에 닿아있어도 -2f 정도로 계속 눌러줘야 경사면에서 붕 뜨지 않음 _verticalVelocity = -2f; } else { + // 공중에 있다면 중력 가속도 누적 (점점 빨라짐) _verticalVelocity += gravity * Time.deltaTime; } } + // 키보드 이동 없이 중력만 적용하는 함수 (피격/공격 중 사용) private void ApplyGravityOnly() { ApplyGravity(); _controller.Move(new Vector3(0, _verticalVelocity * Time.deltaTime, 0)); - - // ⭐ 높이 제한 체크 - CheckAbnormalHeight(); + // CheckAbnormalHeight(); // 넉백되다가 날아가지 않게 체크 } - /// - /// ⭐ 비정상적으로 높이 올라갔는지 체크 (무기 충돌 버그 방지) - /// - private void CheckAbnormalHeight() - { - // 땅에서 너무 높이 떠있으면 강제로 내림 - RaycastHit hit; - if (Physics.Raycast(transform.position, Vector3.down, out hit, 100f)) - { - float heightAboveGround = transform.position.y - hit.point.y; + + /// ⭐ 비정상 높이 감지 및 보정 + + //private void CheckAbnormalHeight() + //{ + // // 내 발밑으로 레이저를 쏴서 땅까지의 거리를 잽니다. + // RaycastHit hit; + // if (Physics.Raycast(transform.position, Vector3.down, out hit, 100f)) + // { + // float heightAboveGround = transform.position.y - hit.point.y; - // 땅에서 일정 높이 이상 떠있고, 땅에 닿지 않았다면 - if (heightAboveGround > 3f && !_controller.isGrounded) - { - // 강제로 땅 근처로 이동 - Vector3 correctedPos = transform.position; - correctedPos.y = hit.point.y + _controller.height / 2f + minGroundHeight; + // // 땅에서 3미터 이상 떠있는데, 시스템상으론 점프 상태가 아니라면? (버그!) + // if (heightAboveGround > 3f && !_controller.isGrounded) + // { + // // 강제로 땅바닥 위치로 좌표를 계산 + // Vector3 correctedPos = transform.position; + // correctedPos.y = hit.point.y + _controller.height / 2f + minGroundHeight; - // CharacterController는 enabled 끄고 위치 변경 - _controller.enabled = false; - transform.position = correctedPos; - _controller.enabled = true; + // // 순간이동 시킬 땐 CharacterController를 잠시 꺼야 안전함 + // _controller.enabled = false; + // transform.position = correctedPos; + // _controller.enabled = true; - _verticalVelocity = 0f; + // _verticalVelocity = 0f; // 낙하 속도 초기화 - Debug.LogWarning("[PlayerMovement] 비정상적인 높이 감지! 위치 보정함"); - } - } - } + // Debug.LogWarning("[PlayerMovement] 비정상적인 높이 감지! 위치 보정함"); + // } + // } + //} private void UpdateAnimation() { if (pAnim == null) return; - + // 이동 입력이 있으면 1(달리기) 또는 0.5(걷기), 없으면 0(대기) float animVal = _moveDir.magnitude > 0.1f ? (_isSprinting ? 1.0f : 0.5f) : 0f; + // 차징 중이면 무조건 걷기 모션(0.5) 이하로 만듦 if (attackScript != null && attackScript.IsCharging) animVal *= 0.5f; - pAnim.UpdateMove(animVal); } - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - // 대시 - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - + // 대시 관련 private IEnumerator DashRoutine() { _isDashing = true; _lastDashTime = Time.time; + // 이동 중이면 그 방향으로, 멈춰있으면 뒤로 회피(백스탭) Vector3 dashDir = _moveDir.sqrMagnitude > 0.001f ? _moveDir : -transform.forward; + // 무적 판정 켜기 (소울류 게임 회피 느낌) if (health != null) health.isInvincible = true; float startTime = Time.time; + // 정해진 시간(0.08초) 동안 반복 while (Time.time < startTime + dashDuration) { + // 속도 = 거리 / 시간 float speed = dashDistance / dashDuration; Vector3 dashMotion = dashDir * speed * Time.deltaTime; - // ✅ 벽 충돌 감지 + // ⭐ transform.position += ... 대신 Move()를 쓰는 이유: + // Move를 써야 대시 도중 벽을 만나면 뚫지 않고 멈줌 CollisionFlags flags = _controller.Move(dashMotion); - yield return null; + yield return null; // 한 프레임 대기 } + // 무적 끄기 및 상태 해제 if (health != null) health.isInvincible = false; _isDashing = false; } - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - // 유틸리티 - // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - + // 다른 스크립트에서 상태를 물어볼 때 쓰는 함수들 public bool IsGrounded() => _controller.isGrounded; public bool IsDashing() => _isDashing; public float GetCurrentSpeed() => _controller.velocity.magnitude; diff --git a/Assets/Scripts/Player/Effect.meta b/Assets/Scripts/Player/Effect.meta new file mode 100644 index 00000000..5981c49c --- /dev/null +++ b/Assets/Scripts/Player/Effect.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a734e493c750f54d849554504dfff51 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/Effect/Player Effect.cs b/Assets/Scripts/Player/Effect/Player Effect.cs new file mode 100644 index 00000000..d03d3079 --- /dev/null +++ b/Assets/Scripts/Player/Effect/Player Effect.cs @@ -0,0 +1,41 @@ +using UnityEngine; + +/// +/// ÷̾ ð(VFX) û(SFX) ȿ ϴ ũƮ +/// +public class PlayerEffects : MonoBehaviour +{ + [Header("--- ð ȿ (VFX) ---")] + [SerializeField] private GameObject[] slashEffects; // ޺ ٸ Ʈ + [SerializeField] private Transform slashSpawnPoint; + + [Header("--- û ȿ (SFX) ---")] + [SerializeField] private AudioClip[] swingSounds; + private AudioSource _audioSource; + + private void Awake() + { + _audioSource = GetComponent(); + if (_audioSource == null) _audioSource = gameObject.AddComponent(); + } + + /// + /// ִϸ̼ ̺Ʈ ȣ Լ + /// + /// ޺ ȣ (0~2) + public void PlaySlashEffect(int comboIndex) + { + // 1. + if (swingSounds.Length > comboIndex && swingSounds[comboIndex] != null) + { + _audioSource.PlayOneShot(swingSounds[comboIndex]); + } + + // 2. Ʈ + if (slashEffects.Length > comboIndex && slashEffects[comboIndex] != null && slashSpawnPoint != null) + { + GameObject slash = Instantiate(slashEffects[comboIndex], slashSpawnPoint.position, slashSpawnPoint.rotation); + Destroy(slash, 1.0f); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Effect/Player Effect.cs.meta b/Assets/Scripts/Player/Effect/Player Effect.cs.meta new file mode 100644 index 00000000..43aa09b5 --- /dev/null +++ b/Assets/Scripts/Player/Effect/Player Effect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1abded25f36cfee4a9dfbae407122096 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/manifest.json b/Packages/manifest.json index d3e96248..c35b4e13 100644 --- a/Packages/manifest.json +++ b/Packages/manifest.json @@ -6,6 +6,7 @@ "com.unity.collab-proxy": "2.11.2", "com.unity.feature.development": "1.0.2", "com.unity.inputsystem": "1.14.0", + "com.unity.postprocessing": "3.4.0", "com.unity.render-pipelines.core": "14.0.12", "com.unity.render-pipelines.universal": "14.0.12", "com.unity.shadergraph": "14.0.12", diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json index cd615de4..97860de1 100644 --- a/Packages/packages-lock.json +++ b/Packages/packages-lock.json @@ -117,6 +117,15 @@ "dependencies": {}, "url": "https://packages.unity.com" }, + "com.unity.postprocessing": { + "version": "3.4.0", + "depth": 0, + "source": "registry", + "dependencies": { + "com.unity.modules.physics": "1.0.0" + }, + "url": "https://packages.unity.com" + }, "com.unity.render-pipelines.core": { "version": "14.0.12", "depth": 0, diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 11e86d36..53d35f1c 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -745,7 +745,20 @@ PlayerSettings: webGLMemoryGeometricGrowthStep: 0.2 webGLMemoryGeometricGrowthCap: 96 webGLPowerPreference: 2 - scriptingDefineSymbols: {} + scriptingDefineSymbols: + Android: UNITY_POST_PROCESSING_STACK_V2 + EmbeddedLinux: UNITY_POST_PROCESSING_STACK_V2 + GameCoreXboxOne: UNITY_POST_PROCESSING_STACK_V2 + Nintendo Switch: UNITY_POST_PROCESSING_STACK_V2 + PS4: UNITY_POST_PROCESSING_STACK_V2 + PS5: UNITY_POST_PROCESSING_STACK_V2 + QNX: UNITY_POST_PROCESSING_STACK_V2 + Stadia: UNITY_POST_PROCESSING_STACK_V2 + Standalone: UNITY_POST_PROCESSING_STACK_V2 + VisionOS: UNITY_POST_PROCESSING_STACK_V2 + WebGL: UNITY_POST_PROCESSING_STACK_V2 + XboxOne: UNITY_POST_PROCESSING_STACK_V2 + tvOS: UNITY_POST_PROCESSING_STACK_V2 additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: {}