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@ -68,7 +68,7 @@ Material:
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@ -78,6 +78,6 @@ Material:
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@ -273,6 +273,12 @@ AnimatorController:
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@ -81,8 +82,334 @@ ModelImporter:
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|
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|
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|
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|
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|
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|
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|
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|
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|
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@ -95,11 +421,11 @@ ModelImporter:
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@ -81,8 +81,334 @@ ModelImporter:
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
parentName: spine
|
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|
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|
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|
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|
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|
position: {x: -0, y: 0.0013663665, z: 2.6193447e-11}
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|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
||||||
|
parentName: spine.004
|
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|
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|
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|
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|
||||||
|
parentName: spine.005
|
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|
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|
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|
||||||
|
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|
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|
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|
||||||
|
parentName: shoulder.L
|
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|
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|
||||||
|
parentName: upper_arm.L
|
||||||
|
position: {x: 2.1420418e-10, y: 0.002729572, z: -1.4901161e-10}
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
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|
||||||
|
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||||||
|
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|
||||||
|
parentName: shin.L
|
||||||
|
position: {x: 9.546056e-11, y: 0.0040302393, z: 3.7252902e-11}
|
||||||
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|
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||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
||||||
|
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|
||||||
|
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|
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|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: thigh.R
|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
parentName: shin.R
|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
- name: toe.R
|
||||||
|
parentName: foot.R
|
||||||
|
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|
||||||
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|
||||||
|
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|
||||||
|
- name: toe.R_end
|
||||||
|
parentName: toe.R
|
||||||
|
position: {x: -0, y: 0.00071525713, z: 0}
|
||||||
|
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|
||||||
|
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|
||||||
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|
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|
||||||
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|
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|
||||||
upperLegTwist: 0.5
|
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|
||||||
|
|
@ -95,11 +421,11 @@ ModelImporter:
|
||||||
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|
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|
||||||
hasExtraRoot: 1
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|
||||||
skeletonHasParents: 1
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||||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
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|
||||||
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|
||||||
animationType: 3
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|
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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|
||||||
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|
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|
|
||||||
|
|
@ -81,8 +81,334 @@ ModelImporter:
|
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||||||
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serializedVersion: 3
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human:
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
parentName: spine
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||||
|
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|
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|
||||||
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|
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|
||||||
|
parentName: shin.L
|
||||||
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|
||||||
|
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|
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|
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|
||||||
|
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|
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|
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|
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|
parentName: spine
|
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|
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|
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|
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|
||||||
|
parentName: shin.R
|
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||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: shoulder.R
|
||||||
|
parentName: spine.003
|
||||||
|
position: {x: 0.0006426694, y: 0.0006524637, z: -0.0004263487}
|
||||||
|
rotation: {x: 0.7154474, y: 0.5602365, z: 0.26908958, w: -0.31915647}
|
||||||
|
scale: {x: 1.0000001, y: 1.0000001, z: 1}
|
||||||
|
- name: upper_arm.R
|
||||||
|
parentName: shoulder.R
|
||||||
|
position: {x: 0.0000024930807, y: 0.001641166, z: -0.00019435195}
|
||||||
|
rotation: {x: 0.061344355, y: 0.7334041, z: -0.06228921, w: 0.67414784}
|
||||||
|
scale: {x: 1, y: 1.0000001, z: 1.0000001}
|
||||||
|
- name: forearm.R
|
||||||
|
parentName: upper_arm.R
|
||||||
|
position: {x: -3.8649886e-10, y: 0.0027295703, z: 2.9802322e-10}
|
||||||
|
rotation: {x: 0.063309275, y: -0.08880469, z: 0.028930746, w: 0.99361396}
|
||||||
|
scale: {x: 1, y: 0.9999998, z: 0.9999999}
|
||||||
|
- name: hand.R
|
||||||
|
parentName: forearm.R
|
||||||
|
position: {x: -2.8871e-10, y: 0.0021952041, z: 1.9557773e-10}
|
||||||
|
rotation: {x: -0.058991775, y: 0.024841053, z: 0.014429793, w: 0.99784505}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: hand.R_end
|
||||||
|
parentName: hand.R
|
||||||
|
position: {x: -0, y: 0.0013312165, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: thigh.L
|
||||||
|
parentName: spine
|
||||||
|
position: {x: -0.0009799999, y: 0.0007081852, z: 0.00025942278}
|
||||||
|
rotation: {x: 0.97767204, y: -0.08526496, z: 0.011745847, w: 0.1917013}
|
||||||
|
scale: {x: 1.0000002, y: 1, z: 1.0000004}
|
||||||
|
- name: shin.L
|
||||||
|
parentName: thigh.L
|
||||||
|
position: {x: -1.3213139e-10, y: 0.0051735, z: -1.094304e-10}
|
||||||
|
rotation: {x: 0.22825296, y: -0.015797641, z: 0.002985311, w: 0.97346914}
|
||||||
|
scale: {x: 0.99999994, y: 1, z: 0.99999994}
|
||||||
|
- name: foot.L
|
||||||
|
parentName: shin.L
|
||||||
|
position: {x: 9.546056e-11, y: 0.0040302393, z: 3.7252902e-11}
|
||||||
|
rotation: {x: -0.50685614, y: 0.03915672, z: 0.041645184, w: 0.8601333}
|
||||||
|
scale: {x: 0.9999998, y: 1, z: 1}
|
||||||
|
- name: toe.L
|
||||||
|
parentName: foot.L
|
||||||
|
position: {x: -1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10}
|
||||||
|
rotation: {x: 0.069084235, y: 0.9196655, z: -0.37246323, w: -0.10350845}
|
||||||
|
scale: {x: 0.9999999, y: 1, z: 1}
|
||||||
|
- name: toe.L_end
|
||||||
|
parentName: toe.L
|
||||||
|
position: {x: -0, y: 0.00071525713, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
|
- name: thigh.R
|
||||||
|
parentName: spine
|
||||||
|
position: {x: 0.0009799999, y: 0.0007081852, z: 0.00025942278}
|
||||||
|
rotation: {x: 0.97767204, y: 0.08526496, z: -0.011745847, w: 0.1917013}
|
||||||
|
scale: {x: 1.0000002, y: 1, z: 1.0000004}
|
||||||
|
- name: shin.R
|
||||||
|
parentName: thigh.R
|
||||||
|
position: {x: 1.3213139e-10, y: 0.0051735, z: -1.094304e-10}
|
||||||
|
rotation: {x: 0.22825296, y: 0.015797641, z: -0.002985311, w: 0.97346914}
|
||||||
|
scale: {x: 0.99999994, y: 1, z: 0.99999994}
|
||||||
|
- name: foot.R
|
||||||
|
parentName: shin.R
|
||||||
|
position: {x: -9.546056e-11, y: 0.0040302393, z: 3.7252902e-11}
|
||||||
|
rotation: {x: -0.50685614, y: -0.03915672, z: -0.041645184, w: 0.8601333}
|
||||||
|
scale: {x: 0.9999998, y: 1, z: 1}
|
||||||
|
- name: toe.R
|
||||||
|
parentName: foot.R
|
||||||
|
position: {x: 1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10}
|
||||||
|
rotation: {x: -0.069084235, y: 0.9196655, z: -0.37246323, w: 0.10350845}
|
||||||
|
scale: {x: 0.9999999, y: 1, z: 1}
|
||||||
|
- name: toe.R_end
|
||||||
|
parentName: toe.R
|
||||||
|
position: {x: -0, y: 0.00071525713, z: 0}
|
||||||
|
rotation: {x: 0, y: -0, z: -0, w: 1}
|
||||||
|
scale: {x: 1, y: 1, z: 1}
|
||||||
armTwist: 0.5
|
armTwist: 0.5
|
||||||
foreArmTwist: 0.5
|
foreArmTwist: 0.5
|
||||||
upperLegTwist: 0.5
|
upperLegTwist: 0.5
|
||||||
|
|
@ -97,13 +423,13 @@ ModelImporter:
|
||||||
globalScale: 1
|
globalScale: 1
|
||||||
rootMotionBoneName:
|
rootMotionBoneName:
|
||||||
hasTranslationDoF: 0
|
hasTranslationDoF: 0
|
||||||
hasExtraRoot: 0
|
hasExtraRoot: 1
|
||||||
skeletonHasParents: 1
|
skeletonHasParents: 1
|
||||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: b0cd4fbfe1914384e8657f8debeddba0, type: 3}
|
||||||
autoGenerateAvatarMappingIfUnspecified: 1
|
autoGenerateAvatarMappingIfUnspecified: 1
|
||||||
animationType: 3
|
animationType: 3
|
||||||
humanoidOversampling: 1
|
humanoidOversampling: 1
|
||||||
avatarSetup: 1
|
avatarSetup: 2
|
||||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||||
importBlendShapeDeformPercent: 1
|
importBlendShapeDeformPercent: 1
|
||||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
remapMaterialsIfMaterialImportModeIsNone: 0
|
||||||
|
|
|
||||||
|
|
@ -26,58 +26,6 @@ AnimatorState:
|
||||||
m_MirrorParameter:
|
m_MirrorParameter:
|
||||||
m_CycleOffsetParameter:
|
m_CycleOffsetParameter:
|
||||||
m_TimeParameter:
|
m_TimeParameter:
|
||||||
--- !u!1102 &-6007387887935768991
|
|
||||||
AnimatorState:
|
|
||||||
serializedVersion: 6
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: D
|
|
||||||
m_Speed: 1
|
|
||||||
m_CycleOffset: 0
|
|
||||||
m_Transitions: []
|
|
||||||
m_StateMachineBehaviours: []
|
|
||||||
m_Position: {x: 50, y: 50, z: 0}
|
|
||||||
m_IKOnFeet: 0
|
|
||||||
m_WriteDefaultValues: 1
|
|
||||||
m_Mirror: 0
|
|
||||||
m_SpeedParameterActive: 0
|
|
||||||
m_MirrorParameterActive: 0
|
|
||||||
m_CycleOffsetParameterActive: 0
|
|
||||||
m_TimeParameterActive: 0
|
|
||||||
m_Motion: {fileID: 7400000, guid: ea2b7b1447852468d8fe575ce8eca7fd, type: 2}
|
|
||||||
m_Tag:
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|
||||||
m_SpeedParameter:
|
|
||||||
m_MirrorParameter:
|
|
||||||
m_CycleOffsetParameter:
|
|
||||||
m_TimeParameter:
|
|
||||||
--- !u!1102 &-5189061023879787201
|
|
||||||
AnimatorState:
|
|
||||||
serializedVersion: 6
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
|
||||||
m_PrefabInstance: {fileID: 0}
|
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_Name: ghoul_attack
|
|
||||||
m_Speed: 1
|
|
||||||
m_CycleOffset: 0
|
|
||||||
m_Transitions: []
|
|
||||||
m_StateMachineBehaviours: []
|
|
||||||
m_Position: {x: 50, y: 50, z: 0}
|
|
||||||
m_IKOnFeet: 0
|
|
||||||
m_WriteDefaultValues: 1
|
|
||||||
m_Mirror: 0
|
|
||||||
m_SpeedParameterActive: 0
|
|
||||||
m_MirrorParameterActive: 0
|
|
||||||
m_CycleOffsetParameterActive: 0
|
|
||||||
m_TimeParameterActive: 0
|
|
||||||
m_Motion: {fileID: 1827226128182048838, guid: 3da633fdc8224f244a7cd59ebf8ee979, type: 3}
|
|
||||||
m_Tag:
|
|
||||||
m_SpeedParameter:
|
|
||||||
m_MirrorParameter:
|
|
||||||
m_CycleOffsetParameter:
|
|
||||||
m_TimeParameter:
|
|
||||||
--- !u!1102 &-4942273955469260354
|
--- !u!1102 &-4942273955469260354
|
||||||
AnimatorState:
|
AnimatorState:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
|
|
@ -104,6 +52,32 @@ AnimatorState:
|
||||||
m_MirrorParameter:
|
m_MirrorParameter:
|
||||||
m_CycleOffsetParameter:
|
m_CycleOffsetParameter:
|
||||||
m_TimeParameter:
|
m_TimeParameter:
|
||||||
|
--- !u!1102 &-3389239410898933574
|
||||||
|
AnimatorState:
|
||||||
|
serializedVersion: 6
|
||||||
|
m_ObjectHideFlags: 1
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: ghoul_attack
|
||||||
|
m_Speed: 1
|
||||||
|
m_CycleOffset: 0
|
||||||
|
m_Transitions: []
|
||||||
|
m_StateMachineBehaviours: []
|
||||||
|
m_Position: {x: 50, y: 50, z: 0}
|
||||||
|
m_IKOnFeet: 0
|
||||||
|
m_WriteDefaultValues: 1
|
||||||
|
m_Mirror: 0
|
||||||
|
m_SpeedParameterActive: 0
|
||||||
|
m_MirrorParameterActive: 0
|
||||||
|
m_CycleOffsetParameterActive: 0
|
||||||
|
m_TimeParameterActive: 0
|
||||||
|
m_Motion: {fileID: 9067093048684652814, guid: 3da633fdc8224f244a7cd59ebf8ee979, type: 3}
|
||||||
|
m_Tag:
|
||||||
|
m_SpeedParameter:
|
||||||
|
m_MirrorParameter:
|
||||||
|
m_CycleOffsetParameter:
|
||||||
|
m_TimeParameter:
|
||||||
--- !u!1109 &-1841353923706876430
|
--- !u!1109 &-1841353923706876430
|
||||||
AnimatorTransition:
|
AnimatorTransition:
|
||||||
m_ObjectHideFlags: 1
|
m_ObjectHideFlags: 1
|
||||||
|
|
@ -267,11 +241,8 @@ AnimatorStateMachine:
|
||||||
m_State: {fileID: -4942273955469260354}
|
m_State: {fileID: -4942273955469260354}
|
||||||
m_Position: {x: 190, y: 660, z: 0}
|
m_Position: {x: 190, y: 660, z: 0}
|
||||||
- serializedVersion: 1
|
- serializedVersion: 1
|
||||||
m_State: {fileID: -6007387887935768991}
|
m_State: {fileID: -3389239410898933574}
|
||||||
m_Position: {x: 310, y: 480, z: 0}
|
m_Position: {x: 440.60327, y: 393.30936, z: 0}
|
||||||
- serializedVersion: 1
|
|
||||||
m_State: {fileID: -5189061023879787201}
|
|
||||||
m_Position: {x: 308.90906, y: 404.54987, z: 0}
|
|
||||||
m_ChildStateMachines: []
|
m_ChildStateMachines: []
|
||||||
m_AnyStateTransitions: []
|
m_AnyStateTransitions: []
|
||||||
m_EntryTransitions:
|
m_EntryTransitions:
|
||||||
|
|
|
||||||
25
Assets/BossCounterConfig.asset
Normal file
25
Assets/BossCounterConfig.asset
Normal file
|
|
@ -0,0 +1,25 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 127d57ae132759d4f8233580c8075e39, type: 3}
|
||||||
|
m_Name: BossCounterConfig
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
dodgeThreshold: 5
|
||||||
|
aimThreshold: 4
|
||||||
|
pierceThreshold: 0.6
|
||||||
|
minShotsForPierceCheck: 3
|
||||||
|
unlockedThresholdMultiplier: 0.8
|
||||||
|
counterWeightBonus: 3
|
||||||
|
counterSubWeightBonus: 2
|
||||||
|
counterDecayTime: 8
|
||||||
|
maxCounterFrequency: 0.25
|
||||||
|
counterCooldown: 5
|
||||||
|
habitChangeRewardRatio: 0.15
|
||||||
8
Assets/BossCounterConfig.asset.meta
Normal file
8
Assets/BossCounterConfig.asset.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a7ebef2d438cdef42a54a32e572e2421
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -4,6 +4,7 @@ using UnityEngine.Events;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 보스 카운터 시스템 메인 컨트롤러.
|
/// 보스 카운터 시스템 메인 컨트롤러.
|
||||||
|
/// (수정됨: Config나 Player가 없어도 에러가 나지 않도록 안전장치가 추가된 버전)
|
||||||
///
|
///
|
||||||
/// 핵심 흐름:
|
/// 핵심 흐름:
|
||||||
/// 1. PlayerBehaviorTracker에서 실시간 행동 데이터를 읽음
|
/// 1. PlayerBehaviorTracker에서 실시간 행동 데이터를 읽음
|
||||||
|
|
@ -73,6 +74,15 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
// 초기화
|
// 초기화
|
||||||
// ═══════════════════════════════════════════
|
// ═══════════════════════════════════════════
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
// 🚨 [안전장치] 설정 파일이 없으면 경고 출력
|
||||||
|
if (config == null)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("⚠ [BossCounterSystem] Config(설정 파일)가 없습니다! AI가 정상 작동하지 않을 수 있습니다.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 보스 전투 시작 시 호출. 이전 런에서 발동된 카운터 정보를 기반으로 초기화.
|
/// 보스 전투 시작 시 호출. 이전 런에서 발동된 카운터 정보를 기반으로 초기화.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
|
|
@ -112,7 +122,8 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (PlayerBehaviorTracker.Instance == null) return;
|
// 🚨 [안전장치] 플레이어 트래커나 설정 파일이 없으면 실행 중지 (NullReferenceException 방지)
|
||||||
|
if (PlayerBehaviorTracker.Instance == null || config == null) return;
|
||||||
|
|
||||||
EvaluateCounters();
|
EvaluateCounters();
|
||||||
DecayCounters();
|
DecayCounters();
|
||||||
|
|
@ -122,6 +133,9 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
/// <summary>플레이어 행동 데이터를 읽고 카운터 모드 ON/OFF 판단</summary>
|
/// <summary>플레이어 행동 데이터를 읽고 카운터 모드 ON/OFF 판단</summary>
|
||||||
private void EvaluateCounters()
|
private void EvaluateCounters()
|
||||||
{
|
{
|
||||||
|
// 🚨 [안전장치] Config가 없으면 계산 불가
|
||||||
|
if (config == null) return;
|
||||||
|
|
||||||
var tracker = PlayerBehaviorTracker.Instance;
|
var tracker = PlayerBehaviorTracker.Instance;
|
||||||
var persistence = BossCounterPersistence.Instance;
|
var persistence = BossCounterPersistence.Instance;
|
||||||
|
|
||||||
|
|
@ -158,6 +172,9 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
|
|
||||||
private void ActivateCounter(CounterType type)
|
private void ActivateCounter(CounterType type)
|
||||||
{
|
{
|
||||||
|
// 🚨 [안전장치] Config 확인
|
||||||
|
if (config == null) return;
|
||||||
|
|
||||||
counterTimers[type] = config.counterDecayTime;
|
counterTimers[type] = config.counterDecayTime;
|
||||||
|
|
||||||
if (!activeCounters[type])
|
if (!activeCounters[type])
|
||||||
|
|
@ -240,7 +257,14 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
if (bossPatterns.Count == 0)
|
if (bossPatterns.Count == 0)
|
||||||
{
|
{
|
||||||
Debug.LogWarning("[BossCounter] 보스 패턴이 등록되지 않았습니다!");
|
Debug.LogWarning("[BossCounter] 보스 패턴이 등록되지 않았습니다!");
|
||||||
return "";
|
return "Normal"; // 기본값 리턴
|
||||||
|
}
|
||||||
|
|
||||||
|
// 🚨 [안전장치] Config가 없으면 그냥 랜덤 패턴 반환 (멈춤 방지)
|
||||||
|
if (config == null)
|
||||||
|
{
|
||||||
|
int randomIndex = Random.Range(0, bossPatterns.Count);
|
||||||
|
return bossPatterns[randomIndex].patternName;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 가중치 계산
|
// 가중치 계산
|
||||||
|
|
@ -331,7 +355,7 @@ public class BossCounterSystem : MonoBehaviour
|
||||||
}
|
}
|
||||||
|
|
||||||
// ═══════════════════════════════════════════
|
// ═══════════════════════════════════════════
|
||||||
// 외부 조회
|
// 외부 조회 (여기가 아까 빠졌던 부분입니다!)
|
||||||
// ═══════════════════════════════════════════
|
// ═══════════════════════════════════════════
|
||||||
|
|
||||||
/// <summary>특정 카운터 모드가 현재 활성 상태인지 확인</summary>
|
/// <summary>특정 카운터 모드가 현재 활성 상태인지 확인</summary>
|
||||||
|
|
|
||||||
|
|
@ -7,41 +7,46 @@ public class NorcielBoss : MonsterClass
|
||||||
[SerializeField] private BossCounterSystem counterSystem;
|
[SerializeField] private BossCounterSystem counterSystem;
|
||||||
|
|
||||||
[Header("--- ⚔️ 패턴 설정 ---")]
|
[Header("--- ⚔️ 패턴 설정 ---")]
|
||||||
[SerializeField] private float patternInterval = 3f; // 공격 간격
|
[SerializeField] private float patternInterval = 3f;
|
||||||
|
|
||||||
[Header("--- 🎱 무기(쇠공) 설정 (필수!) ---")]
|
[Header("--- 🎱 무기(쇠공) 설정 (필수!) ---")]
|
||||||
[SerializeField] private GameObject ironBall; // 씬에 있는 실제 쇠공 오브젝트
|
[SerializeField] private GameObject ironBall;
|
||||||
[SerializeField] private Transform handHolder; // 쇠공이 붙어있을 손의 위치 (RightHand 뼈)
|
[SerializeField] private Transform handHolder;
|
||||||
|
|
||||||
[Header("--- 📊 UI 연결 ---")]
|
[Header("--- 📊 UI 연결 ---")]
|
||||||
[SerializeField] private GameObject bossHealthBar; // 보스 체력바 UI
|
[SerializeField] private GameObject bossHealthBar;
|
||||||
|
|
||||||
// --- 내부 변수들 ---
|
// --- 내부 변수들 ---
|
||||||
private float _timer;
|
private float _timer;
|
||||||
private Rigidbody rb; // 보스 본체의 리지드바디
|
private Rigidbody rb;
|
||||||
private Rigidbody ballRb; // 쇠공의 리지드바디
|
private Rigidbody ballRb;
|
||||||
|
|
||||||
private bool isBattleStarted = false; // 전투 시작 여부
|
private bool isBattleStarted = false;
|
||||||
private bool isWeaponless = false; // 현재 무기가 없는가?
|
private bool isWeaponless = false;
|
||||||
private Transform target; // 플레이어 타겟
|
private bool isPerformingAction = false; // ⭐ 신규: 연출 중 플래그 (Roar 등)
|
||||||
|
private Transform target;
|
||||||
|
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
rb = GetComponent<Rigidbody>();
|
rb = GetComponent<Rigidbody>();
|
||||||
|
|
||||||
// 쇠공에서 리지드바디 가져오기
|
|
||||||
if (ironBall != null) ballRb = ironBall.GetComponent<Rigidbody>();
|
if (ironBall != null) ballRb = ironBall.GetComponent<Rigidbody>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ⭐ [수정] Start → OnEnable 이후 호출되도록 변경
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
StartBossBattle();
|
||||||
|
}
|
||||||
|
|
||||||
protected override void Init()
|
protected override void Init()
|
||||||
{
|
{
|
||||||
// 1. 변수 초기화
|
|
||||||
_timer = patternInterval;
|
_timer = patternInterval;
|
||||||
isBattleStarted = false;
|
isBattleStarted = false;
|
||||||
isWeaponless = false;
|
isWeaponless = false;
|
||||||
|
isPerformingAction = false;
|
||||||
|
|
||||||
// 2. 플레이어 찾기
|
// 플레이어 찾기
|
||||||
GameObject playerObj = GameObject.FindWithTag("Player");
|
GameObject playerObj = GameObject.FindWithTag("Player");
|
||||||
if (playerObj != null) target = playerObj.transform;
|
if (playerObj != null) target = playerObj.transform;
|
||||||
else
|
else
|
||||||
|
|
@ -50,24 +55,54 @@ public class NorcielBoss : MonsterClass
|
||||||
if (playerScript != null) target = playerScript.transform;
|
if (playerScript != null) target = playerScript.transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. 상태 봉인 (움직임 끄기)
|
// HP 초기화
|
||||||
if (agent != null)
|
currentHP = maxHP;
|
||||||
{
|
|
||||||
agent.enabled = false;
|
|
||||||
agent.isStopped = true;
|
|
||||||
}
|
|
||||||
if (bossHealthBar != null) bossHealthBar.SetActive(false);
|
|
||||||
|
|
||||||
// 4. 쇠공 초기 상태 설정 (물리 끄고 손에 붙이기)
|
StartCoroutine(SafeInitNavMesh());
|
||||||
|
|
||||||
|
if (bossHealthBar != null) bossHealthBar.SetActive(false);
|
||||||
if (ballRb != null) ballRb.isKinematic = true;
|
if (ballRb != null) ballRb.isKinematic = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private IEnumerator SafeInitNavMesh()
|
||||||
|
{
|
||||||
|
yield return null;
|
||||||
|
|
||||||
|
if (agent != null)
|
||||||
|
{
|
||||||
|
int retry = 0;
|
||||||
|
while (!agent.isOnNavMesh && retry < 5)
|
||||||
|
{
|
||||||
|
retry++;
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (agent.isOnNavMesh)
|
||||||
|
{
|
||||||
|
agent.isStopped = true;
|
||||||
|
}
|
||||||
|
agent.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
// ⭐ [핵심 수정] 부모의 OnManagedUpdate 흐름 제어
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 부모 MonsterClass의 StopMovement()가 매 프레임 Monster_Idle을
|
||||||
|
/// 강제 재생해서 Roar/다른 애니메이션을 덮어쓰는 문제 해결.
|
||||||
|
///
|
||||||
|
/// 보스는 일반 몬스터와 다르게:
|
||||||
|
/// - 전투 시작 전에는 아무 AI도 돌리지 않음
|
||||||
|
/// - 연출 중(Roar 등)에는 애니메이션을 건드리지 않음
|
||||||
|
/// </summary>
|
||||||
protected override void ExecuteAILogic()
|
protected override void ExecuteAILogic()
|
||||||
{
|
{
|
||||||
// 전투 미시작 or 타겟 없음 -> 정지
|
// 연출 중이거나 전투 미시작 → 아무것도 안 함
|
||||||
if (!isBattleStarted || target == null) return;
|
if (isPerformingAction || !isBattleStarted || target == null) return;
|
||||||
|
|
||||||
// ⭐ [최우선 순위] 무기가 없으면 공격 중단하고 주으러 감
|
// 무기 없으면 회수 우선
|
||||||
if (isWeaponless)
|
if (isWeaponless)
|
||||||
{
|
{
|
||||||
RetrieveWeaponLogic();
|
RetrieveWeaponLogic();
|
||||||
|
|
@ -75,28 +110,25 @@ public class NorcielBoss : MonsterClass
|
||||||
}
|
}
|
||||||
|
|
||||||
// --- 일반 전투 로직 ---
|
// --- 일반 전투 로직 ---
|
||||||
|
|
||||||
// 1. 공격 쿨타임 체크
|
|
||||||
_timer -= Time.deltaTime;
|
_timer -= Time.deltaTime;
|
||||||
if (_timer <= 0 && !isAttacking && !isHit && !isDead)
|
if (_timer <= 0 && !isAttacking && !isHit && !isDead && !isResting)
|
||||||
{
|
{
|
||||||
_timer = patternInterval;
|
_timer = patternInterval;
|
||||||
DecideAttack();
|
DecideAttack();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2. 평소 이동 (플레이어 추격)
|
// 이동 (공격/피격 중이 아닐 때만)
|
||||||
if (!isAttacking && agent.enabled)
|
if (!isAttacking && !isHit && !isResting && agent != null && agent.enabled && agent.isOnNavMesh)
|
||||||
{
|
{
|
||||||
agent.SetDestination(target.position);
|
agent.SetDestination(target.position);
|
||||||
|
|
||||||
// 애니메이션 속도 동기화
|
|
||||||
if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude);
|
if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude);
|
||||||
|
|
||||||
// 거리 체크
|
if (agent.remainingDistance <= agent.stoppingDistance + 0.5f)
|
||||||
if (agent.remainingDistance <= agent.stoppingDistance)
|
|
||||||
{
|
{
|
||||||
agent.isStopped = true;
|
agent.isStopped = true;
|
||||||
LookAtTarget(target.position);
|
LookAtTarget(target.position);
|
||||||
|
if (animator != null) animator.SetFloat("Speed", 0f);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
@ -106,27 +138,20 @@ public class NorcielBoss : MonsterClass
|
||||||
}
|
}
|
||||||
|
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
// 🏃♂️ 무기 회수 로직 (Retrieve System)
|
// 🏃♂️ 무기 회수 로직
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
private void RetrieveWeaponLogic()
|
private void RetrieveWeaponLogic()
|
||||||
{
|
{
|
||||||
if (ironBall == null) return;
|
if (ironBall == null || !agent.enabled || !agent.isOnNavMesh) return;
|
||||||
|
|
||||||
// 1. 공 위치로 이동
|
agent.SetDestination(ironBall.transform.position);
|
||||||
if (agent.enabled)
|
agent.isStopped = false;
|
||||||
{
|
|
||||||
agent.SetDestination(ironBall.transform.position);
|
|
||||||
agent.isStopped = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 이동 애니메이션
|
|
||||||
if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude);
|
if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude);
|
||||||
|
|
||||||
// 2. 공과의 거리 체크 (가까워지면 줍기 시도)
|
|
||||||
float dist = Vector3.Distance(transform.position, ironBall.transform.position);
|
float dist = Vector3.Distance(transform.position, ironBall.transform.position);
|
||||||
|
|
||||||
// 거리 3.0f 이내이고, 줍는 중이 아닐 때 실행
|
|
||||||
if (dist <= 3.0f && !isAttacking)
|
if (dist <= 3.0f && !isAttacking)
|
||||||
{
|
{
|
||||||
StartCoroutine(PickUpBallRoutine());
|
StartCoroutine(PickUpBallRoutine());
|
||||||
|
|
@ -135,47 +160,42 @@ public class NorcielBoss : MonsterClass
|
||||||
|
|
||||||
private IEnumerator PickUpBallRoutine()
|
private IEnumerator PickUpBallRoutine()
|
||||||
{
|
{
|
||||||
OnAttackStart(); // 행동 시작 (다른 행동 불가)
|
OnAttackStart();
|
||||||
|
|
||||||
// 멈춤
|
if (agent != null && agent.isOnNavMesh)
|
||||||
if (agent != null)
|
|
||||||
{
|
{
|
||||||
agent.isStopped = true;
|
agent.isStopped = true;
|
||||||
agent.velocity = Vector3.zero;
|
agent.velocity = Vector3.zero;
|
||||||
}
|
}
|
||||||
if (animator != null) animator.SetFloat("Speed", 0);
|
|
||||||
|
|
||||||
// 1. 줍는 모션 재생
|
if (animator != null)
|
||||||
Debug.Log("boss: 내 소중한 공!!");
|
{
|
||||||
if (animator != null) animator.Play("Skill_Pickup"); // 줍는 애니메이션
|
animator.SetFloat("Speed", 0);
|
||||||
|
animator.Play("Skill_Pickup");
|
||||||
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(0.8f); // 손이 바닥에 닿을 때까지 대기
|
yield return new WaitForSeconds(0.8f);
|
||||||
|
|
||||||
// 2. ⭐ 공을 다시 손에 붙이기 (Parent)
|
|
||||||
ironBall.transform.SetParent(handHolder);
|
ironBall.transform.SetParent(handHolder);
|
||||||
|
|
||||||
// 위치 초기화 (손바닥 안으로)
|
|
||||||
ironBall.transform.localPosition = Vector3.zero;
|
ironBall.transform.localPosition = Vector3.zero;
|
||||||
ironBall.transform.localRotation = Quaternion.identity;
|
ironBall.transform.localRotation = Quaternion.identity;
|
||||||
|
|
||||||
// 쇠공 물리 끄기 (다시 무기화)
|
|
||||||
if (ballRb != null)
|
if (ballRb != null)
|
||||||
{
|
{
|
||||||
ballRb.isKinematic = true;
|
ballRb.isKinematic = true;
|
||||||
ballRb.velocity = Vector3.zero;
|
ballRb.velocity = Vector3.zero;
|
||||||
}
|
}
|
||||||
|
|
||||||
yield return new WaitForSeconds(1.0f); // 일어나는 시간
|
yield return new WaitForSeconds(1.0f);
|
||||||
|
|
||||||
// 3. 상태 복구
|
isWeaponless = false;
|
||||||
isWeaponless = false; // 무기 장착 완료!
|
|
||||||
OnAttackEnd();
|
OnAttackEnd();
|
||||||
|
|
||||||
if (agent != null) agent.isStopped = false;
|
if (agent != null && agent.isOnNavMesh) agent.isStopped = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
// 🎬 전투 입장 & 유틸리티
|
// 🎬 전투 입장
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
public void StartBossBattle()
|
public void StartBossBattle()
|
||||||
|
|
@ -186,14 +206,53 @@ public class NorcielBoss : MonsterClass
|
||||||
|
|
||||||
private IEnumerator BattleStartRoutine()
|
private IEnumerator BattleStartRoutine()
|
||||||
{
|
{
|
||||||
if (animator != null) animator.Play("Roar");
|
Debug.Log("🔥 보스 전투 시작! (Roar)");
|
||||||
|
|
||||||
|
// ⭐ [핵심] 연출 중 플래그 ON → ExecuteAILogic이 아무것도 안 함
|
||||||
|
isPerformingAction = true;
|
||||||
|
|
||||||
if (bossHealthBar != null) bossHealthBar.SetActive(true);
|
if (bossHealthBar != null) bossHealthBar.SetActive(true);
|
||||||
if (counterSystem != null) counterSystem.InitializeBattle();
|
if (counterSystem != null) counterSystem.InitializeBattle();
|
||||||
|
|
||||||
|
// ⭐ [핵심] Roar 재생
|
||||||
|
if (animator != null)
|
||||||
|
{
|
||||||
|
animator.Play("Roar", 0, 0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Roar 애니메이션 대기 (길이에 맞게 조절)
|
||||||
yield return new WaitForSeconds(2.0f);
|
yield return new WaitForSeconds(2.0f);
|
||||||
|
|
||||||
|
// ⭐ [핵심] Roar 끝나면 Idle로 전환
|
||||||
|
if (animator != null)
|
||||||
|
{
|
||||||
|
animator.Play("Monster_Idle", 0, 0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 연출 종료 → 전투 시작
|
||||||
|
isPerformingAction = false;
|
||||||
isBattleStarted = true;
|
isBattleStarted = true;
|
||||||
if (agent != null) agent.enabled = true;
|
|
||||||
|
// NavMeshAgent 활성화
|
||||||
|
if (agent != null)
|
||||||
|
{
|
||||||
|
agent.enabled = true;
|
||||||
|
|
||||||
|
// NavMesh 위에 올라갈 때까지 잠시 대기
|
||||||
|
int retry = 0;
|
||||||
|
while (!agent.isOnNavMesh && retry < 10)
|
||||||
|
{
|
||||||
|
retry++;
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (agent.isOnNavMesh)
|
||||||
|
{
|
||||||
|
agent.isStopped = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Debug.Log("⚔️ 보스 전투 루프 시작!");
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LookAtTarget(Vector3 targetPos)
|
private void LookAtTarget(Vector3 targetPos)
|
||||||
|
|
@ -202,7 +261,11 @@ public class NorcielBoss : MonsterClass
|
||||||
dir.y = 0;
|
dir.y = 0;
|
||||||
if (dir != Vector3.zero)
|
if (dir != Vector3.zero)
|
||||||
{
|
{
|
||||||
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5f);
|
transform.rotation = Quaternion.Slerp(
|
||||||
|
transform.rotation,
|
||||||
|
Quaternion.LookRotation(dir),
|
||||||
|
Time.deltaTime * 5f
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -212,40 +275,53 @@ public class NorcielBoss : MonsterClass
|
||||||
|
|
||||||
private void DecideAttack()
|
private void DecideAttack()
|
||||||
{
|
{
|
||||||
// 이동 애니메이션 잠시 0으로
|
|
||||||
if (animator != null) animator.SetFloat("Speed", 0f);
|
if (animator != null) animator.SetFloat("Speed", 0f);
|
||||||
|
|
||||||
|
// 공격 전 이동 멈춤
|
||||||
|
if (agent != null && agent.isOnNavMesh)
|
||||||
|
{
|
||||||
|
agent.isStopped = true;
|
||||||
|
agent.velocity = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 플레이어를 바라봄
|
||||||
|
if (target != null) LookAtTarget(target.position);
|
||||||
|
|
||||||
string patternName = (counterSystem != null) ? counterSystem.SelectBossPattern() : "Normal";
|
string patternName = (counterSystem != null) ? counterSystem.SelectBossPattern() : "Normal";
|
||||||
|
|
||||||
|
Debug.Log($"🧠 보스 패턴 선택: {patternName}");
|
||||||
|
|
||||||
switch (patternName)
|
switch (patternName)
|
||||||
{
|
{
|
||||||
case "DashAttack": StartCoroutine(Pattern_DashAttack()); break;
|
case "DashAttack": StartCoroutine(Pattern_DashAttack()); break;
|
||||||
case "Smash": StartCoroutine(Pattern_SmashAttack()); break;
|
case "Smash": StartCoroutine(Pattern_SmashAttack()); break;
|
||||||
case "ShieldWall": StartCoroutine(Pattern_ShieldWall()); break;
|
case "ShieldWall": StartCoroutine(Pattern_ShieldWall()); break;
|
||||||
default: StartCoroutine(Pattern_ThrowBall()); break; // 기본 공격을 던지기로 대체
|
default: StartCoroutine(Pattern_ThrowBall()); break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
// ⚔️ 공격 패턴 (쇠공 버전)
|
// ⚔️ 공격 패턴
|
||||||
// ════════════════════════════════════════
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
// 1. 탱크 돌격 (Dash)
|
// 1. 돌진
|
||||||
private IEnumerator Pattern_DashAttack()
|
private IEnumerator Pattern_DashAttack()
|
||||||
{
|
{
|
||||||
OnAttackStart();
|
OnAttackStart();
|
||||||
if (animator != null) animator.Play("Skill_Dash_Ready");
|
|
||||||
|
if (agent != null) agent.enabled = false;
|
||||||
|
|
||||||
|
if (animator != null) animator.Play("Skill_Dash_Ready", 0, 0f);
|
||||||
yield return new WaitForSeconds(0.5f);
|
yield return new WaitForSeconds(0.5f);
|
||||||
|
|
||||||
// 돌진 (물리 이동)
|
// 돌진
|
||||||
if (agent != null) agent.enabled = false;
|
|
||||||
if (rb != null)
|
if (rb != null)
|
||||||
{
|
{
|
||||||
rb.isKinematic = false;
|
rb.isKinematic = false;
|
||||||
rb.velocity = transform.forward * 20f;
|
rb.velocity = transform.forward * 20f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (animator != null) animator.Play("Skill_Dash_Go");
|
if (animator != null) animator.Play("Skill_Dash_Go", 0, 0f);
|
||||||
yield return new WaitForSeconds(1.0f);
|
yield return new WaitForSeconds(1.0f);
|
||||||
|
|
||||||
// 정지
|
// 정지
|
||||||
|
|
@ -255,68 +331,130 @@ public class NorcielBoss : MonsterClass
|
||||||
rb.isKinematic = true;
|
rb.isKinematic = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (agent != null && isBattleStarted) agent.enabled = true;
|
// NavMeshAgent 복구
|
||||||
|
if (agent != null && isBattleStarted)
|
||||||
|
{
|
||||||
|
agent.enabled = true;
|
||||||
|
// NavMesh 복귀 대기
|
||||||
|
int retry = 0;
|
||||||
|
while (agent != null && !agent.isOnNavMesh && retry < 10)
|
||||||
|
{
|
||||||
|
retry++;
|
||||||
|
yield return new WaitForSeconds(0.1f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
OnAttackEnd();
|
OnAttackEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2. 메테오 스매시 (Smash)
|
// 2. 스매시
|
||||||
private IEnumerator Pattern_SmashAttack()
|
private IEnumerator Pattern_SmashAttack()
|
||||||
{
|
{
|
||||||
OnAttackStart();
|
OnAttackStart();
|
||||||
// 엇박자 위협 (기 모으기)
|
|
||||||
if (animator != null) animator.Play("Skill_Smash_Charge");
|
if (animator != null) animator.Play("Skill_Smash_Impact", 0, 0f);
|
||||||
yield return new WaitForSeconds(1.2f);
|
yield return new WaitForSeconds(1.2f);
|
||||||
|
|
||||||
// 쾅!
|
if (animator != null) animator.Play("Skill_Smash_Impact", 0, 0f);
|
||||||
if (animator != null) animator.Play("Skill_Smash_Impact");
|
|
||||||
yield return new WaitForSeconds(1.0f);
|
yield return new WaitForSeconds(1.0f);
|
||||||
|
|
||||||
OnAttackEnd();
|
OnAttackEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. 쇠공 풍차 돌리기 (Shield)
|
// 3. 쓸기
|
||||||
private IEnumerator Pattern_ShieldWall()
|
private IEnumerator Pattern_ShieldWall()
|
||||||
{
|
{
|
||||||
OnAttackStart();
|
OnAttackStart();
|
||||||
// 쇠공을 빙빙 돌림 (화살 튕겨내기)
|
|
||||||
if (animator != null) animator.Play("Skill_Shield");
|
if (animator != null) animator.Play("Skill_Sweep", 0, 0f);
|
||||||
yield return new WaitForSeconds(2.0f);
|
yield return new WaitForSeconds(2.0f);
|
||||||
|
|
||||||
OnAttackEnd();
|
OnAttackEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 4. 공 던지기 (Throw - 기존 Shoot 대체)
|
// 4. 공 던지기
|
||||||
private IEnumerator Pattern_ThrowBall()
|
private IEnumerator Pattern_ThrowBall()
|
||||||
{
|
{
|
||||||
OnAttackStart();
|
OnAttackStart();
|
||||||
|
|
||||||
// 던지는 모션
|
if (animator != null) animator.Play("Attack_Throw", 0, 0f);
|
||||||
if (animator != null) animator.Play("Attack_Throw");
|
yield return new WaitForSeconds(0.5f);
|
||||||
yield return new WaitForSeconds(0.5f); // 손이 앞으로 뻗는 타이밍
|
|
||||||
|
|
||||||
// ⭐ 공 발사 로직
|
if (ironBall != null && ballRb != null)
|
||||||
if (ironBall != null)
|
|
||||||
{
|
{
|
||||||
// 1. 손에서 떼어내기 (부모 해제)
|
|
||||||
ironBall.transform.SetParent(null);
|
ironBall.transform.SetParent(null);
|
||||||
|
ballRb.isKinematic = false;
|
||||||
|
|
||||||
// 2. 물리 켜고 날리기
|
Vector3 dir = (target.position - transform.position).normalized;
|
||||||
if (ballRb != null)
|
ballRb.AddForce(dir * 20f + Vector3.up * 5f, ForceMode.Impulse);
|
||||||
{
|
ballRb.angularDrag = 5f;
|
||||||
ballRb.isKinematic = false;
|
|
||||||
|
|
||||||
// 플레이어 방향 계산
|
|
||||||
Vector3 dir = (target.position - transform.position).normalized;
|
|
||||||
// 위쪽으로 살짝 띄워서 포물선으로 던짐
|
|
||||||
ballRb.AddForce(dir * 1000f + Vector3.up * 300f);
|
|
||||||
|
|
||||||
// 굴러가지 않게 저항 좀 주기
|
|
||||||
ballRb.angularDrag = 5f;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// "나 무기 없다!" 상태 설정 -> 이제부터 주으러 감
|
|
||||||
isWeaponless = true;
|
isWeaponless = true;
|
||||||
|
|
||||||
yield return new WaitForSeconds(1.0f);
|
yield return new WaitForSeconds(1.0f);
|
||||||
OnAttackEnd();
|
OnAttackEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
// ⭐ [신규] 피격 시 부모 클래스 StopAllCoroutines 대응
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 부모의 StartHit()이 StopAllCoroutines()를 호출하므로,
|
||||||
|
/// 보스 전용 상태를 여기서 복구합니다.
|
||||||
|
/// </summary>
|
||||||
|
protected override void OnStartHit()
|
||||||
|
{
|
||||||
|
isPerformingAction = false; // 연출 중이었으면 해제
|
||||||
|
|
||||||
|
// 공격 중이었으면 해제
|
||||||
|
if (isAttacking)
|
||||||
|
{
|
||||||
|
isAttacking = false;
|
||||||
|
if (myWeapon != null) myWeapon.DisableHitBox();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 돌진 중 물리 복구
|
||||||
|
if (rb != null && !rb.isKinematic)
|
||||||
|
{
|
||||||
|
rb.velocity = Vector3.zero;
|
||||||
|
rb.isKinematic = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 피격 종료 후 NavMeshAgent 복구
|
||||||
|
/// </summary>
|
||||||
|
public override void OnHitEnd()
|
||||||
|
{
|
||||||
|
base.OnHitEnd();
|
||||||
|
|
||||||
|
// 전투 중이면 Agent 다시 활성화
|
||||||
|
if (isBattleStarted && agent != null && !agent.enabled)
|
||||||
|
{
|
||||||
|
agent.enabled = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
// ⭐ [신규] 사망 처리
|
||||||
|
// ════════════════════════════════════════
|
||||||
|
|
||||||
|
protected override void OnDie()
|
||||||
|
{
|
||||||
|
isBattleStarted = false;
|
||||||
|
isPerformingAction = false;
|
||||||
|
isWeaponless = false;
|
||||||
|
|
||||||
|
// 물리 정리
|
||||||
|
if (rb != null)
|
||||||
|
{
|
||||||
|
rb.velocity = Vector3.zero;
|
||||||
|
rb.isKinematic = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 체력바 숨기기
|
||||||
|
if (bossHealthBar != null) bossHealthBar.SetActive(false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -18,7 +18,7 @@ PhysicsManager:
|
||||||
m_ClothInterCollisionDistance: 0
|
m_ClothInterCollisionDistance: 0
|
||||||
m_ClothInterCollisionStiffness: 0
|
m_ClothInterCollisionStiffness: 0
|
||||||
m_ContactsGeneration: 1
|
m_ContactsGeneration: 1
|
||||||
m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffefdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffefdffffffffffffffdfffffffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
|
||||||
m_SimulationMode: 0
|
m_SimulationMode: 0
|
||||||
m_AutoSyncTransforms: 0
|
m_AutoSyncTransforms: 0
|
||||||
m_ReuseCollisionCallbacks: 1
|
m_ReuseCollisionCallbacks: 1
|
||||||
|
|
|
||||||
|
|
@ -22,8 +22,8 @@ TagManager:
|
||||||
- Player
|
- Player
|
||||||
- Wepon
|
- Wepon
|
||||||
- Environment
|
- Environment
|
||||||
-
|
- BossBody
|
||||||
-
|
- BossWeapon
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
-
|
-
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user