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3233
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m_MirrorParameter:
|
||||||
|
|
@ -204,7 +204,7 @@ AnimatorStateMachine:
|
||||||
m_State: {fileID: -1543731576706283773}
|
m_State: {fileID: -1543731576706283773}
|
||||||
m_Position: {x: 130, y: 210, z: 0}
|
m_Position: {x: 130, y: 210, z: 0}
|
||||||
- serializedVersion: 1
|
- serializedVersion: 1
|
||||||
m_State: {fileID: -5884916198237161424}
|
m_State: {fileID: -8408619369257303899}
|
||||||
m_Position: {x: 410, y: -190, z: 0}
|
m_Position: {x: 410, y: -190, z: 0}
|
||||||
m_ChildStateMachines: []
|
m_ChildStateMachines: []
|
||||||
m_AnyStateTransitions: []
|
m_AnyStateTransitions: []
|
||||||
|
|
@ -212,7 +212,7 @@ AnimatorStateMachine:
|
||||||
m_StateMachineTransitions: {}
|
m_StateMachineTransitions: {}
|
||||||
m_StateMachineBehaviours: []
|
m_StateMachineBehaviours: []
|
||||||
m_AnyStatePosition: {x: 200, y: -10, z: 0}
|
m_AnyStatePosition: {x: 200, y: -10, z: 0}
|
||||||
m_EntryPosition: {x: 200, y: -90, z: 0}
|
m_EntryPosition: {x: 190, y: -60, z: 0}
|
||||||
m_ExitPosition: {x: 800, y: 120, z: 0}
|
m_ExitPosition: {x: 800, y: 120, z: 0}
|
||||||
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
m_ParentStateMachinePosition: {x: 800, y: 20, z: 0}
|
||||||
m_DefaultState: {fileID: 1102234220340736258}
|
m_DefaultState: {fileID: 1102234220340736258}
|
||||||
|
|
|
||||||
|
|
@ -1,178 +1,518 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 09dc880d0fd1f48238ab948cc1e1986f
|
guid: 09dc880d0fd1f48238ab948cc1e1986f
|
||||||
ModelImporter:
|
ModelImporter:
|
||||||
serializedVersion: 22
|
serializedVersion: 22200
|
||||||
fileIDToRecycleName:
|
internalIDToNameTable:
|
||||||
100000: ball_l
|
- first:
|
||||||
100002: ball_r
|
1: 100000
|
||||||
100004: calf_l
|
second: ball_l
|
||||||
100006: calf_r
|
- first:
|
||||||
100008: Character1_LeftFootIndex1
|
1: 100002
|
||||||
100010: Character1_LeftFootIndex2
|
second: ball_r
|
||||||
100012: Character1_RightFootIndex1
|
- first:
|
||||||
100014: Character1_RightFootIndex2
|
1: 100004
|
||||||
100016: clavicle_l
|
second: calf_l
|
||||||
100018: clavicle_r
|
- first:
|
||||||
100020: flap_back_left_1
|
1: 100006
|
||||||
100022: flap_back_left_2
|
second: calf_r
|
||||||
100024: flap_back_left_3
|
- first:
|
||||||
100026: flap_back_right_1
|
1: 100008
|
||||||
100028: flap_back_right_2
|
second: Character1_LeftFootIndex1
|
||||||
100030: flap_back_right_3
|
- first:
|
||||||
100032: flap_front_1
|
1: 100010
|
||||||
100034: flap_front_2
|
second: Character1_LeftFootIndex2
|
||||||
100036: flap_front_3
|
- first:
|
||||||
100038: foot_l
|
1: 100012
|
||||||
100040: foot_r
|
second: Character1_RightFootIndex1
|
||||||
100042: //RootNode
|
- first:
|
||||||
100044: ghoul_boss
|
1: 100014
|
||||||
100046: hand_l
|
second: Character1_RightFootIndex2
|
||||||
100048: hand_r
|
- first:
|
||||||
100050: hat_1
|
1: 100016
|
||||||
100052: hat_2
|
second: clavicle_l
|
||||||
100054: hat_3
|
- first:
|
||||||
100056: head
|
1: 100018
|
||||||
100058: hump_1
|
second: clavicle_r
|
||||||
100060: hump_2
|
- first:
|
||||||
100062: hump_3
|
1: 100020
|
||||||
100064: hump_4
|
second: flap_back_left_1
|
||||||
100066: index_01_l
|
- first:
|
||||||
100068: index_01_r
|
1: 100022
|
||||||
100070: index_02_l
|
second: flap_back_left_2
|
||||||
100072: index_02_r
|
- first:
|
||||||
100074: index_03_l
|
1: 100024
|
||||||
100076: index_03_r
|
second: flap_back_left_3
|
||||||
100078: jaw_1
|
- first:
|
||||||
100080: jaw_2
|
1: 100026
|
||||||
100082: jaw_3
|
second: flap_back_right_1
|
||||||
100084: lowerarm_l
|
- first:
|
||||||
100086: lowerarm_r
|
1: 100028
|
||||||
100088: middle_01_l
|
second: flap_back_right_2
|
||||||
100090: middle_01_r
|
- first:
|
||||||
100092: middle_02_l
|
1: 100030
|
||||||
100094: middle_02_r
|
second: flap_back_right_3
|
||||||
100096: middle_03_l
|
- first:
|
||||||
100098: middle_03_r
|
1: 100032
|
||||||
100100: neck_01
|
second: flap_front_1
|
||||||
100102: pelvis
|
- first:
|
||||||
100104: pinky_01_l
|
1: 100034
|
||||||
100106: pinky_01_r
|
second: flap_front_2
|
||||||
100108: pinky_02_l
|
- first:
|
||||||
100110: pinky_02_r
|
1: 100036
|
||||||
100112: pinky_03_l
|
second: flap_front_3
|
||||||
100114: pinky_03_r
|
- first:
|
||||||
100116: ring_01_l
|
1: 100038
|
||||||
100118: ring_01_r
|
second: foot_l
|
||||||
100120: ring_02_l
|
- first:
|
||||||
100122: ring_02_r
|
1: 100040
|
||||||
100124: ring_03_l
|
second: foot_r
|
||||||
100126: ring_03_r
|
- first:
|
||||||
100128: root
|
1: 100042
|
||||||
100130: spine_01
|
second: //RootNode
|
||||||
100132: spine_02
|
- first:
|
||||||
100134: spine_03
|
1: 100044
|
||||||
100136: thigh_l
|
second: ghoul_boss
|
||||||
100138: thigh_r
|
- first:
|
||||||
100140: thumb_01_l
|
1: 100046
|
||||||
100142: thumb_01_r
|
second: hand_l
|
||||||
100144: thumb_02_l
|
- first:
|
||||||
100146: thumb_02_r
|
1: 100048
|
||||||
100148: thumb_03_l
|
second: hand_r
|
||||||
100150: thumb_03_r
|
- first:
|
||||||
100152: tongue_1
|
1: 100050
|
||||||
100154: tongue_2
|
second: hat_1
|
||||||
100156: tongue_3
|
- first:
|
||||||
100158: upperarm_l
|
1: 100052
|
||||||
100160: upperarm_r
|
second: hat_2
|
||||||
100162: wrist_lable_1
|
- first:
|
||||||
100164: wrist_lable_2
|
1: 100054
|
||||||
400000: ball_l
|
second: hat_3
|
||||||
400002: ball_r
|
- first:
|
||||||
400004: calf_l
|
1: 100056
|
||||||
400006: calf_r
|
second: head
|
||||||
400008: Character1_LeftFootIndex1
|
- first:
|
||||||
400010: Character1_LeftFootIndex2
|
1: 100058
|
||||||
400012: Character1_RightFootIndex1
|
second: hump_1
|
||||||
400014: Character1_RightFootIndex2
|
- first:
|
||||||
400016: clavicle_l
|
1: 100060
|
||||||
400018: clavicle_r
|
second: hump_2
|
||||||
400020: flap_back_left_1
|
- first:
|
||||||
400022: flap_back_left_2
|
1: 100062
|
||||||
400024: flap_back_left_3
|
second: hump_3
|
||||||
400026: flap_back_right_1
|
- first:
|
||||||
400028: flap_back_right_2
|
1: 100064
|
||||||
400030: flap_back_right_3
|
second: hump_4
|
||||||
400032: flap_front_1
|
- first:
|
||||||
400034: flap_front_2
|
1: 100066
|
||||||
400036: flap_front_3
|
second: index_01_l
|
||||||
400038: foot_l
|
- first:
|
||||||
400040: foot_r
|
1: 100068
|
||||||
400042: //RootNode
|
second: index_01_r
|
||||||
400044: ghoul_boss
|
- first:
|
||||||
400046: hand_l
|
1: 100070
|
||||||
400048: hand_r
|
second: index_02_l
|
||||||
400050: hat_1
|
- first:
|
||||||
400052: hat_2
|
1: 100072
|
||||||
400054: hat_3
|
second: index_02_r
|
||||||
400056: head
|
- first:
|
||||||
400058: hump_1
|
1: 100074
|
||||||
400060: hump_2
|
second: index_03_l
|
||||||
400062: hump_3
|
- first:
|
||||||
400064: hump_4
|
1: 100076
|
||||||
400066: index_01_l
|
second: index_03_r
|
||||||
400068: index_01_r
|
- first:
|
||||||
400070: index_02_l
|
1: 100078
|
||||||
400072: index_02_r
|
second: jaw_1
|
||||||
400074: index_03_l
|
- first:
|
||||||
400076: index_03_r
|
1: 100080
|
||||||
400078: jaw_1
|
second: jaw_2
|
||||||
400080: jaw_2
|
- first:
|
||||||
400082: jaw_3
|
1: 100082
|
||||||
400084: lowerarm_l
|
second: jaw_3
|
||||||
400086: lowerarm_r
|
- first:
|
||||||
400088: middle_01_l
|
1: 100084
|
||||||
400090: middle_01_r
|
second: lowerarm_l
|
||||||
400092: middle_02_l
|
- first:
|
||||||
400094: middle_02_r
|
1: 100086
|
||||||
400096: middle_03_l
|
second: lowerarm_r
|
||||||
400098: middle_03_r
|
- first:
|
||||||
400100: neck_01
|
1: 100088
|
||||||
400102: pelvis
|
second: middle_01_l
|
||||||
400104: pinky_01_l
|
- first:
|
||||||
400106: pinky_01_r
|
1: 100090
|
||||||
400108: pinky_02_l
|
second: middle_01_r
|
||||||
400110: pinky_02_r
|
- first:
|
||||||
400112: pinky_03_l
|
1: 100092
|
||||||
400114: pinky_03_r
|
second: middle_02_l
|
||||||
400116: ring_01_l
|
- first:
|
||||||
400118: ring_01_r
|
1: 100094
|
||||||
400120: ring_02_l
|
second: middle_02_r
|
||||||
400122: ring_02_r
|
- first:
|
||||||
400124: ring_03_l
|
1: 100096
|
||||||
400126: ring_03_r
|
second: middle_03_l
|
||||||
400128: root
|
- first:
|
||||||
400130: spine_01
|
1: 100098
|
||||||
400132: spine_02
|
second: middle_03_r
|
||||||
400134: spine_03
|
- first:
|
||||||
400136: thigh_l
|
1: 100100
|
||||||
400138: thigh_r
|
second: neck_01
|
||||||
400140: thumb_01_l
|
- first:
|
||||||
400142: thumb_01_r
|
1: 100102
|
||||||
400144: thumb_02_l
|
second: pelvis
|
||||||
400146: thumb_02_r
|
- first:
|
||||||
400148: thumb_03_l
|
1: 100104
|
||||||
400150: thumb_03_r
|
second: pinky_01_l
|
||||||
400152: tongue_1
|
- first:
|
||||||
400154: tongue_2
|
1: 100106
|
||||||
400156: tongue_3
|
second: pinky_01_r
|
||||||
400158: upperarm_l
|
- first:
|
||||||
400160: upperarm_r
|
1: 100108
|
||||||
400162: wrist_lable_1
|
second: pinky_02_l
|
||||||
400164: wrist_lable_2
|
- first:
|
||||||
2100000: ghoul_boss_PBR_mat
|
1: 100110
|
||||||
4300000: ghoul_boss
|
second: pinky_02_r
|
||||||
9500000: //RootNode
|
- first:
|
||||||
13700000: ghoul_boss
|
1: 100112
|
||||||
|
second: pinky_03_l
|
||||||
|
- first:
|
||||||
|
1: 100114
|
||||||
|
second: pinky_03_r
|
||||||
|
- first:
|
||||||
|
1: 100116
|
||||||
|
second: ring_01_l
|
||||||
|
- first:
|
||||||
|
1: 100118
|
||||||
|
second: ring_01_r
|
||||||
|
- first:
|
||||||
|
1: 100120
|
||||||
|
second: ring_02_l
|
||||||
|
- first:
|
||||||
|
1: 100122
|
||||||
|
second: ring_02_r
|
||||||
|
- first:
|
||||||
|
1: 100124
|
||||||
|
second: ring_03_l
|
||||||
|
- first:
|
||||||
|
1: 100126
|
||||||
|
second: ring_03_r
|
||||||
|
- first:
|
||||||
|
1: 100128
|
||||||
|
second: root
|
||||||
|
- first:
|
||||||
|
1: 100130
|
||||||
|
second: spine_01
|
||||||
|
- first:
|
||||||
|
1: 100132
|
||||||
|
second: spine_02
|
||||||
|
- first:
|
||||||
|
1: 100134
|
||||||
|
second: spine_03
|
||||||
|
- first:
|
||||||
|
1: 100136
|
||||||
|
second: thigh_l
|
||||||
|
- first:
|
||||||
|
1: 100138
|
||||||
|
second: thigh_r
|
||||||
|
- first:
|
||||||
|
1: 100140
|
||||||
|
second: thumb_01_l
|
||||||
|
- first:
|
||||||
|
1: 100142
|
||||||
|
second: thumb_01_r
|
||||||
|
- first:
|
||||||
|
1: 100144
|
||||||
|
second: thumb_02_l
|
||||||
|
- first:
|
||||||
|
1: 100146
|
||||||
|
second: thumb_02_r
|
||||||
|
- first:
|
||||||
|
1: 100148
|
||||||
|
second: thumb_03_l
|
||||||
|
- first:
|
||||||
|
1: 100150
|
||||||
|
second: thumb_03_r
|
||||||
|
- first:
|
||||||
|
1: 100152
|
||||||
|
second: tongue_1
|
||||||
|
- first:
|
||||||
|
1: 100154
|
||||||
|
second: tongue_2
|
||||||
|
- first:
|
||||||
|
1: 100156
|
||||||
|
second: tongue_3
|
||||||
|
- first:
|
||||||
|
1: 100158
|
||||||
|
second: upperarm_l
|
||||||
|
- first:
|
||||||
|
1: 100160
|
||||||
|
second: upperarm_r
|
||||||
|
- first:
|
||||||
|
1: 100162
|
||||||
|
second: wrist_lable_1
|
||||||
|
- first:
|
||||||
|
1: 100164
|
||||||
|
second: wrist_lable_2
|
||||||
|
- first:
|
||||||
|
4: 400000
|
||||||
|
second: ball_l
|
||||||
|
- first:
|
||||||
|
4: 400002
|
||||||
|
second: ball_r
|
||||||
|
- first:
|
||||||
|
4: 400004
|
||||||
|
second: calf_l
|
||||||
|
- first:
|
||||||
|
4: 400006
|
||||||
|
second: calf_r
|
||||||
|
- first:
|
||||||
|
4: 400008
|
||||||
|
second: Character1_LeftFootIndex1
|
||||||
|
- first:
|
||||||
|
4: 400010
|
||||||
|
second: Character1_LeftFootIndex2
|
||||||
|
- first:
|
||||||
|
4: 400012
|
||||||
|
second: Character1_RightFootIndex1
|
||||||
|
- first:
|
||||||
|
4: 400014
|
||||||
|
second: Character1_RightFootIndex2
|
||||||
|
- first:
|
||||||
|
4: 400016
|
||||||
|
second: clavicle_l
|
||||||
|
- first:
|
||||||
|
4: 400018
|
||||||
|
second: clavicle_r
|
||||||
|
- first:
|
||||||
|
4: 400020
|
||||||
|
second: flap_back_left_1
|
||||||
|
- first:
|
||||||
|
4: 400022
|
||||||
|
second: flap_back_left_2
|
||||||
|
- first:
|
||||||
|
4: 400024
|
||||||
|
second: flap_back_left_3
|
||||||
|
- first:
|
||||||
|
4: 400026
|
||||||
|
second: flap_back_right_1
|
||||||
|
- first:
|
||||||
|
4: 400028
|
||||||
|
second: flap_back_right_2
|
||||||
|
- first:
|
||||||
|
4: 400030
|
||||||
|
second: flap_back_right_3
|
||||||
|
- first:
|
||||||
|
4: 400032
|
||||||
|
second: flap_front_1
|
||||||
|
- first:
|
||||||
|
4: 400034
|
||||||
|
second: flap_front_2
|
||||||
|
- first:
|
||||||
|
4: 400036
|
||||||
|
second: flap_front_3
|
||||||
|
- first:
|
||||||
|
4: 400038
|
||||||
|
second: foot_l
|
||||||
|
- first:
|
||||||
|
4: 400040
|
||||||
|
second: foot_r
|
||||||
|
- first:
|
||||||
|
4: 400042
|
||||||
|
second: //RootNode
|
||||||
|
- first:
|
||||||
|
4: 400044
|
||||||
|
second: ghoul_boss
|
||||||
|
- first:
|
||||||
|
4: 400046
|
||||||
|
second: hand_l
|
||||||
|
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|
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||||||
100112: upperarm_l
|
second: index_03_r
|
||||||
100114: upperarm_r
|
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|
||||||
400000: ball_l
|
1: 100038
|
||||||
400002: ball_r
|
second: index_04_l
|
||||||
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|
||||||
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|
1: 100040
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||||||
400008: clavicle_l
|
second: index_04_r
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||||||
400010: clavicle_r
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|
||||||
400012: //RootNode
|
1: 100042
|
||||||
400014: festering_ghoul
|
second: jaw_1
|
||||||
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|
||||||
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1: 100044
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||||||
400020: hand_l
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second: jaw_2
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||||||
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1: 100046
|
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400026: index_01_l
|
second: jaw_3
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||||||
400028: index_01_r
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|
||||||
400030: index_02_l
|
1: 100048
|
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400032: index_02_r
|
second: lowerarm_l
|
||||||
400034: index_03_l
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- first:
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||||||
400036: index_03_r
|
1: 100050
|
||||||
400038: index_04_l
|
second: lowerarm_r
|
||||||
400040: index_04_r
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|
||||||
400042: jaw_1
|
1: 100052
|
||||||
400044: jaw_2
|
second: middle_01_l
|
||||||
400046: jaw_3
|
- first:
|
||||||
400048: lowerarm_l
|
1: 100054
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||||||
400050: lowerarm_r
|
second: middle_01_r
|
||||||
400052: middle_01_l
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- first:
|
||||||
400054: middle_01_r
|
1: 100056
|
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400056: middle_02_l
|
second: middle_02_l
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||||||
400058: middle_02_r
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||||||
400060: middle_03_l
|
1: 100058
|
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400062: middle_03_r
|
second: middle_02_r
|
||||||
400064: middle_04_l
|
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|
||||||
400066: middle_04_r
|
1: 100060
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400068: neck_01
|
second: middle_03_l
|
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400070: pelvis
|
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400072: ring_01_l
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1: 100062
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400074: ring_01_r
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second: middle_03_r
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|
1: 100064
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400080: ring_03_l
|
second: middle_04_l
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400082: ring_03_r
|
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|
||||||
400084: ring_04_l
|
1: 100066
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400086: ring_04_r
|
second: middle_04_r
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400088: root
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||||||
400090: spine_01
|
1: 100068
|
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400092: spine_02
|
second: neck_01
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400094: spine_03
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|
||||||
400096: thigh_l
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1: 100070
|
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400098: thigh_r
|
second: pelvis
|
||||||
400100: thumb_01_l
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||||||
400102: thumb_01_r
|
1: 100072
|
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400104: thumb_02_l
|
second: ring_01_l
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400106: thumb_02_r
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||||||
400108: thumb_03_l
|
1: 100074
|
||||||
400110: thumb_03_r
|
second: ring_01_r
|
||||||
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|
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|
||||||
400114: upperarm_r
|
1: 100076
|
||||||
2100000: ghoul_festering_mat
|
second: ring_02_l
|
||||||
4300000: festering_ghoul
|
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|
||||||
9500000: //RootNode
|
1: 100078
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13700000: festering_ghoul
|
second: ring_02_r
|
||||||
|
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|
||||||
|
1: 100080
|
||||||
|
second: ring_03_l
|
||||||
|
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||||||
|
1: 100082
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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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|
1: 100102
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|
||||||
|
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||||||
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1: 100104
|
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|
||||||
|
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||||||
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|
||||||
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||||||
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1: 100108
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|
||||||
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|
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|
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1: 100114
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||||||
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||||||
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|
||||||
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|
||||||
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|
||||||
|
4: 400008
|
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|
||||||
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|
||||||
|
4: 400010
|
||||||
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|
||||||
|
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|
||||||
|
4: 400012
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400014
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400016
|
||||||
|
second: foot_l
|
||||||
|
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|
||||||
|
4: 400018
|
||||||
|
second: foot_r
|
||||||
|
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|
||||||
|
4: 400020
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400022
|
||||||
|
second: hand_r
|
||||||
|
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|
||||||
|
4: 400024
|
||||||
|
second: head
|
||||||
|
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|
||||||
|
4: 400026
|
||||||
|
second: index_01_l
|
||||||
|
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|
||||||
|
4: 400028
|
||||||
|
second: index_01_r
|
||||||
|
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|
||||||
|
4: 400030
|
||||||
|
second: index_02_l
|
||||||
|
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|
||||||
|
4: 400032
|
||||||
|
second: index_02_r
|
||||||
|
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|
||||||
|
4: 400034
|
||||||
|
second: index_03_l
|
||||||
|
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|
||||||
|
4: 400036
|
||||||
|
second: index_03_r
|
||||||
|
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|
||||||
|
4: 400038
|
||||||
|
second: index_04_l
|
||||||
|
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|
||||||
|
4: 400040
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400042
|
||||||
|
second: jaw_1
|
||||||
|
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|
||||||
|
4: 400044
|
||||||
|
second: jaw_2
|
||||||
|
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|
||||||
|
4: 400046
|
||||||
|
second: jaw_3
|
||||||
|
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|
||||||
|
4: 400048
|
||||||
|
second: lowerarm_l
|
||||||
|
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|
||||||
|
4: 400050
|
||||||
|
second: lowerarm_r
|
||||||
|
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|
||||||
|
4: 400052
|
||||||
|
second: middle_01_l
|
||||||
|
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|
||||||
|
4: 400054
|
||||||
|
second: middle_01_r
|
||||||
|
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|
||||||
|
4: 400056
|
||||||
|
second: middle_02_l
|
||||||
|
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|
||||||
|
4: 400058
|
||||||
|
second: middle_02_r
|
||||||
|
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|
||||||
|
4: 400060
|
||||||
|
second: middle_03_l
|
||||||
|
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|
||||||
|
4: 400062
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400064
|
||||||
|
second: middle_04_l
|
||||||
|
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|
||||||
|
4: 400066
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400068
|
||||||
|
second: neck_01
|
||||||
|
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|
||||||
|
4: 400070
|
||||||
|
second: pelvis
|
||||||
|
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|
||||||
|
4: 400072
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400074
|
||||||
|
second: ring_01_r
|
||||||
|
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|
||||||
|
4: 400076
|
||||||
|
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|
||||||
|
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|
||||||
|
4: 400078
|
||||||
|
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|
||||||
|
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||||||
|
4: 400080
|
||||||
|
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|
||||||
|
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|
||||||
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4: 400082
|
||||||
|
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|
||||||
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||||||
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4: 400084
|
||||||
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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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||||||
|
4: 400094
|
||||||
|
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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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|
4: 400108
|
||||||
|
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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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|
||||||
|
4: 400114
|
||||||
|
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|
||||||
|
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|
||||||
|
21: 2100000
|
||||||
|
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|
||||||
|
- first:
|
||||||
|
43: 4300000
|
||||||
|
second: festering_ghoul
|
||||||
|
- first:
|
||||||
|
95: 9500000
|
||||||
|
second: //RootNode
|
||||||
|
- first:
|
||||||
|
137: 13700000
|
||||||
|
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|
||||||
externalObjects:
|
externalObjects:
|
||||||
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|
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|
||||||
type: UnityEngine:Material
|
type: UnityEngine:Material
|
||||||
|
|
@ -130,7 +370,7 @@ ModelImporter:
|
||||||
name: ghoul_festering_mat
|
name: ghoul_festering_mat
|
||||||
second: {fileID: 2100000, guid: e3f5f8f5e22cc46a3a1caee33f6be6e7, type: 2}
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@ -139,6 +379,7 @@ ModelImporter:
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@ -147,7 +388,8 @@ ModelImporter:
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1: 100076
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second: ring_02_l
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second: ring_02_r
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||||||
|
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|
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||||||
|
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|
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|
||||||
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|
4: 400104
|
||||||
|
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|
4: 400106
|
||||||
|
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4: 400108
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||||||
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||||||
|
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|
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|
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|
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|
21: 2100000
|
||||||
|
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|
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|
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|
43: 4300000
|
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|
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|
74: 7400000
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|
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|
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|
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|
||||||
|
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|
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|
||||||
|
74: 7400008
|
||||||
|
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|
||||||
|
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|
||||||
|
74: 7400010
|
||||||
|
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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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|
@ -141,7 +403,7 @@ ModelImporter:
|
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|
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--- !u!1102 &1102036410656888908
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@ -217,15 +50,15 @@ AnimatorState:
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--- !u!1102 &1102055843620299802
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--- !u!1102 &1102055843620299802
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@ -241,38 +74,13 @@ AnimatorState:
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--- !u!1102 &1102379301205557106
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@ -292,43 +100,17 @@ AnimatorState:
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--- !u!1102 &1102540432163433016
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@ -346,15 +128,15 @@ AnimatorState:
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--- !u!1102 &1102620247948857226
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@ -372,15 +154,15 @@ AnimatorState:
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@ -398,15 +180,15 @@ AnimatorState:
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@ -424,10 +206,11 @@ AnimatorState:
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File diff suppressed because it is too large
Load Diff
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@ -240,43 +76,17 @@ AnimatorState:
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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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@ -189,7 +537,7 @@ ModelImporter:
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||||||
name: ghoul_scavenger_hair
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|
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|
hasExtraRoot: 1
|
||||||
skeletonHasParents: 1
|
skeletonHasParents: 1
|
||||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
||||||
animationType: 2
|
autoGenerateAvatarMappingIfUnspecified: 1
|
||||||
|
animationType: 3
|
||||||
humanoidOversampling: 1
|
humanoidOversampling: 1
|
||||||
|
avatarSetup: 1
|
||||||
|
addHumanoidExtraRootOnlyWhenUsingAvatar: 0
|
||||||
|
importBlendShapeDeformPercent: 0
|
||||||
|
remapMaterialsIfMaterialImportModeIsNone: 1
|
||||||
additionalBone: 0
|
additionalBone: 0
|
||||||
userData:
|
userData:
|
||||||
assetBundleName:
|
assetBundleName:
|
||||||
|
|
|
||||||
|
|
@ -3,9 +3,8 @@ using UnityEngine.AI;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 돌진 공격 몬스터
|
/// 돌진 공격 몬스터 (두 번째 돌진 고장 수정판)
|
||||||
/// - 플레이어를 향해 빠르게 돌진
|
/// - Agent On/Off 타이밍 완벽하게 정리
|
||||||
/// - 부딪히면 데미지
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class ChargeMonster : MonsterClass
|
public class ChargeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
|
|
@ -34,36 +33,20 @@ public class ChargeMonster : MonsterClass
|
||||||
private bool isPlayerInZone;
|
private bool isPlayerInZone;
|
||||||
private Rigidbody _rigidbody;
|
private Rigidbody _rigidbody;
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
// 초기화
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
protected override void Awake()
|
protected override void Awake()
|
||||||
{
|
{
|
||||||
base.Awake();
|
base.Awake();
|
||||||
_rigidbody = GetComponent<Rigidbody>();
|
_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
if (_rigidbody == null) _rigidbody = gameObject.AddComponent<Rigidbody>();
|
||||||
if (_rigidbody == null)
|
_rigidbody.isKinematic = true;
|
||||||
{
|
|
||||||
_rigidbody = gameObject.AddComponent<Rigidbody>();
|
|
||||||
}
|
|
||||||
|
|
||||||
_rigidbody.isKinematic = true; // NavMeshAgent 사용 시 Kinematic
|
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Init()
|
protected override void Init()
|
||||||
{
|
{
|
||||||
if (agent != null)
|
if (agent != null) agent.stoppingDistance = 1f;
|
||||||
{
|
|
||||||
agent.stoppingDistance = 1f;
|
|
||||||
}
|
|
||||||
if (animator != null) animator.applyRootMotion = false;
|
if (animator != null) animator.applyRootMotion = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
// AI 로직
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
protected override void ExecuteAILogic()
|
protected override void ExecuteAILogic()
|
||||||
{
|
{
|
||||||
if (isHit || isCharging || isPreparing) return;
|
if (isHit || isCharging || isPreparing) return;
|
||||||
|
|
@ -84,16 +67,20 @@ public class ChargeMonster : MonsterClass
|
||||||
|
|
||||||
void HandleChargeCombat(float distance)
|
void HandleChargeCombat(float distance)
|
||||||
{
|
{
|
||||||
// 돌진 범위 안이면 돌진 준비
|
// 쿨타임 체크 & 사거리 체크
|
||||||
if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay)
|
if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay)
|
||||||
{
|
{
|
||||||
StartCoroutine(PrepareCharge());
|
StartCoroutine(PrepareCharge());
|
||||||
}
|
}
|
||||||
// 아니면 추적
|
// 추적 모드
|
||||||
else if (!isCharging)
|
else if (!isCharging && !isPreparing)
|
||||||
{
|
{
|
||||||
if (agent.isOnNavMesh)
|
if (agent.isOnNavMesh)
|
||||||
|
{
|
||||||
|
// ⭐ [수정] 추적 시작할 때 "나 멈춰있니?" 확인하고 풀어주기
|
||||||
|
if (agent.isStopped) agent.isStopped = false;
|
||||||
agent.SetDestination(playerTransform.position);
|
agent.SetDestination(playerTransform.position);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -101,30 +88,25 @@ public class ChargeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
isPreparing = true;
|
isPreparing = true;
|
||||||
|
|
||||||
// 이동 멈춤
|
// 이동 완전 정지
|
||||||
if (agent.isOnNavMesh)
|
if (agent.isOnNavMesh)
|
||||||
{
|
{
|
||||||
agent.isStopped = true;
|
agent.isStopped = true;
|
||||||
|
agent.ResetPath();
|
||||||
agent.velocity = Vector3.zero;
|
agent.velocity = Vector3.zero;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 플레이어 방향 저장
|
// 방향 설정
|
||||||
chargeDirection = (playerTransform.position - transform.position).normalized;
|
chargeDirection = (playerTransform.position - transform.position).normalized;
|
||||||
chargeDirection.y = 0;
|
chargeDirection.y = 0;
|
||||||
|
if (chargeDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(chargeDirection);
|
||||||
// 플레이어 바라보기
|
|
||||||
transform.rotation = Quaternion.LookRotation(chargeDirection);
|
|
||||||
|
|
||||||
// 준비 애니메이션
|
// 준비 애니메이션
|
||||||
if (!string.IsNullOrEmpty(prepareAnimation))
|
if (!string.IsNullOrEmpty(prepareAnimation)) animator.Play(prepareAnimation, 0, 0f);
|
||||||
{
|
|
||||||
animator.Play(prepareAnimation, 0, 0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log("[ChargeMonster] 돌진 준비 중...");
|
Debug.Log("[ChargeMonster] 돌진 준비...");
|
||||||
yield return new WaitForSeconds(prepareTime);
|
yield return new WaitForSeconds(prepareTime);
|
||||||
|
|
||||||
// 돌진 시작!
|
|
||||||
StartCoroutine(Charge());
|
StartCoroutine(Charge());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -134,22 +116,20 @@ public class ChargeMonster : MonsterClass
|
||||||
isCharging = true;
|
isCharging = true;
|
||||||
lastChargeTime = Time.time;
|
lastChargeTime = Time.time;
|
||||||
|
|
||||||
// NavMeshAgent 끄기
|
// ⭐ [핵심 수정] 조건 없이 강제로 끄기! (NavMesh 위에 있든 말든 일단 꺼야 물리 이동 가능)
|
||||||
if (agent.isOnNavMesh) agent.enabled = false;
|
if (agent != null) agent.enabled = false;
|
||||||
|
|
||||||
// Rigidbody Kinematic 끄기
|
// 물리 켜기
|
||||||
if (_rigidbody != null) _rigidbody.isKinematic = false;
|
if (_rigidbody != null) _rigidbody.isKinematic = false;
|
||||||
|
|
||||||
// 돌진 애니메이션
|
|
||||||
animator.Play(chargeAnimation, 0, 0f);
|
animator.Play(chargeAnimation, 0, 0f);
|
||||||
|
|
||||||
Debug.Log("[ChargeMonster] 돌진 시작!");
|
Debug.Log("[ChargeMonster] 돌진 시작!");
|
||||||
|
|
||||||
float chargeStartTime = Time.time;
|
float chargeStartTime = Time.time;
|
||||||
|
|
||||||
while (Time.time < chargeStartTime + chargeDuration)
|
while (Time.time < chargeStartTime + chargeDuration)
|
||||||
{
|
{
|
||||||
// 빠르게 앞으로 이동
|
// 돌진 중에도 방향을 잃지 않도록
|
||||||
if (_rigidbody != null)
|
if (_rigidbody != null)
|
||||||
{
|
{
|
||||||
_rigidbody.velocity = chargeDirection * chargeSpeed;
|
_rigidbody.velocity = chargeDirection * chargeSpeed;
|
||||||
|
|
@ -158,32 +138,38 @@ public class ChargeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
transform.position += chargeDirection * chargeSpeed * Time.deltaTime;
|
transform.position += chargeDirection * chargeSpeed * Time.deltaTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 돌진 종료
|
// 돌진 끝 정리
|
||||||
if (_rigidbody != null)
|
if (_rigidbody != null)
|
||||||
{
|
{
|
||||||
_rigidbody.velocity = Vector3.zero;
|
_rigidbody.velocity = Vector3.zero;
|
||||||
_rigidbody.isKinematic = true;
|
_rigidbody.isKinematic = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// NavMeshAgent 다시 켜기
|
// Agent 다시 켜기
|
||||||
if (agent != null) agent.enabled = true;
|
if (agent != null)
|
||||||
|
{
|
||||||
|
agent.enabled = true;
|
||||||
|
// 켜지자마자 미끄러짐 방지
|
||||||
|
agent.ResetPath();
|
||||||
|
agent.velocity = Vector3.zero;
|
||||||
|
}
|
||||||
|
|
||||||
isCharging = false;
|
isCharging = false;
|
||||||
Debug.Log("[ChargeMonster] 돌진 종료!");
|
Debug.Log("[ChargeMonster] 돌진 종료, 쿨타임 시작");
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateMovementAnimation()
|
void UpdateMovementAnimation()
|
||||||
{
|
{
|
||||||
if (isCharging || isPreparing || isHit || isResting) return;
|
if (isCharging || isPreparing || isHit || isResting) return;
|
||||||
|
|
||||||
if (agent.velocity.magnitude < 0.1f)
|
// Agent가 켜져 있고 움직일 때만 걷기 모션
|
||||||
animator.Play(Monster_Idle);
|
if (agent.enabled && agent.velocity.magnitude > 0.1f)
|
||||||
else
|
|
||||||
animator.Play(Monster_Walk);
|
animator.Play(Monster_Walk);
|
||||||
|
else
|
||||||
|
animator.Play(Monster_Idle);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Patrol()
|
void Patrol()
|
||||||
|
|
@ -202,10 +188,6 @@ public class ChargeMonster : MonsterClass
|
||||||
nextPatrolTime = Time.time + patrolInterval;
|
nextPatrolTime = Time.time + patrolInterval;
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
// 충돌 감지 (돌진 중 플레이어와 충돌)
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
private void OnCollisionEnter(Collision collision)
|
private void OnCollisionEnter(Collision collision)
|
||||||
{
|
{
|
||||||
if (!isCharging) return;
|
if (!isCharging) return;
|
||||||
|
|
@ -217,23 +199,12 @@ public class ChargeMonster : MonsterClass
|
||||||
if (!playerHealth.isInvincible)
|
if (!playerHealth.isInvincible)
|
||||||
{
|
{
|
||||||
playerHealth.TakeDamage(attackDamage);
|
playerHealth.TakeDamage(attackDamage);
|
||||||
Debug.Log($"[ChargeMonster] 돌진 적중! 데미지: {attackDamage}");
|
Debug.Log($"[ChargeMonster] 쾅! 데미지: {attackDamage}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
|
||||||
// Trigger 감지
|
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
|
||||||
{
|
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = false;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
@ -3,40 +3,35 @@ using UnityEngine.AI;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 자폭 몬스터
|
/// 자폭 몬스터 (Kamikaze)
|
||||||
/// - 플레이어에게 빠르게 접근
|
/// - 플레이어에게 전력 질주
|
||||||
/// - 일정 거리 내에 들어오면 폭발
|
/// - 범위 내 진입 시 제자리에서 카운트다운 후 폭발
|
||||||
/// - 범위 내 모든 대상에게 데미지
|
|
||||||
/// - 자신도 사망
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public class ExplodeMonster : MonsterClass
|
public class ExplodeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
[Header("=== 자폭 설정 ===")]
|
[Header("=== 자폭 설정 ===")]
|
||||||
[SerializeField] private float explodeRange = 3f; // 폭발 범위
|
[SerializeField] private float explodeRange = 4f; // 데미지 입히는 범위 (폭발 반경)
|
||||||
[SerializeField] private float triggerRange = 2f; // 폭발 시작 거리
|
[SerializeField] private float triggerRange = 2.5f; // 폭발을 시작하는 거리 (이 안에 들어오면 카운트다운)
|
||||||
[SerializeField] private float fuseTime = 1.5f; // 폭발까지 지연 시간
|
[SerializeField] private float fuseTime = 1.5f; // 지연 시간 (도망갈 기회 줌)
|
||||||
[SerializeField] private float explosionDamage = 50f; // 폭발 데미지 (기본 공격력 무시)
|
[SerializeField] private float explosionDamage = 50f; // 폭발 데미지
|
||||||
[SerializeField] private bool damagesSelf = true; // 자신도 죽는가?
|
|
||||||
|
|
||||||
[Header("폭발 효과")]
|
[Header("폭발 효과")]
|
||||||
[SerializeField] private GameObject explosionEffectPrefab; // 폭발 이펙트
|
[SerializeField] private GameObject explosionEffectPrefab; // 쾅! 이펙트 프리팹
|
||||||
[SerializeField] private ParticleSystem fuseEffect; // 퓨즈 불꽃 효과
|
[SerializeField] private ParticleSystem fuseEffect; // 몸에서 불꽃 튀는 이펙트 (선택)
|
||||||
[SerializeField] private AudioClip fuseSound; // 치익~ 소리
|
[SerializeField] private AudioClip fuseSound; // 치익~ 소리
|
||||||
[SerializeField] private AudioClip explosionSound; // 폭발음
|
[SerializeField] private AudioClip explosionSound; // 쾅! 소리
|
||||||
[SerializeField] private float cameraShakeIntensity = 0.5f; // 화면 흔들림
|
|
||||||
|
|
||||||
[Header("애니메이션")]
|
[Header("애니메이션")]
|
||||||
[SerializeField] private string runAnimation = "Monster_Run"; // 달리기
|
[SerializeField] private string runAnimation = "Monster_Run"; // 달리기
|
||||||
[SerializeField] private string fuseAnimation = "Monster_Fuse"; // 폭발 준비
|
[SerializeField] private string fuseAnimation = "Monster_Fuse"; // 부들부들(폭발 준비)
|
||||||
[SerializeField] private string explodeAnimation = "Monster_Explode"; // 폭발
|
|
||||||
|
|
||||||
[Header("AI 설정")]
|
[Header("AI 설정")]
|
||||||
[SerializeField] private float chaseSpeed = 5f; // 추격 속도 (빠르게!)
|
[SerializeField] private float chaseSpeed = 6f; // 이동 속도 (다른 애들보다 빨라야 무서움)
|
||||||
[SerializeField] private float patrolRadius = 5f;
|
[SerializeField] private float patrolRadius = 5f;
|
||||||
[SerializeField] private float patrolInterval = 2f;
|
[SerializeField] private float patrolInterval = 2f;
|
||||||
|
|
||||||
private bool isExploding = false; // 폭발 준비 중
|
private bool isExploding = false; // 폭발 진행 중?
|
||||||
private bool hasExploded = false; // 이미 폭발했는가?
|
private bool hasExploded = false; // 이미 터졌나?
|
||||||
private float nextPatrolTime;
|
private float nextPatrolTime;
|
||||||
private bool isPlayerInZone;
|
private bool isPlayerInZone;
|
||||||
|
|
||||||
|
|
@ -48,12 +43,11 @@ public class ExplodeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
if (agent != null)
|
if (agent != null)
|
||||||
{
|
{
|
||||||
agent.speed = chaseSpeed; // 빠르게!
|
agent.speed = chaseSpeed; // 속도 설정
|
||||||
agent.stoppingDistance = 0.5f; // 최대한 가까이
|
agent.stoppingDistance = 0.5f; // 바짝 붙음
|
||||||
}
|
}
|
||||||
if (animator != null) animator.applyRootMotion = false;
|
if (animator != null) animator.applyRootMotion = false;
|
||||||
|
|
||||||
// 퓨즈 이펙트 끄기
|
|
||||||
if (fuseEffect != null) fuseEffect.Stop();
|
if (fuseEffect != null) fuseEffect.Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -74,7 +68,7 @@ public class ExplodeMonster : MonsterClass
|
||||||
|
|
||||||
float distance = Vector3.Distance(transform.position, playerTransform.position);
|
float distance = Vector3.Distance(transform.position, playerTransform.position);
|
||||||
|
|
||||||
// 플레이어 발견하면 무조건 돌진!
|
// 플레이어가 감지 범위(15m) 안에 있거나 트리거에 닿았으면 추격
|
||||||
if (isPlayerInZone || distance <= 15f)
|
if (isPlayerInZone || distance <= 15f)
|
||||||
{
|
{
|
||||||
ChasePlayer(distance);
|
ChasePlayer(distance);
|
||||||
|
|
@ -82,24 +76,27 @@ public class ExplodeMonster : MonsterClass
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Patrol();
|
Patrol();
|
||||||
|
UpdateMovementAnimation();
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateMovementAnimation();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ChasePlayer(float distance)
|
void ChasePlayer(float distance)
|
||||||
{
|
{
|
||||||
// 폭발 범위 안에 들어오면 폭발!
|
// 1. 폭발 시작 거리 안으로 들어왔다? -> 점화!
|
||||||
if (distance <= triggerRange)
|
if (distance <= triggerRange)
|
||||||
{
|
{
|
||||||
StartCoroutine(Explode());
|
StartCoroutine(ExplodeRoutine());
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 플레이어에게 전력 질주!
|
// 2. 아직 멀었다? -> 전력 질주
|
||||||
if (agent.isOnNavMesh)
|
if (agent.isOnNavMesh)
|
||||||
{
|
{
|
||||||
|
agent.isStopped = false;
|
||||||
agent.SetDestination(playerTransform.position);
|
agent.SetDestination(playerTransform.position);
|
||||||
|
|
||||||
|
// 달리기 애니메이션
|
||||||
|
animator.Play(runAnimation);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -107,15 +104,10 @@ public class ExplodeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
if (isExploding || isHit) return;
|
if (isExploding || isHit) return;
|
||||||
|
|
||||||
// 빠르게 달리는 애니메이션
|
|
||||||
if (agent.velocity.magnitude > 0.1f)
|
if (agent.velocity.magnitude > 0.1f)
|
||||||
{
|
|
||||||
animator.Play(runAnimation);
|
animator.Play(runAnimation);
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
|
||||||
animator.Play(Monster_Idle);
|
animator.Play(Monster_Idle);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Patrol()
|
void Patrol()
|
||||||
|
|
@ -135,61 +127,46 @@ public class ExplodeMonster : MonsterClass
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
// 💣 폭발 코루틴
|
// 💣 폭발 시퀀스 (점화 -> 대기 -> 쾅!)
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
|
|
||||||
IEnumerator Explode()
|
IEnumerator ExplodeRoutine()
|
||||||
{
|
{
|
||||||
if (hasExploded) yield break;
|
if (hasExploded) yield break;
|
||||||
|
|
||||||
isExploding = true;
|
isExploding = true;
|
||||||
hasExploded = true;
|
hasExploded = true;
|
||||||
|
isAttacking = true; // 부모 클래스 간섭 방지
|
||||||
|
|
||||||
// 이동 멈춤
|
// ⭐ [핵심] 급브레이크! (문워크 방지)
|
||||||
if (agent.isOnNavMesh)
|
if (agent.isOnNavMesh)
|
||||||
{
|
{
|
||||||
agent.isStopped = true;
|
agent.isStopped = true;
|
||||||
agent.velocity = Vector3.zero;
|
agent.ResetPath(); // 목적지 삭제
|
||||||
|
agent.velocity = Vector3.zero; // 속도 0
|
||||||
}
|
}
|
||||||
|
|
||||||
Debug.Log($"[ExplodeMonster] 💣 폭발 카운트다운 시작! ({fuseTime}초)");
|
Debug.Log($"💣 자폭 카운트다운! ({fuseTime}초 뒤 폭발)");
|
||||||
|
|
||||||
// 폭발 준비 애니메이션
|
// 1. 부들부들 떨기 (폭발 준비 모션)
|
||||||
if (!string.IsNullOrEmpty(fuseAnimation))
|
if (!string.IsNullOrEmpty(fuseAnimation)) animator.Play(fuseAnimation);
|
||||||
{
|
|
||||||
animator.Play(fuseAnimation, 0, 0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 퓨즈 이펙트 시작
|
// 2. 치익~ 소리 & 이펙트
|
||||||
if (fuseEffect != null)
|
if (fuseEffect != null) fuseEffect.Play();
|
||||||
{
|
if (fuseSound != null && audioSource != null) audioSource.PlayOneShot(fuseSound);
|
||||||
fuseEffect.Play();
|
|
||||||
}
|
|
||||||
|
|
||||||
// 치익~ 소리
|
// 3. 도망갈 시간 주기
|
||||||
if (fuseSound != null && audioSource != null)
|
|
||||||
{
|
|
||||||
audioSource.PlayOneShot(fuseSound);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 대기 (퓨즈 타는 시간)
|
|
||||||
yield return new WaitForSeconds(fuseTime);
|
yield return new WaitForSeconds(fuseTime);
|
||||||
|
|
||||||
// 💥 폭발!
|
// 4. 쾅!
|
||||||
PerformExplosion();
|
PerformExplosion();
|
||||||
}
|
}
|
||||||
|
|
||||||
void PerformExplosion()
|
void PerformExplosion()
|
||||||
{
|
{
|
||||||
Debug.Log("[ExplodeMonster] 💥💥💥 폭발!!!");
|
Debug.Log("💥💥💥 쾅!!!");
|
||||||
|
|
||||||
// 폭발 애니메이션
|
// 폭발 이펙트 생성 (Particle System)
|
||||||
if (!string.IsNullOrEmpty(explodeAnimation))
|
|
||||||
{
|
|
||||||
animator.Play(explodeAnimation, 0, 0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 폭발 이펙트 생성
|
|
||||||
if (explosionEffectPrefab != null)
|
if (explosionEffectPrefab != null)
|
||||||
{
|
{
|
||||||
Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity);
|
Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity);
|
||||||
|
|
@ -201,31 +178,21 @@ public class ExplodeMonster : MonsterClass
|
||||||
AudioSource.PlayClipAtPoint(explosionSound, transform.position, 1f);
|
AudioSource.PlayClipAtPoint(explosionSound, transform.position, 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
//// 화면 흔들림 (CameraShake가 있다면)
|
// 주변 데미지 처리
|
||||||
//CameraShake cameraShake = Camera.main?.GetComponent<CameraShake>();
|
|
||||||
//if (cameraShake != null)
|
|
||||||
//{
|
|
||||||
// cameraShake.Shake(cameraShakeIntensity, 0.5f);
|
|
||||||
//}
|
|
||||||
|
|
||||||
// 범위 내 모든 대상에게 데미지
|
|
||||||
DamageNearbyTargets();
|
DamageNearbyTargets();
|
||||||
|
|
||||||
// 자신도 사망
|
// 몬스터 사망 처리 (MonsterClass 기능 사용)
|
||||||
if (damagesSelf)
|
Die();
|
||||||
{
|
|
||||||
Die();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void DamageNearbyTargets()
|
void DamageNearbyTargets()
|
||||||
{
|
{
|
||||||
// 폭발 범위 내 모든 Collider 찾기
|
// 폭발 범위(Sphere) 안에 있는 모든 물체 검사
|
||||||
Collider[] hitColliders = Physics.OverlapSphere(transform.position, explodeRange);
|
Collider[] hitColliders = Physics.OverlapSphere(transform.position, explodeRange);
|
||||||
|
|
||||||
foreach (Collider hit in hitColliders)
|
foreach (Collider hit in hitColliders)
|
||||||
{
|
{
|
||||||
// 플레이어인가?
|
// 플레이어 데미지
|
||||||
if (hit.CompareTag("Player"))
|
if (hit.CompareTag("Player"))
|
||||||
{
|
{
|
||||||
if (hit.TryGetComponent<PlayerHealth>(out var playerHealth))
|
if (hit.TryGetComponent<PlayerHealth>(out var playerHealth))
|
||||||
|
|
@ -233,77 +200,41 @@ public class ExplodeMonster : MonsterClass
|
||||||
if (!playerHealth.isInvincible)
|
if (!playerHealth.isInvincible)
|
||||||
{
|
{
|
||||||
playerHealth.TakeDamage(explosionDamage);
|
playerHealth.TakeDamage(explosionDamage);
|
||||||
Debug.Log($"[ExplodeMonster] 💥 플레이어 적중! 데미지: {explosionDamage}");
|
Debug.Log($"💥 플레이어 폭사! 데미지: {explosionDamage}");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// 다른 몬스터도 데미지 받게 하려면 (선택사항)
|
// (선택사항) 주변 몬스터도 팀킬?
|
||||||
else if (hit.CompareTag("Enemy") && hit.gameObject != gameObject)
|
else if (hit.CompareTag("Enemy") && hit.gameObject != gameObject)
|
||||||
{
|
{
|
||||||
if (hit.TryGetComponent<IDamageable>(out var damageable))
|
// 팀킬 로직이 필요하면 여기에 추가
|
||||||
{
|
|
||||||
damageable.TakeDamage(explosionDamage * 0.5f); // 절반 데미지
|
|
||||||
Debug.Log($"[ExplodeMonster] 💥 다른 몬스터도 피해! {hit.name}");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
// 피격 시: 즉시 폭발! (선택사항)
|
// 유틸리티
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
|
|
||||||
protected override void OnStartHit()
|
// 자폭병은 때려도 폭발 안 멈춤 (취향에 따라 수정 가능)
|
||||||
{
|
protected override void OnStartHit() { }
|
||||||
// 선택사항: 맞으면 바로 폭발하게 하려면 주석 해제
|
|
||||||
// if (!hasExploded && !isExploding)
|
|
||||||
// {
|
|
||||||
// StartCoroutine(Explode());
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
// 사망 시: 폭발 효과 정리
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
|
// 죽을 때 퓨즈 끄기
|
||||||
protected override void OnDie()
|
protected override void OnDie()
|
||||||
{
|
{
|
||||||
if (fuseEffect != null && fuseEffect.isPlaying)
|
if (fuseEffect != null && fuseEffect.isPlaying) fuseEffect.Stop();
|
||||||
{
|
|
||||||
fuseEffect.Stop();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
|
||||||
// Trigger 감지
|
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
|
||||||
{
|
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
// Gizmos (폭발 범위 시각화)
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
|
||||||
|
|
||||||
|
// 에디터에서 범위 보여주기
|
||||||
private void OnDrawGizmosSelected()
|
private void OnDrawGizmosSelected()
|
||||||
{
|
{
|
||||||
// 폭발 시작 범위 (빨강)
|
|
||||||
Gizmos.color = Color.red;
|
Gizmos.color = Color.red;
|
||||||
Gizmos.DrawWireSphere(transform.position, triggerRange);
|
Gizmos.DrawWireSphere(transform.position, triggerRange); // 감지 범위
|
||||||
|
|
||||||
// 폭발 데미지 범위 (주황)
|
|
||||||
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f);
|
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f);
|
||||||
Gizmos.DrawSphere(transform.position, explodeRange);
|
Gizmos.DrawSphere(transform.position, explodeRange); // 폭발 데미지 범위
|
||||||
|
|
||||||
// 외곽선
|
|
||||||
Gizmos.color = Color.yellow;
|
|
||||||
Gizmos.DrawWireSphere(transform.position, explodeRange);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,5 +1,6 @@
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
|
using System.Collections; // IEnumerator 사용을 위해 추가
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 근접 공격 몬스터 (칼, 도끼 등)
|
/// 근접 공격 몬스터 (칼, 도끼 등)
|
||||||
|
|
@ -7,7 +8,7 @@ using UnityEngine.AI;
|
||||||
public class MeleeMonster : MonsterClass
|
public class MeleeMonster : MonsterClass
|
||||||
{
|
{
|
||||||
[Header("=== 근접 공격 설정 ===")]
|
[Header("=== 근접 공격 설정 ===")]
|
||||||
[SerializeField] private MonsterWeapon myWeapon;
|
// [SerializeField] private MonsterWeapon myWeapon;
|
||||||
[SerializeField] private float attackRange = 2f;
|
[SerializeField] private float attackRange = 2f;
|
||||||
[SerializeField] private float attackDelay = 1.5f;
|
[SerializeField] private float attackDelay = 1.5f;
|
||||||
|
|
||||||
|
|
@ -125,23 +126,26 @@ public class MeleeMonster : MonsterClass
|
||||||
|
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
// 공격 이벤트 (애니메이션에서 호출)
|
// 공격 이벤트 (애니메이션에서 호출)
|
||||||
|
// ⭐ [핵심 수정] override 추가!
|
||||||
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||||
|
|
||||||
public void OnAttackStart()
|
public override void OnAttackStart()
|
||||||
{
|
{
|
||||||
|
// base.OnAttackStart(); // 부모 기능도 쓰고 싶으면 주석 해제
|
||||||
isAttacking = true;
|
isAttacking = true;
|
||||||
isResting = false;
|
isResting = false;
|
||||||
if (myWeapon != null) myWeapon.EnableHitBox();
|
if (myWeapon != null) myWeapon.EnableHitBox();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnAttackEnd()
|
public override void OnAttackEnd()
|
||||||
{
|
{
|
||||||
if (myWeapon != null) myWeapon.DisableHitBox();
|
if (myWeapon != null) myWeapon.DisableHitBox();
|
||||||
isAttacking = false;
|
isAttacking = false;
|
||||||
if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
|
if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
|
||||||
}
|
}
|
||||||
|
|
||||||
System.Collections.IEnumerator RestAfterAttack()
|
// ⭐ [핵심 수정] override 및 protected 추가!
|
||||||
|
protected override IEnumerator RestAfterAttack()
|
||||||
{
|
{
|
||||||
isResting = true;
|
isResting = true;
|
||||||
yield return new WaitForSeconds(attackRestDuration);
|
yield return new WaitForSeconds(attackRestDuration);
|
||||||
|
|
|
||||||
|
|
@ -1,82 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 원거리 공격 발사체 (화살, 마법탄 등)
|
|
||||||
/// </summary>
|
|
||||||
public class Projectile : MonoBehaviour
|
|
||||||
{
|
|
||||||
private Vector3 _direction;
|
|
||||||
private float _speed;
|
|
||||||
private float _damage;
|
|
||||||
private bool _isInitialized = false;
|
|
||||||
|
|
||||||
[Header("설정")]
|
|
||||||
[SerializeField] private float lifetime = 5f; // 수명
|
|
||||||
[SerializeField] private GameObject hitEffectPrefab; // 충돌 이펙트
|
|
||||||
|
|
||||||
private Rigidbody _rigidbody;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_rigidbody = GetComponent<Rigidbody>();
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 발사체 초기화
|
|
||||||
/// </summary>
|
|
||||||
public void Initialize(Vector3 direction, float speed, float damage)
|
|
||||||
{
|
|
||||||
_direction = direction.normalized;
|
|
||||||
_speed = speed;
|
|
||||||
_damage = damage;
|
|
||||||
_isInitialized = true;
|
|
||||||
|
|
||||||
// Rigidbody로 발사
|
|
||||||
if (_rigidbody != null)
|
|
||||||
{
|
|
||||||
_rigidbody.velocity = _direction * _speed;
|
|
||||||
}
|
|
||||||
|
|
||||||
// 수명 후 파괴
|
|
||||||
Destroy(gameObject, lifetime);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (!_isInitialized) return;
|
|
||||||
|
|
||||||
// Rigidbody가 없으면 수동으로 이동
|
|
||||||
if (_rigidbody == null)
|
|
||||||
{
|
|
||||||
transform.position += _direction * _speed * Time.fixedDeltaTime;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
|
||||||
// 발사한 몬스터 무시
|
|
||||||
if (other.CompareTag("Enemy")) return;
|
|
||||||
|
|
||||||
// 플레이어와 충돌
|
|
||||||
if (other.CompareTag("Player"))
|
|
||||||
{
|
|
||||||
if (other.TryGetComponent<PlayerHealth>(out var playerHealth))
|
|
||||||
{
|
|
||||||
if (!playerHealth.isInvincible)
|
|
||||||
{
|
|
||||||
playerHealth.TakeDamage(_damage);
|
|
||||||
Debug.Log($"[Projectile] 플레이어 적중! 데미지: {_damage}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 충돌 이펙트
|
|
||||||
if (hitEffectPrefab != null)
|
|
||||||
{
|
|
||||||
Instantiate(hitEffectPrefab, transform.position, Quaternion.identity);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 발사체 파괴
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -2,183 +2,212 @@
|
||||||
using UnityEngine.AI;
|
using UnityEngine.AI;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
public class SmartThrowMonster : MonsterClass
|
/// <summary>
|
||||||
|
/// 통합 원거리 몬스터 (키 작은 플레이어 머리 조준 기능 추가)
|
||||||
|
/// 파일 이름을 반드시 [ UniversalRangedMonster.cs ] 로 맞춰주세요!
|
||||||
|
/// </summary>
|
||||||
|
public class UniversalRangedMonster : MonsterClass
|
||||||
{
|
{
|
||||||
public enum ThrowType { Unlimited, Reload } // 무제한(활) vs 재장전(돌)
|
public enum AttackStyle { Straight, Lob }
|
||||||
|
|
||||||
[Header("=== 투척/원거리 설정 ===")]
|
[Header("=== 🏹 공격 스타일 선택 ===")]
|
||||||
[SerializeField] private ThrowType attackType = ThrowType.Unlimited;
|
[SerializeField] private AttackStyle attackStyle = AttackStyle.Straight;
|
||||||
[SerializeField] private GameObject projectilePrefab; // 날아갈 물체
|
|
||||||
[SerializeField] private Transform firePoint; // 발사 위치
|
|
||||||
[SerializeField] private GameObject handModel; // 손에 들고 있는 모델 (던지면 꺼짐)
|
|
||||||
|
|
||||||
[Header("수치 설정")]
|
[Header("공통 설정")]
|
||||||
[SerializeField] private float reloadTime = 2.0f; // 돌 다시 생기는 시간
|
[SerializeField] private GameObject projectilePrefab;
|
||||||
[SerializeField] private float throwForce = 15f; // 던지는 힘 (곡사)
|
[SerializeField] private Transform firePoint;
|
||||||
[SerializeField] private float throwUpward = 5f; // 위로 띄우는 힘
|
|
||||||
[SerializeField] private float attackRange = 10f;
|
[SerializeField] private float attackRange = 10f;
|
||||||
[SerializeField] private float attackDelay = 2f;
|
[SerializeField] private float attackDelay = 2f;
|
||||||
[SerializeField] private float detectRange = 15f; // 플레이어 감지 거리
|
[SerializeField] private float detectRange = 15f;
|
||||||
|
|
||||||
[Header("애니메이션")]
|
[Header("🔹 직선 발사 설정 (활/총)")]
|
||||||
[SerializeField] private string throwAnim = "Monster_Throw";
|
[SerializeField] private float projectileSpeed = 20f;
|
||||||
|
[SerializeField] private float minDistance = 5f;
|
||||||
|
|
||||||
|
[Header("🔸 곡사 투척 설정 (돌/폭탄)")]
|
||||||
|
[Tooltip("체크하면 거리/높이를 계산해서 정확히 맞춥니다.")]
|
||||||
|
[SerializeField] private bool usePreciseLob = true;
|
||||||
|
|
||||||
|
[Tooltip("던지는 각도 (45도가 최대 사거리)")]
|
||||||
|
[Range(15f, 75f)][SerializeField] private float launchAngle = 45f;
|
||||||
|
|
||||||
|
// ⭐ [추가됨] 조준 높이 보정 (키 작은 플레이어 해결용)
|
||||||
|
[Tooltip("0이면 발가락, 1.0이면 명치, 1.5면 머리를 노립니다.")]
|
||||||
|
[SerializeField] private float aimHeight = 1.2f;
|
||||||
|
|
||||||
|
[Header("🏃♂️ 도망 설정")]
|
||||||
|
[SerializeField] private float fleeDistance = 5f;
|
||||||
|
|
||||||
|
[Header("애니메이션 & 기타")]
|
||||||
|
[SerializeField] private float throwForce = 15f; // (정밀 모드 꺼졌을 때 사용)
|
||||||
|
[SerializeField] private float throwUpward = 5f; // (정밀 모드 꺼졌을 때 사용)
|
||||||
|
[SerializeField] private float reloadTime = 2.0f;
|
||||||
|
[SerializeField] private GameObject handModel;
|
||||||
|
[SerializeField] private bool aimAtPlayer = true;
|
||||||
|
|
||||||
|
[SerializeField] private string attackAnim = "Monster_Attack";
|
||||||
[SerializeField] private string walkAnim = "Monster_Walk";
|
[SerializeField] private string walkAnim = "Monster_Walk";
|
||||||
|
|
||||||
// ⭐ [추가] 순찰 관련 변수
|
|
||||||
[Header("AI 순찰 설정")]
|
|
||||||
[SerializeField] private float patrolRadius = 5f;
|
[SerializeField] private float patrolRadius = 5f;
|
||||||
[SerializeField] private float patrolInterval = 3f;
|
[SerializeField] private float patrolInterval = 3f;
|
||||||
|
|
||||||
private float lastAttackTime;
|
private float lastAttackTime;
|
||||||
private bool isReloading = false; // 돌 줍는 중인가?
|
private float nextPatrolTime;
|
||||||
private float nextPatrolTime; // 다음 순찰 시간
|
// private bool isPlayerInZone;
|
||||||
private bool isPlayerInZone; // 플레이어가 감지 범위 내에 있는가?
|
private bool isReloading = false;
|
||||||
|
|
||||||
protected override void Init()
|
protected override void Init()
|
||||||
{
|
{
|
||||||
if (agent != null) agent.stoppingDistance = attackRange * 0.8f;
|
if (agent != null) { agent.stoppingDistance = attackRange * 0.8f; agent.speed = 3.5f; }
|
||||||
if (animator != null) animator.applyRootMotion = false;
|
if (animator != null) animator.applyRootMotion = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void ExecuteAILogic()
|
protected override void ExecuteAILogic()
|
||||||
{
|
{
|
||||||
if (isHit || isAttacking || isReloading || isResting) return;
|
if (isHit || isAttacking || isResting || isReloading) return;
|
||||||
|
if (isAttacking && animator.GetCurrentAnimatorStateInfo(0).IsName(Monster_Idle)) OnAttackEnd();
|
||||||
|
|
||||||
float dist = Vector3.Distance(transform.position, playerTransform.position);
|
float dist = Vector3.Distance(transform.position, playerTransform.position);
|
||||||
|
|
||||||
// 1. 플레이어를 감지했거나(Trigger), 사거리 안에 있거나, 감지 거리 안에 있을 때 -> 전투 모드
|
if (dist <= detectRange) HandleCombat(dist);
|
||||||
if (isPlayerInZone || dist <= attackRange || dist <= detectRange)
|
|
||||||
{
|
|
||||||
if (dist <= attackRange)
|
|
||||||
{
|
|
||||||
TryAttack();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// 사거리 밖이면 추적
|
|
||||||
if (agent.isOnNavMesh)
|
|
||||||
{
|
|
||||||
agent.isStopped = false;
|
|
||||||
agent.SetDestination(playerTransform.position);
|
|
||||||
UpdateMovementAnimation();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
// 2. 플레이어 없음 -> 순찰 모드
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
if (agent.hasPath && agent.destination == playerTransform.position) { agent.ResetPath(); nextPatrolTime = 0; }
|
||||||
Patrol();
|
Patrol();
|
||||||
UpdateMovementAnimation();
|
UpdateMovementAnimation();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void HandleCombat(float dist)
|
||||||
|
{
|
||||||
|
if (attackStyle == AttackStyle.Straight && dist < minDistance) RetreatFromPlayer();
|
||||||
|
else if (dist <= attackRange) TryAttack();
|
||||||
|
else { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(playerTransform.position); UpdateMovementAnimation(); } }
|
||||||
|
}
|
||||||
|
|
||||||
void TryAttack()
|
void TryAttack()
|
||||||
{
|
{
|
||||||
if (Time.time < lastAttackTime + attackDelay) return;
|
if (Time.time < lastAttackTime + attackDelay) return;
|
||||||
if (isReloading) return; // 돌 없으면 못 던짐
|
|
||||||
|
|
||||||
lastAttackTime = Time.time;
|
lastAttackTime = Time.time;
|
||||||
isAttacking = true;
|
isAttacking = true;
|
||||||
|
|
||||||
// 조준 (멈추고 바라보기)
|
|
||||||
if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
||||||
transform.LookAt(new Vector3(playerTransform.position.x, transform.position.y, playerTransform.position.z));
|
|
||||||
|
|
||||||
animator.Play(throwAnim);
|
Vector3 lookDir = (playerTransform.position - transform.position).normalized;
|
||||||
|
lookDir.y = 0;
|
||||||
|
if (lookDir != Vector3.zero) transform.rotation = Quaternion.LookRotation(lookDir);
|
||||||
|
|
||||||
|
animator.Play(attackAnim);
|
||||||
}
|
}
|
||||||
|
|
||||||
// ⭐ [추가] 순찰 로직
|
|
||||||
void Patrol()
|
|
||||||
{
|
|
||||||
if (Time.time < nextPatrolTime) return;
|
|
||||||
|
|
||||||
Vector3 randomPoint = transform.position + new Vector3(
|
|
||||||
Random.Range(-patrolRadius, patrolRadius),
|
|
||||||
0,
|
|
||||||
Random.Range(-patrolRadius, patrolRadius)
|
|
||||||
);
|
|
||||||
|
|
||||||
if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas))
|
|
||||||
{
|
|
||||||
if (agent.isOnNavMesh)
|
|
||||||
{
|
|
||||||
agent.SetDestination(hit.position);
|
|
||||||
agent.isStopped = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
nextPatrolTime = Time.time + patrolInterval;
|
|
||||||
}
|
|
||||||
|
|
||||||
// ⭐ [추가] 움직임 애니메이션 관리
|
|
||||||
void UpdateMovementAnimation()
|
|
||||||
{
|
|
||||||
if (isAttacking || isHit || isResting) return;
|
|
||||||
|
|
||||||
if (agent.velocity.magnitude > 0.1f)
|
|
||||||
animator.Play(walkAnim);
|
|
||||||
else
|
|
||||||
animator.Play(Monster_Idle);
|
|
||||||
}
|
|
||||||
|
|
||||||
// ⭐ 애니메이션 이벤트: OnAttackStart
|
|
||||||
public override void OnAttackStart()
|
public override void OnAttackStart()
|
||||||
{
|
{
|
||||||
if (projectilePrefab && firePoint)
|
if (!projectilePrefab || !firePoint) return;
|
||||||
|
|
||||||
|
GameObject obj = Instantiate(projectilePrefab, firePoint.position, transform.rotation);
|
||||||
|
|
||||||
|
if (obj.TryGetComponent<Projectile>(out var proj))
|
||||||
{
|
{
|
||||||
// 1. 발사체 생성
|
float speed = (attackStyle == AttackStyle.Straight) ? projectileSpeed : 0f;
|
||||||
GameObject obj = Instantiate(projectilePrefab, firePoint.position, transform.rotation);
|
proj.Initialize(transform.forward, speed, attackDamage);
|
||||||
|
}
|
||||||
|
|
||||||
// 데미지 전달
|
if (attackStyle == AttackStyle.Lob)
|
||||||
if (obj.TryGetComponent<Projectile>(out var proj))
|
{
|
||||||
|
Rigidbody rb = obj.GetComponent<Rigidbody>();
|
||||||
|
if (rb)
|
||||||
{
|
{
|
||||||
// 돌 던지기(Reload) 타입이면 초기 속도 0 (물리력으로 날림)
|
rb.useGravity = true;
|
||||||
// 활 쏘기(Unlimited) 타입이면 Projectile 자체 속도 사용
|
|
||||||
float initSpeed = (attackType == ThrowType.Reload) ? 0f : 20f;
|
|
||||||
proj.Initialize(transform.forward, initSpeed, attackDamage);
|
|
||||||
}
|
|
||||||
|
|
||||||
// 물리력으로 던지기 (돌 던지기 타입일 때만)
|
// ⭐ 목표 지점 설정 (플레이어 위치 + 높이 보정)
|
||||||
if (attackType == ThrowType.Reload)
|
Vector3 targetPos = playerTransform.position + Vector3.up * aimHeight;
|
||||||
{
|
|
||||||
Rigidbody rb = obj.GetComponent<Rigidbody>();
|
if (usePreciseLob)
|
||||||
if (rb)
|
|
||||||
{
|
{
|
||||||
rb.useGravity = true;
|
// 보정된 위치(targetPos)를 기준으로 탄도 계산
|
||||||
Vector3 force = transform.forward * throwForce + Vector3.up * throwUpward;
|
Vector3 velocity = CalculateLobVelocity(firePoint.position, targetPos, launchAngle);
|
||||||
rb.AddForce(force, ForceMode.Impulse);
|
|
||||||
|
if (!float.IsNaN(velocity.x))
|
||||||
|
{
|
||||||
|
rb.velocity = velocity;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 계산 실패 시 백업
|
||||||
|
rb.AddForce(transform.forward * throwForce + Vector3.up * throwUpward, ForceMode.Impulse);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector3 dir = aimAtPlayer ? (targetPos - firePoint.position).normalized : transform.forward;
|
||||||
|
// dir.y = 0; // 높이 조준을 위해 y제거 주석 처리 (원하면 해제)
|
||||||
|
rb.AddForce(dir * throwForce + Vector3.up * throwUpward, ForceMode.Impulse);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2. 손에 있는 모델 숨기기
|
if (handModel != null) { handModel.SetActive(false); StartCoroutine(ReloadRoutine()); }
|
||||||
if (attackType == ThrowType.Reload && handModel != null)
|
|
||||||
{
|
|
||||||
handModel.SetActive(false);
|
|
||||||
StartCoroutine(ReloadRoutine());
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Vector3 CalculateLobVelocity(Vector3 origin, Vector3 target, float angle)
|
||||||
|
{
|
||||||
|
Vector3 dir = target - origin;
|
||||||
|
float height = dir.y;
|
||||||
|
dir.y = 0;
|
||||||
|
float dist = dir.magnitude;
|
||||||
|
|
||||||
|
float a = angle * Mathf.Deg2Rad;
|
||||||
|
|
||||||
|
dir.y = dist * Mathf.Tan(a);
|
||||||
|
dist += height / Mathf.Tan(a);
|
||||||
|
|
||||||
|
float gravity = Physics.gravity.magnitude;
|
||||||
|
float velocitySq = (gravity * dist * dist) / (2 * Mathf.Pow(Mathf.Cos(a), 2) * (dist * Mathf.Tan(a) - height));
|
||||||
|
|
||||||
|
if (velocitySq <= 0) return Vector3.zero;
|
||||||
|
|
||||||
|
float velocity = Mathf.Sqrt(velocitySq);
|
||||||
|
return dir.normalized * velocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// ... (나머지 함수들은 기존과 동일) ...
|
||||||
|
void RetreatFromPlayer()
|
||||||
|
{
|
||||||
|
if (agent.pathPending || (agent.remainingDistance > 0.5f && agent.velocity.magnitude > 0.1f)) { UpdateMovementAnimation(); return; }
|
||||||
|
Vector3 dir = (transform.position - playerTransform.position).normalized;
|
||||||
|
Vector3 pos = transform.position + dir * fleeDistance;
|
||||||
|
if (NavMesh.SamplePosition(pos, out NavMeshHit hit, 5f, NavMesh.AllAreas)) { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(hit.position); } }
|
||||||
|
UpdateMovementAnimation();
|
||||||
|
}
|
||||||
|
|
||||||
IEnumerator ReloadRoutine()
|
IEnumerator ReloadRoutine()
|
||||||
{
|
{
|
||||||
isReloading = true;
|
isReloading = true;
|
||||||
// Debug.Log("🔄 [Mob] 돌 줍는 중..."); // 로그 너무 많이 뜨면 주석 처리
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(reloadTime);
|
yield return new WaitForSeconds(reloadTime);
|
||||||
|
|
||||||
if (handModel != null) handModel.SetActive(true);
|
if (handModel != null) handModel.SetActive(true);
|
||||||
isReloading = false;
|
isReloading = false;
|
||||||
// Debug.Log("✅ [Mob] 장전 완료!");
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// ⭐ [추가] 감지 영역 설정
|
public override void OnAttackEnd()
|
||||||
private void OnTriggerEnter(Collider other)
|
|
||||||
{
|
{
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = true;
|
isAttacking = false;
|
||||||
|
if (animator != null) animator.Play(Monster_Idle);
|
||||||
|
if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerExit(Collider other)
|
void Patrol()
|
||||||
{
|
{
|
||||||
if (other.CompareTag("Player")) isPlayerInZone = false;
|
if (Time.time < nextPatrolTime) { if (agent.velocity.magnitude < 0.1f) animator.Play(Monster_Idle); return; }
|
||||||
|
Vector3 randomPoint = transform.position + new Vector3(Random.Range(-patrolRadius, patrolRadius), 0, Random.Range(-patrolRadius, patrolRadius));
|
||||||
|
if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas)) { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(hit.position); } }
|
||||||
|
nextPatrolTime = Time.time + patrolInterval;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void UpdateMovementAnimation()
|
||||||
|
{
|
||||||
|
if (isAttacking || isHit || isResting) return;
|
||||||
|
if (agent.velocity.magnitude > 0.1f) animator.Play(walkAnim); else animator.Play(Monster_Idle);
|
||||||
|
}
|
||||||
|
|
||||||
|
// private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
|
||||||
|
//private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
|
||||||
}
|
}
|
||||||
107
Assets/Scripts/Enemy/AI/Rangedbase.cs
Normal file
107
Assets/Scripts/Enemy/AI/Rangedbase.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 만능 투사체 (화살, 마법, 돌맹이 공용)
|
||||||
|
/// </summary>
|
||||||
|
public class Projectile : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("기본 설정")]
|
||||||
|
[SerializeField] private float lifetime = 5f; // 수명 (5초 뒤 삭제)
|
||||||
|
[SerializeField] private GameObject hitEffectPrefab; // 맞으면 나오는 이펙트 (폭발 등)
|
||||||
|
[SerializeField] private bool destroyOnHit = true; // 맞으면 사라짐? (관통 아니면 true)
|
||||||
|
|
||||||
|
// 내부 변수
|
||||||
|
private Vector3 _direction;
|
||||||
|
private float _speed;
|
||||||
|
private float _damage;
|
||||||
|
private bool _isInitialized = false;
|
||||||
|
private Rigidbody _rigidbody;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_rigidbody = GetComponent<Rigidbody>();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 몬스터가 발사할 때 호출하는 초기화 함수
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="direction">날아갈 방향</param>
|
||||||
|
/// <param name="speed">속도 (0이면 물리력으로 날아감)</param>
|
||||||
|
/// <param name="damage">줄 데미지</param>
|
||||||
|
public void Initialize(Vector3 direction, float speed, float damage)
|
||||||
|
{
|
||||||
|
_direction = direction.normalized;
|
||||||
|
_speed = speed;
|
||||||
|
_damage = damage;
|
||||||
|
_isInitialized = true;
|
||||||
|
|
||||||
|
// 속도가 있다? -> 화살/마법 (직선 운동)
|
||||||
|
if (_rigidbody != null && speed > 0)
|
||||||
|
{
|
||||||
|
_rigidbody.velocity = _direction * _speed;
|
||||||
|
_rigidbody.useGravity = false; // 마법은 보통 중력 무시
|
||||||
|
}
|
||||||
|
// 속도가 0이다? -> 돌맹이 (외부에서 물리력 가함)
|
||||||
|
else if (_rigidbody != null && speed == 0)
|
||||||
|
{
|
||||||
|
_rigidbody.useGravity = true; // 돌은 중력 받아야 함
|
||||||
|
}
|
||||||
|
|
||||||
|
// 수명 지나면 자동 삭제
|
||||||
|
Destroy(gameObject, lifetime);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (!_isInitialized) return;
|
||||||
|
|
||||||
|
// 리지드바디가 없거나, Kinematic인 경우 (강제 이동 보정)
|
||||||
|
if (_rigidbody == null || _rigidbody.isKinematic)
|
||||||
|
{
|
||||||
|
if (_speed > 0)
|
||||||
|
{
|
||||||
|
transform.position += _direction * _speed * Time.fixedDeltaTime;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnTriggerEnter(Collider other)
|
||||||
|
{
|
||||||
|
// 1. 적(몬스터)끼리 맞으면 무시
|
||||||
|
if (other.CompareTag("Enemy") || other.gameObject == gameObject) return;
|
||||||
|
|
||||||
|
// 2. 투사체끼리 충돌 무시
|
||||||
|
if (other.GetComponent<Projectile>()) return;
|
||||||
|
|
||||||
|
// 3. 플레이어 피격 처리
|
||||||
|
if (other.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
// PlayerHealth 혹은 IDamageable 스크립트 찾기
|
||||||
|
var playerHealth = other.GetComponent<PlayerHealth>();
|
||||||
|
|
||||||
|
if (playerHealth != null)
|
||||||
|
{
|
||||||
|
// 무적 상태 체크 (있다면)
|
||||||
|
if (!playerHealth.isInvincible)
|
||||||
|
{
|
||||||
|
playerHealth.TakeDamage(_damage);
|
||||||
|
Debug.Log($"🎯 [적중] 플레이어에게 {_damage} 데미지!");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// 4. 벽이나 땅에 닿았을 때도 이펙트
|
||||||
|
if (other.CompareTag("Ground") || other.CompareTag("Wall") || other.CompareTag("Player"))
|
||||||
|
{
|
||||||
|
if (hitEffectPrefab != null)
|
||||||
|
{
|
||||||
|
Instantiate(hitEffectPrefab, transform.position, Quaternion.identity);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (destroyOnHit)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: e2c31bd36273f1f4ab74fc1d65b76e1c
|
guid: 5e5f9623dcefb5e42a1872aed3f62017
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
|
|
@ -7,6 +7,8 @@ TagManager:
|
||||||
- Item
|
- Item
|
||||||
- Water
|
- Water
|
||||||
- Enemy
|
- Enemy
|
||||||
|
- Ground
|
||||||
|
- Wall
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user