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0.99999994, z: 0.99999994} + - name: ik_hand_gun + parentName: ik_hand_root + position: {x: 0.45554888, y: -0.1440057, z: 1.056407} + rotation: {x: 0.6083674, y: 0.17933686, z: -0.4612589, w: 0.6204576} + scale: {x: 1.0000005, y: 0.99999994, z: 1.0000005} + - name: ik_hand_l + parentName: ik_hand_gun + position: {x: -0.4648035, y: -0.7203053, z: 0.30857638} + rotation: {x: 0.5101572, y: 0.7905885, z: -0.33868793, w: 0.00000017136335} + scale: {x: 1.0000007, y: 1.0000014, z: 1.0000024} + - name: ik_hand_r + parentName: ik_hand_gun + position: {x: -0, y: -2.842171e-16, z: -7.105427e-17} + rotation: {x: -0, y: -0, z: -0, w: 1} + scale: {x: 1.0000002, y: 0.99999994, z: 1.0000005} + - name: interaction + parentName: root + position: {x: 1.7763568e-17, y: 1.8735012e-18, z: 3.5527136e-17} + rotation: {x: -0, y: -1.6543603e-24, z: -1.2924696e-24, w: 1} + scale: {x: 1, y: 0.99999994, z: 0.99999994} + - name: center_of_mass + parentName: root + position: {x: 1.7763568e-17, y: 1.8735012e-18, z: 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a/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller +++ b/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller @@ -230,19 +230,22 @@ AnimatorStateMachine: m_Position: {x: 240, y: 230, z: 0} - serializedVersion: 1 m_State: {fileID: 1102217136065013648} - m_Position: {x: 240, y: 320, z: 0} + m_Position: {x: 30, y: 520, z: 0} - serializedVersion: 1 m_State: {fileID: 1102315689705612066} - m_Position: {x: 140, y: 410, z: 0} + m_Position: {x: -70, y: 610, z: 0} - serializedVersion: 1 m_State: {fileID: -6275610741364301554} - m_Position: {x: 480, y: 370, z: 0} + m_Position: {x: 270, y: 570, z: 0} - serializedVersion: 1 m_State: {fileID: -4942273955469260354} - m_Position: {x: 400, y: 460, z: 0} + m_Position: {x: 190, y: 660, z: 0} - serializedVersion: 1 m_State: {fileID: -6007387887935768991} - m_Position: {x: 520, y: 290, z: 0} + m_Position: {x: 310, y: 490, z: 0} + - serializedVersion: 1 + m_State: {fileID: 6125420199895248891} + m_Position: {x: 160, y: 350, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: @@ -253,4 +256,30 @@ AnimatorStateMachine: m_EntryPosition: {x: 50, y: 120, z: 0} m_ExitPosition: {x: 800, y: 120, z: 0} m_ParentStateMachinePosition: {x: 800, y: 20, z: 0} - m_DefaultState: {fileID: 1102527450245358456} + m_DefaultState: {fileID: 6125420199895248891} +--- !u!1102 &6125420199895248891 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Take 001 + 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: diff --git a/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Source/ghoul.fbx.meta b/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Source/ghoul.fbx.meta index dc36d872..acb1a77e 100644 --- a/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Source/ghoul.fbx.meta +++ b/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Source/ghoul.fbx.meta @@ -1,171 +1,497 @@ fileFormatVersion: 2 guid: 273616f94e1c24a0bbef22aa03fce021 ModelImporter: - serializedVersion: 22 - fileIDToRecycleName: - 100000: back_cloth_1 - 100002: back_cloth_2 - 100004: back_cloth_left_1 - 100006: back_cloth_left_2 - 100008: back_cloth_right_1 - 100010: back_cloth_right_2 - 100012: ball_l - 100014: ball_r - 100016: beard_left_1 - 100018: beard_left_2 - 100020: beard_right_1 - 100022: beard_right_2 - 100024: calf_l - 100026: calf_r - 100028: chin - 100030: clavicle_l - 100032: 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second: ghoul_alpha + - first: + 95: 9500000 + second: //RootNode + - first: + 137: 13700000 + second: ghoul + - first: + 137: 13700002 + second: ghoul_alpha externalObjects: - first: type: UnityEngine:Material @@ -178,7 +504,7 @@ ModelImporter: name: ghoul_transp second: {fileID: 2100000, guid: e02eb956af4e548d8a272b11a85391a4, type: 2} materials: - importMaterials: 1 + materialImportMode: 1 materialName: 0 materialSearch: 1 materialLocation: 1 @@ -187,6 +513,7 @@ ModelImporter: bakeSimulation: 0 resampleCurves: 1 optimizeGameObjects: 0 + removeConstantScaleCurves: 0 motionNodeName: rigImportErrors: rigImportWarnings: @@ -195,7 +522,8 @@ ModelImporter: animationRetargetingWarnings: animationDoRetargetingWarnings: 0 importAnimatedCustomProperties: 0 - animationCompression: 1 + importConstraints: 0 + animationCompression: 3 animationRotationError: 0.5 animationPositionError: 0.5 animationScaleError: 0.5 @@ -209,34 +537,441 @@ ModelImporter: globalScale: 1 meshCompression: 0 addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importPhysicalCameras: 0 importVisibility: 1 importBlendShapes: 1 importCameras: 1 importLights: 1 + nodeNameCollisionStrategy: 0 + fileIdsGeneration: 1 swapUVChannels: 0 generateSecondaryUV: 0 useFileUnits: 1 - optimizeMeshForGPU: 1 keepQuads: 0 weldVertices: 1 + bakeAxisConversion: 0 preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + optimizeBones: 1 + meshOptimizationFlags: -1 indexFormat: 0 secondaryUVAngleDistortion: 8 secondaryUVAreaDistortion: 15.000001 secondaryUVHardAngle: 88 + secondaryUVMarginMethod: 0 + secondaryUVMinLightmapResolution: 40 + secondaryUVMinObjectScale: 1 secondaryUVPackMargin: 4 useFileScale: 1 + strictVertexDataChecks: 0 tangentSpace: normalSmoothAngle: 60 normalImportMode: 0 tangentImportMode: 3 normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] importAnimation: 1 - copyAvatar: 0 humanDescription: - serializedVersion: 2 + serializedVersion: 3 human: [] - skeleton: [] + skeleton: + - name: ghoul(Clone) + parentName: + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ghoul + parentName: ghoul(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ghoul_alpha + parentName: ghoul(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: root + parentName: ghoul(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: pelvis + parentName: root + position: {x: 0, y: 0.8414031, z: -0.10134249} + rotation: {x: -0.04911509, y: -0.04911509, z: -0.705399, w: 0.705399} + scale: {x: 1, y: 1, z: 1} + - name: thigh_r + parentName: pelvis + position: {x: 0.040374294, y: 0.10822044, z: 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position: {x: -0.1195559, y: -4.2632563e-16, z: 2.1316282e-16} + rotation: {x: -0.00000013176266, y: 0.00095039106, z: 0.028526912, w: 0.9995926} + scale: {x: 1, y: 1, z: 1} + - name: middle_04_r + parentName: middle_03_r + position: {x: -0.089697294, y: 1.4210854e-16, z: -7.105427e-17} + rotation: {x: 4.4003306e-16, y: -0.0048488867, z: 0.11838315, w: 0.99295616} + scale: {x: 1, y: 1, z: 1} + - name: ring_01_r + parentName: hand_r + position: {x: 0.1500291, y: 0.04741823, z: 0.05620269} + rotation: {x: -0.084489584, y: 0.51511616, z: 0.85286176, w: -0.011984852} + scale: {x: 1, y: 1, z: 1} + - name: ring_02_r + parentName: ring_01_r + position: {x: -0.0699, y: -1.4210854e-16, z: -3.1974422e-16} + rotation: {x: 4.875739e-17, y: 0.026725339, z: 0.0144420555, w: 0.9995385} + scale: {x: 1, y: 1, z: 1} + - name: ring_03_r + parentName: ring_02_r + position: {x: -0.11424931, y: 0, z: 3.5527135e-16} + rotation: {x: 0.00000024272586, y: -0.0033128324, z: 0.02619156, w: 0.99965143} + scale: {x: 1, y: 1, z: 1} + - name: ring_04_r + parentName: ring_03_r + position: {x: -0.08901048, y: 0, z: 1.0658141e-16} + rotation: {x: 1.4660396e-16, y: 0.015386373, z: 0.0861063, w: 0.9961672} + scale: {x: 1, y: 1, z: 1} + - name: clavicle_l + parentName: spine_03 + position: {x: -0.07203462, y: -0.0827006, z: 0.088048436} + rotation: {x: 0.33239943, y: 0.106079824, z: 0.65940034, w: 0.66591966} + scale: {x: 1, y: 1, z: 1} + - name: upperarm_l + parentName: clavicle_l + position: {x: -0.144915, y: 4.2632563e-16, z: -2.842171e-16} + rotation: {x: 0.18726829, y: 0.17209356, z: -0.07777374, w: 0.9639843} + scale: {x: 1, y: 1, z: 1} + - name: lowerarm_l + parentName: upperarm_l + position: {x: -0.21992815, y: 0, z: -2.842171e-16} + rotation: {x: 0.002752869, y: -0.0022419828, z: 0.008852693, w: 0.9999545} + scale: {x: 1, y: 1, z: 1} + - name: hand_l + parentName: lowerarm_l + position: {x: -0.24133481, y: 7.105427e-17, z: -4.2632563e-16} + rotation: {x: 8.326673e-17, y: -2.4286129e-16, z: -1.110223e-16, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: thumb_01_l + parentName: hand_l + position: {x: -0.1016983, y: 0.04595723, z: 0.09492496} + rotation: {x: 0.1400497, y: 0.31390432, z: -0.1920291, w: 0.9192253} + scale: {x: 1, y: 1, z: 1} + - name: thumb_02_l + parentName: thumb_01_l + position: {x: -0.06499022, y: -1.4210854e-16, z: 0} + rotation: {x: 0.00000008940692, y: -0.03900639, z: 0.012235362, w: 0.99916404} + scale: {x: 1, y: 1, z: 1} + - name: thumb_03_l + parentName: thumb_02_l + position: {x: -0.08994543, y: 7.105427e-17, z: -2.842171e-16} + rotation: {x: 3.5975435e-17, y: 0.023652507, z: 0.30412513, w: 0.9523384} + scale: {x: 1, y: 1, z: 1} + - name: index_01_l + parentName: hand_l + position: {x: -0.14447723, y: 0.049087185, z: 0.023008363} + rotation: {x: -0.37645257, y: -0.017468657, z: -0.12502667, w: 0.91779447} + scale: {x: 1, y: 1, z: 1} + - name: index_02_l + parentName: index_01_l + position: {x: -0.08687516, y: 1.4210854e-16, z: 3.5527135e-16} + rotation: {x: -0.00000008940694, y: -0.010643082, z: 0.030546531, w: 0.9994767} + scale: {x: 1, y: 1, z: 1} + - name: index_03_l + parentName: index_02_l + position: {x: -0.11647664, y: -1.4210854e-16, z: -2.1316282e-16} + rotation: {x: -0.00000010840482, y: -0.0015662884, z: 0.02947661, w: 0.9995643} + scale: {x: 1, y: 1, z: 1} + - name: index_04_l + parentName: index_03_l + position: {x: -0.0791325, y: 4.2632563e-16, z: -2.842171e-16} + rotation: {x: -9.1124744e-17, y: 0.061734013, z: 0.045554437, w: 0.9970525} + scale: {x: 1, y: 1, z: 1} + - name: middle_01_l + parentName: hand_l + position: {x: -0.1431105, y: 0.008833655, z: -0.01691057} + rotation: {x: -0.42528418, y: -0.07983942, z: -0.09534095, w: 0.896476} + scale: {x: 1, y: 1, z: 1} + - name: middle_02_l + parentName: middle_01_l + position: {x: -0.08949747, y: 5.684342e-16, z: 0} + rotation: {x: -0, y: 0.002622365, z: 0.036625527, w: 0.9993257} + scale: {x: 1, y: 1, z: 1} + - name: middle_03_l + parentName: middle_02_l + position: {x: -0.1195559, y: 0, z: -1.4210854e-16} + rotation: {x: 0.00000005601755, y: -0.00095110375, z: 0.028528301, w: 0.99959254} + scale: {x: 1, y: 1, z: 1} + - name: middle_04_l + parentName: middle_03_l + position: {x: -0.089697294, y: -2.842171e-16, z: 7.105427e-17} + rotation: {x: 7.801579e-17, y: 0.0048488867, z: 0.11838315, w: 0.99295616} + scale: {x: 1, y: 1, z: 1} + - name: ring_01_l + parentName: hand_l + position: {x: -0.1500291, y: -0.04741823, z: -0.056202658} + rotation: {x: -0.51511616, y: -0.08448955, z: 0.011984875, w: 0.85286176} + scale: {x: 1, y: 1, z: 1} + - name: ring_02_l + parentName: ring_01_l + position: {x: -0.0699, y: 2.842171e-16, z: 3.1974422e-16} + rotation: {x: 2.8744623e-18, y: -0.026725339, z: 0.0144420555, w: 0.9995385} + scale: {x: 1, y: 1, z: 1} + - name: ring_03_l + parentName: ring_02_l + position: {x: -0.11424931, y: 2.842171e-16, z: -7.105427e-17} + rotation: {x: -0.0000000033178358, y: 0.003312751, z: 0.026191745, w: 0.99965143} + scale: {x: 1, y: 1, z: 1} + - name: ring_04_l + parentName: ring_03_l + position: {x: -0.08901048, y: 2.842171e-16, z: -1.0658141e-16} + rotation: {x: -5.1153573e-18, y: -0.015386373, z: 0.0861063, w: 0.9961672} + scale: {x: 1, y: 1, z: 1} + - name: neck_01 + parentName: spine_03 + position: {x: -0.10683493, y: 1.2907203e-17, z: 0.09732039} + rotation: {x: -2.1138827e-17, y: 0.5842643, z: 1.961753e-17, w: 0.8115635} + scale: {x: 1, y: 1, z: 1} + - name: head + parentName: neck_01 + position: {x: -0.13689445, y: -2.5614172e-17, z: 0} + rotation: {x: 2.1361717e-16, y: -0.23977259, z: -8.193332e-17, w: 0.9708291} + scale: {x: 1, y: 1, z: 1} + - name: jaw + parentName: head + position: {x: -0.017954327, y: 1.0197195e-17, z: 0.07185653} + rotation: {x: 0.41280776, y: 0.5740991, z: -0.5740991, w: 0.41280776} + scale: {x: 1, y: 1, z: 1} + - name: chin + parentName: jaw + position: {x: -0.21545988, y: 1.4210854e-16, z: 0} + rotation: {x: 0.8963406, y: 0.44336614, z: -1.4873286e-16, w: 5.2555644e-18} + scale: {x: 1, y: 1, z: 1} + - name: lip + parentName: chin + position: {x: -0.20066568, y: -1.4210854e-16, z: -2.656074e-17} + rotation: {x: -0.23643534, y: -0.66640705, z: -0.23643534, w: 0.66640705} + scale: {x: 1, y: 1, z: 1} + - name: beard_left_1 + parentName: chin + position: {x: 0.051427126, y: -0.07932017, z: 0.1735056} + rotation: {x: -0.23643534, y: -0.66640705, z: -0.23643534, w: 0.66640705} + scale: {x: 1, y: 1, z: 1} + - name: beard_left_2 + parentName: chin + position: {x: 0.000040145474, y: -0.14625847, z: 0.12181359} + rotation: {x: -0.23643534, y: -0.66640705, z: -0.23643534, w: 0.66640705} + scale: {x: 1, y: 1, z: 1} + - name: beard_right_2 + parentName: chin + position: {x: -0.0016305635, y: -0.14831659, z: -0.13001929} + rotation: {x: -0.23643534, y: -0.66640705, z: -0.23643534, w: 0.66640705} + scale: {x: 1, y: 1, z: 1} + - name: beard_right_1 + parentName: chin + position: {x: 0.050591767, y: -0.08034924, z: -0.18171133} + rotation: {x: -0.23643534, y: -0.66640705, z: -0.23643534, w: 0.66640705} + scale: {x: 1, y: 1, z: 1} + - name: eyebrow_left + parentName: head + position: {x: -0.24162872, y: 0.056867216, z: 0.0496275} + rotation: {x: -0.3272851, y: -0.3272851, z: 0.626805, w: 0.626805} + scale: {x: 1, y: 1, z: 1} + - name: eyebrow_right + parentName: head + position: {x: -0.24087118, y: -0.05712031, z: 0.050715126} + rotation: {x: -0.3272851, y: -0.3272851, z: 0.626805, w: 0.626805} + scale: {x: 1, y: 1, z: 1} + - name: ear_left + parentName: head + position: {x: -0.090978004, y: 0.08337594, z: -0.063405715} + rotation: {x: -0.3272851, y: -0.3272851, z: 0.626805, w: 0.626805} + scale: {x: 1, y: 1, z: 1} + - name: ear_right + parentName: head + position: {x: -0.091735534, y: -0.092907086, z: -0.064493336} + rotation: {x: -0.3272851, y: -0.3272851, z: 0.626805, w: 0.626805} + scale: {x: 1, y: 1, z: 1} + - name: hair + parentName: head + position: {x: -0.12549402, y: 5.329518e-17, z: -0.14026664} + rotation: {x: 0.5190522, y: -0.48019248, z: 0.48019248, w: 0.5190522} + scale: {x: 1, y: 1, z: 1} + - name: hair_1 + parentName: hair + position: {x: -0.12857027, y: -1.4210854e-16, z: -5.709667e-17} + rotation: {x: -0.3513953, y: 0.61361337, z: 0.3513953, w: 0.61361337} + scale: {x: 1, y: 1, z: 1} + - name: front_cloth_1 + parentName: pelvis + position: {x: 0.09531331, y: -3.0205925e-18, z: 0.21683481} + rotation: {x: 0.031910982, y: 0.7063864, z: 0.7063864, w: -0.031910982} + scale: {x: 1, y: 1, z: 1} + - name: front_cloth_2 + parentName: front_cloth_1 + position: {x: -0.15047553, y: 0, z: 4.2600356e-18} + rotation: {x: 1.18479876e-32, y: -6.903038e-18, z: 0.024368513, w: 0.99970305} + scale: {x: 1, y: 1, z: 1} + - name: front_cloth_3 + parentName: front_cloth_2 + position: {x: -0.19886836, y: 1.4210854e-16, z: 8.271255e-18} + rotation: {x: -0.5, y: -0.5, z: -0.5, w: 0.5} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_left_1 + parentName: pelvis + position: {x: -0.056132663, y: -0.17508413, z: -0.05384477} + rotation: {x: 0.114634454, y: -0.17236982, z: 0.94405574, w: 0.2567224} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_left_2 + parentName: back_cloth_left_1 + position: {x: -0.09229198, y: 0, z: 3.5527136e-17} + rotation: {x: 0.099702805, y: 0.16869411, z: -0.49894047, w: 0.844192} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_right_1 + parentName: pelvis + position: {x: -0.056132663, y: 0.17615648, z: -0.05384477} + rotation: {x: -0.24986674, y: 0.9498253, z: -0.15347996, w: -0.10882285} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_right_2 + parentName: back_cloth_right_1 + position: {x: -0.10513251, y: 0, z: 1.7763568e-17} + rotation: {x: 0.5066331, y: 0.84406817, z: -0.09042406, w: 0.15064959} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_1 + parentName: pelvis + position: {x: -0.06685045, y: 1.7910104e-18, z: -0.13524923} + rotation: {x: -0.088504344, y: 0.7015462, z: -0.7015462, w: -0.088504344} + scale: {x: 1, y: 1, z: 1} + - name: back_cloth_2 + parentName: back_cloth_1 + position: {x: -0.15585479, y: 0, z: -1.7303358e-17} + rotation: {x: 0.47124246, y: 0.52719116, z: -0.47124246, w: 0.52719116} + scale: {x: 1, y: 1, z: 1} armTwist: 0.5 foreArmTwist: 0.5 upperLegTwist: 0.5 @@ -244,14 +979,19 @@ ModelImporter: armStretch: 0.05 legStretch: 0.05 feetSpacing: 0 + globalScale: 1 rootMotionBoneName: - rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} hasTranslationDoF: 0 - hasExtraRoot: 0 + hasExtraRoot: 1 skeletonHasParents: 1 lastHumanDescriptionAvatarSource: {instanceID: 0} - animationType: 2 + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 humanoidOversampling: 1 + avatarSetup: 1 + addHumanoidExtraRootOnlyWhenUsingAvatar: 0 + importBlendShapeDeformPercent: 0 + remapMaterialsIfMaterialImportModeIsNone: 1 additionalBone: 0 userData: assetBundleName: diff --git a/Assets/Scripts/Enemy/BossAI/BossMonster.cs b/Assets/Scripts/Enemy/BossAI/BossMonster.cs index cf2984a8..7b790551 100644 --- a/Assets/Scripts/Enemy/BossAI/BossMonster.cs +++ b/Assets/Scripts/Enemy/BossAI/BossMonster.cs @@ -9,94 +9,94 @@ public class NorcielBoss : MonsterClass [Header("--- ⚔️ 패턴 설정 ---")] [SerializeField] private float patternInterval = 3f; // 공격 간격 - [Header("--- 📊 UI 연결 ---")] - [SerializeField] private GameObject bossHealthBar; // 보스 체력바 UI (평소엔 꺼둠) + [Header("--- 🎱 무기(쇠공) 설정 (필수!) ---")] + [SerializeField] private GameObject ironBall; // 씬에 있는 실제 쇠공 오브젝트 + [SerializeField] private Transform handHolder; // 쇠공이 붙어있을 손의 위치 (RightHand 뼈) - // 내부 변수 + [Header("--- 📊 UI 연결 ---")] + [SerializeField] private GameObject bossHealthBar; // 보스 체력바 UI + + // --- 내부 변수들 --- private float _timer; - private Rigidbody rb; - private bool isBattleStarted = false; // 전투 시작 여부 체크 - private Transform target; // 플레이어 타겟 + private Rigidbody rb; // 보스 본체의 리지드바디 + private Rigidbody ballRb; // 쇠공의 리지드바디 + + private bool isBattleStarted = false; // 전투 시작 여부 + private bool isWeaponless = false; // 현재 무기가 없는가? + private Transform target; // 플레이어 타겟 protected override void Awake() { base.Awake(); rb = GetComponent(); + + // 쇠공에서 리지드바디 가져오기 + if (ironBall != null) ballRb = ironBall.GetComponent(); } protected override void Init() { - // 1. 기본 변수 초기화 + // 1. 변수 초기화 _timer = patternInterval; + isBattleStarted = false; + isWeaponless = false; - // 플레이어 찾기 (Tag: Player) + // 2. 플레이어 찾기 GameObject playerObj = GameObject.FindWithTag("Player"); - if (playerObj != null) - { - target = playerObj.transform; - } + if (playerObj != null) target = playerObj.transform; else { var playerScript = FindObjectOfType(); if (playerScript != null) target = playerScript.transform; } - // 2. 전투 시작 전 상태 설정 (봉인) - isBattleStarted = false; - - // 움직임 끄기 + // 3. 상태 봉인 (움직임 끄기) if (agent != null) { agent.enabled = false; agent.isStopped = true; } - - // 체력바 숨기기 if (bossHealthBar != null) bossHealthBar.SetActive(false); + + // 4. 쇠공 초기 상태 설정 (물리 끄고 손에 붙이기) + if (ballRb != null) ballRb.isKinematic = true; } protected override void ExecuteAILogic() { - // ⭐ 전투 미시작 or 타겟 없음 -> 정지 + // 전투 미시작 or 타겟 없음 -> 정지 if (!isBattleStarted || target == null) return; + // ⭐ [최우선 순위] 무기가 없으면 공격 중단하고 주으러 감 + if (isWeaponless) + { + RetrieveWeaponLogic(); + return; + } + + // --- 일반 전투 로직 --- + // 1. 공격 쿨타임 체크 _timer -= Time.deltaTime; - - // 쿨타임 끝 + 공격중 아님 + 피격중 아님 + 살아있음 -> 공격 시도 if (_timer <= 0 && !isAttacking && !isHit && !isDead) { _timer = patternInterval; DecideAttack(); } - // 2. 이동 및 애니메이션 처리 (평소 상태) + // 2. 평소 이동 (플레이어 추격) if (!isAttacking && agent.enabled) { agent.SetDestination(target.position); - // ──────── ⭐ [핵심] 이동 애니메이션 동기화 ──────── - if (animator != null) - { - // 현재 이동 속도를 가져와서 애니메이터에 전달 (0 ~ 3.5 ~ ...) - // Animator의 Blend Tree가 이 값을 받아 Idle/Walk/Run을 섞어줌 - float currentSpeed = agent.velocity.magnitude; - animator.SetFloat("Speed", currentSpeed); - } - // ────────────────────────────────────────────── + // 애니메이션 속도 동기화 + if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude); - // 사거리 안으로 들어왔거나 너무 가까우면 멈춤 + // 거리 체크 if (agent.remainingDistance <= agent.stoppingDistance) { agent.isStopped = true; - - // 몸을 플레이어 쪽으로 돌리기 - Vector3 dir = target.position - transform.position; - dir.y = 0; - if (dir != Vector3.zero) - { - transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5f); - } + LookAtTarget(target.position); } else { @@ -106,7 +106,76 @@ public class NorcielBoss : MonsterClass } // ════════════════════════════════════════ - // 🎬 전투 입장 시스템 (외부 호출용) + // 🏃‍♂️ 무기 회수 로직 (Retrieve System) + // ════════════════════════════════════════ + + private void RetrieveWeaponLogic() + { + if (ironBall == null) return; + + // 1. 공 위치로 이동 + if (agent.enabled) + { + agent.SetDestination(ironBall.transform.position); + agent.isStopped = false; + } + + // 이동 애니메이션 + 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); + + // 거리 3.0f 이내이고, 줍는 중이 아닐 때 실행 + if (dist <= 3.0f && !isAttacking) + { + StartCoroutine(PickUpBallRoutine()); + } + } + + private IEnumerator PickUpBallRoutine() + { + OnAttackStart(); // 행동 시작 (다른 행동 불가) + + // 멈춤 + if (agent != null) + { + agent.isStopped = true; + agent.velocity = Vector3.zero; + } + if (animator != null) animator.SetFloat("Speed", 0); + + // 1. 줍는 모션 재생 + Debug.Log("boss: 내 소중한 공!!"); + if (animator != null) animator.Play("Skill_Pickup"); // 줍는 애니메이션 + + yield return new WaitForSeconds(0.8f); // 손이 바닥에 닿을 때까지 대기 + + // 2. ⭐ 공을 다시 손에 붙이기 (Parent) + ironBall.transform.SetParent(handHolder); + + // 위치 초기화 (손바닥 안으로) + ironBall.transform.localPosition = Vector3.zero; + ironBall.transform.localRotation = Quaternion.identity; + + // 쇠공 물리 끄기 (다시 무기화) + if (ballRb != null) + { + ballRb.isKinematic = true; + ballRb.velocity = Vector3.zero; + } + + yield return new WaitForSeconds(1.0f); // 일어나는 시간 + + // 3. 상태 복구 + isWeaponless = false; // 무기 장착 완료! + OnAttackEnd(); + + if (agent != null) agent.isStopped = false; + } + + // ════════════════════════════════════════ + // 🎬 전투 입장 & 유틸리티 // ════════════════════════════════════════ public void StartBossBattle() @@ -117,57 +186,54 @@ public class NorcielBoss : MonsterClass private IEnumerator BattleStartRoutine() { - // 포효 (스트링 방식) if (animator != null) animator.Play("Roar"); - - Debug.Log("😈 보스: 감히 내 영역에 들어오다니! (전투 시작)"); - if (bossHealthBar != null) bossHealthBar.SetActive(true); if (counterSystem != null) counterSystem.InitializeBattle(); - yield return new WaitForSeconds(2.0f); // 포효 끝날 때까지 대기 + yield return new WaitForSeconds(2.0f); isBattleStarted = true; if (agent != null) agent.enabled = true; } - // ════════════════════════════════════════ - // 🧠 AI 판단 및 공격 실행 - // ════════════════════════════════════════ - - private void DecideAttack() + private void LookAtTarget(Vector3 targetPos) { - // 이동 애니메이션 잠시 0으로 (미끄러짐 방지) - if (animator != null) animator.SetFloat("Speed", 0f); - - string patternName = (counterSystem != null) ? counterSystem.SelectBossPattern() : "Normal"; - Debug.Log($"🤖 보스 AI 결정: {patternName}"); - - switch (patternName) + Vector3 dir = targetPos - transform.position; + dir.y = 0; + if (dir != Vector3.zero) { - case "DashAttack": - StartCoroutine(Pattern_DashAttack()); - break; - case "Smash": - StartCoroutine(Pattern_SmashAttack()); - break; - case "ShieldWall": - StartCoroutine(Pattern_ShieldWall()); - break; - default: - StartCoroutine(Pattern_NormalShoot()); - break; + transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5f); } } // ════════════════════════════════════════ - // ⚔️ 공격 패턴 코루틴 (스트링 방식) + // 🧠 AI 공격 판단 // ════════════════════════════════════════ + private void DecideAttack() + { + // 이동 애니메이션 잠시 0으로 + if (animator != null) animator.SetFloat("Speed", 0f); + + string patternName = (counterSystem != null) ? counterSystem.SelectBossPattern() : "Normal"; + + switch (patternName) + { + case "DashAttack": StartCoroutine(Pattern_DashAttack()); break; + case "Smash": StartCoroutine(Pattern_SmashAttack()); break; + case "ShieldWall": StartCoroutine(Pattern_ShieldWall()); break; + default: StartCoroutine(Pattern_ThrowBall()); break; // 기본 공격을 던지기로 대체 + } + } + + // ════════════════════════════════════════ + // ⚔️ 공격 패턴 (쇠공 버전) + // ════════════════════════════════════════ + + // 1. 탱크 돌격 (Dash) private IEnumerator Pattern_DashAttack() { OnAttackStart(); - if (animator != null) animator.Play("Skill_Dash_Ready"); yield return new WaitForSeconds(0.5f); @@ -182,7 +248,7 @@ public class NorcielBoss : MonsterClass if (animator != null) animator.Play("Skill_Dash_Go"); yield return new WaitForSeconds(1.0f); - // 복구 + // 정지 if (rb != null) { rb.velocity = Vector3.zero; @@ -193,29 +259,63 @@ public class NorcielBoss : MonsterClass OnAttackEnd(); } + // 2. 메테오 스매시 (Smash) private IEnumerator Pattern_SmashAttack() { OnAttackStart(); + // 엇박자 위협 (기 모으기) if (animator != null) animator.Play("Skill_Smash_Charge"); yield return new WaitForSeconds(1.2f); + // 쾅! if (animator != null) animator.Play("Skill_Smash_Impact"); yield return new WaitForSeconds(1.0f); OnAttackEnd(); } + // 3. 쇠공 풍차 돌리기 (Shield) private IEnumerator Pattern_ShieldWall() { OnAttackStart(); + // 쇠공을 빙빙 돌림 (화살 튕겨내기) if (animator != null) animator.Play("Skill_Shield"); yield return new WaitForSeconds(2.0f); OnAttackEnd(); } - private IEnumerator Pattern_NormalShoot() + // 4. 공 던지기 (Throw - 기존 Shoot 대체) + private IEnumerator Pattern_ThrowBall() { OnAttackStart(); - if (animator != null) animator.Play("Attack_Shoot"); + + // 던지는 모션 + if (animator != null) animator.Play("Attack_Throw"); + yield return new WaitForSeconds(0.5f); // 손이 앞으로 뻗는 타이밍 + + // ⭐ 공 발사 로직 + if (ironBall != null) + { + // 1. 손에서 떼어내기 (부모 해제) + ironBall.transform.SetParent(null); + + // 2. 물리 켜고 날리기 + if (ballRb != null) + { + 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; + yield return new WaitForSeconds(1.0f); OnAttackEnd(); } diff --git a/ignore.conf b/ignore.conf new file mode 100644 index 00000000..870985ba --- /dev/null +++ b/ignore.conf @@ -0,0 +1,61 @@ +Library +library +Temp +temp +Obj +obj +Build +build +Builds +builds +UserSettings +usersettings +MemoryCaptures +memorycaptures +Logs +logs +**/Assets/AssetStoreTools +**/assets/assetstoretools +/Assets/Plugins/PlasticSCM* +/assets/plugins/PlasticSCM* +*.private +*.private.meta +^*.private.[0-9]+$ +^*.private.[0-9]+.meta$ +.vs +.vscode +.idea +.gradle +ExportedObj +.consulo +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db +*.pidb.meta +*.pdb.meta +*.mdb.meta +sysinfo.txt +crashlytics-build.properties +*.apk +*.aab +*.app +*.unitypackage +~UnityDirMonSyncFile~* +**/Assets/AddressableAssetsData/*/*.bin* +**/assets/addressableassetsdata/*/*.bin* +**/Assets/StreamingAssets/aa.meta +**/assets/streamingassets/*/aa/* +.DS_Store* +Thumbs.db +Desktop.ini