Attack and Health Updated
대쉬 공격과 엔티티 체력 및 사망 스크립트 작성 + 특수 타일 기초 기능
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@ -20,7 +20,7 @@ public class Entity : MonoBehaviour
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attackDamage = data.attackDamage;
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}
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public virtual void TakeDamge(float damage)
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public virtual void TakeDamage(float damage)
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{
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currentHealth -= damage;
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OnTakeDamage?.Invoke(damage);
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17
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17
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8
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8
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17
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8
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8
Assets/Scripts/EntityData/TestEntity.asset.meta
Normal file
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@ -1,112 +0,0 @@
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using System.Collections;
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||||
using UnityEngine;
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using UnityEngine.InputSystem;
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||||
|
||||
public class PlayerAttack : MonoBehaviour
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||||
{
|
||||
[SerializeField] private Vector2 normalAttackBoxSize = new Vector2(2, 1);
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[SerializeField] private Vector2 dashAttackBoxSize = new Vector2(2, 1);
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[SerializeField] private float dashAttackDistance = 5f;
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[SerializeField] private float attackOffset = 1.0f;
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[SerializeField] private LayerMask enemyLayer;
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[SerializeField] private float dashSpeed = 15f;
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private float normalAttackAngle = 0f;
|
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private Vector2 dashAttackDirection = Vector2.zero;
|
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private Vector2 attackOrigin;
|
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|
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public bool isDashing { get; private set; } = false;
|
||||
private Camera cam;
|
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private Rigidbody2D rb;
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|
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private void Start()
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{
|
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cam = Camera.main;
|
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rb = GetComponent<Rigidbody2D>();
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}
|
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private void Update()
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{
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if(!isDashing)
|
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SetAttackAngle();
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}
|
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|
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private void OnAttack(InputValue value)
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{
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if (!value.isPressed || isDashing) return;
|
||||
|
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if (Mouse.current.leftButton.isPressed)
|
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{
|
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Debug.Log("일반공격");
|
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NormalAttack();
|
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}
|
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|
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if (Mouse.current.rightButton.isPressed)
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{
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Debug.Log("대쉬공격");
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StartCoroutine(DashAttackRoutine());
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}
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}
|
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private void SetAttackAngle()
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{
|
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Vector2 mousePositionVector = cam.ScreenToWorldPoint(Mouse.current.position.value);
|
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Vector2 direction = (mousePositionVector - (Vector2)transform.position).normalized;
|
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|
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normalAttackAngle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
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dashAttackDirection = direction;
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attackOrigin = (Vector2)transform.position + (direction * attackOffset);
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}
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private void NormalAttack()
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{
|
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Collider2D[] enemies = Physics2D.OverlapBoxAll(attackOrigin, normalAttackBoxSize, normalAttackAngle, enemyLayer);
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foreach (Collider2D target in enemies)
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{
|
||||
Debug.Log("일반공격 적중: " + target.name);
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator DashAttackRoutine()
|
||||
{
|
||||
isDashing = true;
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
|
||||
float dashDuration = dashAttackDistance / dashSpeed;
|
||||
float elapsedTime = 0f;
|
||||
|
||||
rb.linearVelocity = dashAttackDirection * dashSpeed;
|
||||
Debug.Log(dashAttackDirection);
|
||||
|
||||
float originGravity = rb.gravityScale;
|
||||
|
||||
rb.gravityScale = 0;
|
||||
while (elapsedTime < dashDuration)
|
||||
{
|
||||
Vector2 currentOrigin = (Vector2)transform.position + (dashAttackDirection * attackOffset);
|
||||
|
||||
RaycastHit2D[] enemies = Physics2D.BoxCastAll(currentOrigin, dashAttackBoxSize, normalAttackAngle, dashAttackDirection, 0f, enemyLayer);
|
||||
|
||||
foreach (RaycastHit2D target in enemies)
|
||||
{
|
||||
Debug.Log("대쉬 공격 적중: " + target.collider.name);
|
||||
Destroy(target.collider.gameObject);
|
||||
}
|
||||
|
||||
elapsedTime += Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
rb.linearVelocity = Vector2.zero;
|
||||
isDashing = false;
|
||||
rb.gravityScale = originGravity;
|
||||
}
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Vector2 drawStartPos = Application.isPlaying ? attackOrigin : (Vector2)transform.position + (Vector2.right * attackOffset);
|
||||
|
||||
Gizmos.color = new Color(1, 0, 0, 0.5f);
|
||||
Gizmos.matrix = Matrix4x4.TRS(drawStartPos, Quaternion.Euler(0, 0, normalAttackAngle), Vector3.one);
|
||||
Gizmos.DrawCube(Vector3.zero, normalAttackBoxSize);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,2 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b80ed589ee3f55249848caed7062f270
|
||||
|
|
@ -1,43 +1,50 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
{
|
||||
private Rigidbody2D _rigidbody;
|
||||
private PlayerAttack _playerAttack;
|
||||
private Vector2 inputVector;
|
||||
private Camera _camera;
|
||||
|
||||
private int maxJumpCount = 2;
|
||||
private int currentJumpCount = 2;
|
||||
|
||||
private bool isGrounded;
|
||||
private bool isDashing;
|
||||
|
||||
private Vector2 inputVector;
|
||||
private float jumpStartTime;
|
||||
|
||||
private Coroutine jumpCutRoutine;
|
||||
|
||||
private List<GameObject> dashHitEnemies = new List<GameObject>();
|
||||
|
||||
[SerializeField] private float moveSpeed = 9f;
|
||||
[SerializeField] private float jumpSpeed = 18.2f;
|
||||
[SerializeField] private float jumpCutMultiplier = 0.3f;
|
||||
[SerializeField] private float minJumpDuration = 0.1f;
|
||||
[SerializeField] private float dashTime = 0.5f;
|
||||
[SerializeField] private float dashDistance = 5f;
|
||||
|
||||
private float _jumpStartTime;
|
||||
[SerializeField] private LayerMask enemyLayer;
|
||||
[SerializeField] private Vector2 attackBoxSize = new Vector2(1f, 1f);
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_rigidbody = gameObject.GetComponent<Rigidbody2D>();
|
||||
_playerAttack = gameObject.GetComponent<PlayerAttack>();
|
||||
_camera = Camera.main;
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
isGrounded = Physics2D.Raycast(transform.position, Vector2.down, 1.25f, LayerMask.GetMask("Ground"));
|
||||
Debug.DrawRay(transform.position, Vector2.down * 1.25f, Color.red);
|
||||
if (isGrounded && _rigidbody.linearVelocity.y <= 0.1f)
|
||||
{
|
||||
currentJumpCount = maxJumpCount;
|
||||
}
|
||||
isGrounded = CheckGround();
|
||||
MovePlayer();
|
||||
InitJumpCount();
|
||||
|
||||
if(!_playerAttack.isDashing)
|
||||
{
|
||||
MovePlayer();
|
||||
}
|
||||
Debug.DrawRay(transform.position, Vector2.down * 1.25f, Color.red);
|
||||
}
|
||||
|
||||
private void OnMove(InputValue value)
|
||||
|
|
@ -46,6 +53,21 @@ public class PlayerController : MonoBehaviour
|
|||
inputVector = new Vector2(input.x * moveSpeed, 0);
|
||||
}
|
||||
|
||||
private void OnAttack(InputValue value)
|
||||
{
|
||||
if (isDashing) return;
|
||||
if (value.isPressed)
|
||||
{
|
||||
if (Mouse.current.leftButton.isPressed)
|
||||
{
|
||||
NormalAttack();
|
||||
} else if (Mouse.current.rightButton.isPressed)
|
||||
{
|
||||
DashAttack();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnJump(InputValue value)
|
||||
{
|
||||
if (value.isPressed)
|
||||
|
|
@ -53,15 +75,15 @@ public class PlayerController : MonoBehaviour
|
|||
if (currentJumpCount > 0)
|
||||
{
|
||||
currentJumpCount--;
|
||||
_jumpStartTime = Time.time;
|
||||
StopAllCoroutines();
|
||||
jumpStartTime = Time.time;
|
||||
if (jumpCutRoutine != null) StopCoroutine(jumpCutRoutine);
|
||||
_rigidbody.linearVelocity = new Vector2(_rigidbody.linearVelocity.x, 0);
|
||||
_rigidbody.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
float timeElapsed = Time.time - _jumpStartTime;
|
||||
float timeElapsed = Time.time - jumpStartTime;
|
||||
|
||||
if (timeElapsed >= minJumpDuration)
|
||||
{
|
||||
|
|
@ -70,11 +92,73 @@ public class PlayerController : MonoBehaviour
|
|||
else
|
||||
{
|
||||
float delay = minJumpDuration - timeElapsed;
|
||||
StartCoroutine(DelayedJumpCut(delay));
|
||||
jumpCutRoutine = StartCoroutine(DelayedJumpCut(delay));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void NormalAttack()
|
||||
{
|
||||
float angle = GetMouseAngle();
|
||||
Vector2 direction = new Vector2(Mathf.Cos(angle * Mathf.Deg2Rad), Mathf.Sin(angle * Mathf.Deg2Rad));
|
||||
Vector2 originPosition = (Vector2)transform.position + (direction * 1);
|
||||
Collider2D[] enemise = Physics2D.OverlapBoxAll(originPosition, attackBoxSize, angle, enemyLayer);
|
||||
foreach (Collider2D enemy in enemise)
|
||||
{
|
||||
Debug.Log(enemy.name);
|
||||
enemy.gameObject.GetComponent<Entity>().TakeDamage(10);
|
||||
}
|
||||
}
|
||||
|
||||
private void DashAttack()
|
||||
{
|
||||
if (isDashing) return;
|
||||
StartCoroutine(DashPlayerRoutine());
|
||||
}
|
||||
|
||||
private IEnumerator DashPlayerRoutine()
|
||||
{
|
||||
isDashing = true;
|
||||
_rigidbody.linearVelocity = Vector2.zero;
|
||||
dashHitEnemies.Clear();
|
||||
|
||||
Vector2 mousePos = _camera.ScreenToWorldPoint(Mouse.current.position.ReadValue());
|
||||
Vector2 direction = (mousePos - (Vector2)transform.position).normalized;
|
||||
|
||||
if (isGrounded && mousePos.y < transform.position.y)
|
||||
{
|
||||
direction = new Vector2(Mathf.Sign(direction.x), 0);
|
||||
}
|
||||
|
||||
Vector2 startPos = _rigidbody.position;
|
||||
Vector2 targetPos = startPos + (direction * dashDistance);
|
||||
|
||||
float dashTimer = 0f;
|
||||
while (dashTimer < dashTime)
|
||||
{
|
||||
dashTimer += Time.deltaTime;
|
||||
float t = dashTimer / dashTime;
|
||||
|
||||
_rigidbody.MovePosition(Vector2.Lerp(startPos, targetPos, t));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
isDashing = false;
|
||||
}
|
||||
|
||||
private void MovePlayer()
|
||||
{
|
||||
if(!isDashing)
|
||||
_rigidbody.linearVelocity = new Vector2(inputVector.x, _rigidbody.linearVelocity.y);
|
||||
}
|
||||
|
||||
private float GetMouseAngle()
|
||||
{
|
||||
Vector2 tempVect = _camera.ScreenToWorldPoint(Mouse.current.position.ReadValue()) - transform.position;
|
||||
return Mathf.Atan2(tempVect.y, tempVect.x) * Mathf.Rad2Deg;
|
||||
}
|
||||
|
||||
|
||||
private void CutJumpVelocity()
|
||||
{
|
||||
if (_rigidbody.linearVelocity.y > 0)
|
||||
|
|
@ -89,8 +173,33 @@ public class PlayerController : MonoBehaviour
|
|||
CutJumpVelocity();
|
||||
}
|
||||
|
||||
private void MovePlayer()
|
||||
private bool CheckGround()
|
||||
{
|
||||
_rigidbody.linearVelocity = new Vector2(inputVector.x, _rigidbody.linearVelocity.y);
|
||||
return Physics2D.Raycast(transform.position, Vector2.down, 1.25f, LayerMask.GetMask("Ground"));
|
||||
}
|
||||
|
||||
private void InitJumpCount()
|
||||
{
|
||||
if (isGrounded && _rigidbody.linearVelocity.y <= 0.1f)
|
||||
{
|
||||
currentJumpCount = maxJumpCount;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
if (isDashing)
|
||||
{
|
||||
if ((enemyLayer.value & (1 << collision.gameObject.layer)) > 0)
|
||||
{
|
||||
if (!dashHitEnemies.Contains(collision.gameObject))
|
||||
{
|
||||
dashHitEnemies.Add(collision.gameObject);
|
||||
Debug.Log(collision.gameObject.name + " 대쉬 피격");
|
||||
collision.gameObject.GetComponent<Entity>().TakeDamage(10);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user