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e211e4f846
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cc6788d80d
| Author | SHA1 | Date | |
|---|---|---|---|
| cc6788d80d | |||
| 197b100af0 |
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@ -135,13 +135,29 @@ PrefabInstance:
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propertyPath: m_Size.x
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propertyPath: m_GravityScale
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propertyPath: m_LocalPosition.x
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propertyPath: m_LocalPosition.x
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@ -564,28 +580,17 @@ MonoBehaviour:
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||||||
m_EditorClassIdentifier: Assembly-CSharp::Player
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m_EditorClassIdentifier: Assembly-CSharp::Player
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||||||
currentHp: 0
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currentHp: 0
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||||||
maxHp: 10
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maxHp: 10
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||||||
maxJumpCount: 1
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||||||
moveSpeed: 9
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moveSpeed: 9
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jumpSpeed: 5
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jumpSpeed: 18.7
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attackSlowDuration: 0.5
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||||||
airMoveMultiplier: 0.4
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||||||
fallSpeedClamp: -3
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||||||
attackCooldown: 0.4
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||||||
dashTime: 0.2
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dashTime: 0.2
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||||||
dashDistance: 5
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dashDistance: 5
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||||||
comboAttackSizes:
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attackBoxSize: {x: 1, y: 1}
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||||||
- {x: 1.5, y: 1}
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||||||
- {x: 2, y: 1.5}
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||||||
- {x: 3, y: 2}
|
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||||||
enemyLayer:
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enemyLayer:
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||||||
serializedVersion: 2
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serializedVersion: 2
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||||||
m_Bits: 64
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m_Bits: 64
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||||||
obstacleLayer:
|
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||||||
serializedVersion: 2
|
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||||||
m_Bits: 8
|
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||||||
groundLayer:
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groundLayer:
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||||||
serializedVersion: 2
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serializedVersion: 2
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||||||
m_Bits: 72
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m_Bits: 8
|
||||||
--- !u!1 &1840358743
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--- !u!1 &1840358743
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||||||
GameObject:
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GameObject:
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||||||
m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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||||||
|
|
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||||||
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@ -1,5 +1,7 @@
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||||||
using System.Collections;
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using System;
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using System.Collections;
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||||||
using System.Collections.Generic;
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using System.Collections.Generic;
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||||||
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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||||||
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||||||
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@ -7,85 +9,62 @@ public class Player : MonoBehaviour
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||||||
{
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{
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||||||
private Rigidbody2D _rigidbody;
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private Rigidbody2D _rigidbody;
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||||||
|
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||||||
[SerializeField] int currentHp;
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[SerializeField] private int currentHp;
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||||||
private int currentJumpCount;
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[SerializeField] private int maxHp = 10;
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||||||
private int comboStep;
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||||||
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||||||
private Vector2 inputVector;
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||||||
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||||||
private bool isGrounded;
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private bool isGrounded;
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||||||
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private bool isJumpedOnAir = false;
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private bool isDashing;
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private bool isDashing;
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||||||
private bool isAirAttackSlow;
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private bool pendingAirAttackSlow;
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||||||
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private float attackSlowTimer;
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private float attackCooldownTimer;
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||||||
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||||||
private List<GameObject> dashHitEnemies = new List<GameObject>();
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private List<GameObject> dashHitEnemies = new List<GameObject>();
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||||||
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||||||
[SerializeField] private int maxHp = 100;
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[SerializeField] private int maxAttackTime = 3;
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||||||
[SerializeField] private int maxJumpCount = 1;
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[SerializeField] private int maxDashTime = 1;
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||||||
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private int currentAttackTime = 0;
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||||||
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private int currentDashTime = 0;
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||||||
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||||||
[SerializeField] private float moveSpeed = 9f;
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[SerializeField] private float moveSpeed = 9f;
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||||||
[SerializeField] private float jumpSpeed = 18.2f;
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[SerializeField] private float jumpSpeed = 18.2f;
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||||||
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[SerializeField] private float attackSlowDuration = 0.5f;
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[SerializeField] private float airMoveMultiplier = 0.4f;
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||||||
[SerializeField] private float fallSpeedClamp = -3f;
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||||||
[SerializeField] private float attackCooldown = 0.4f;
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||||||
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||||||
[SerializeField] private float dashTime = 0.5f;
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[SerializeField] private float dashTime = 0.5f;
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||||||
[SerializeField] private float dashDistance = 5f;
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[SerializeField] private float dashDistance = 5f;
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||||||
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||||||
[SerializeField] private Vector2[] comboAttackSizes =
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private Vector2 inputVector;
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||||||
{
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|
||||||
new Vector2(1.5f, 1f),
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[SerializeField] private Vector2 attackBoxSize = new Vector2(2f, 1f);
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||||||
new Vector2(2f, 1.5f),
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||||||
new Vector2(3f, 2f)
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||||||
};
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||||||
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||||||
[SerializeField] private LayerMask enemyLayer;
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[SerializeField] private LayerMask enemyLayer;
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||||||
[SerializeField] private LayerMask obstacleLayer;
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||||||
[SerializeField] private LayerMask groundLayer;
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[SerializeField] private LayerMask groundLayer;
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||||||
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||||||
private void Start()
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private void Start()
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||||||
{
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{
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||||||
_rigidbody = GetComponent<Rigidbody2D>();
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_rigidbody = gameObject.GetComponent<Rigidbody2D>();
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||||||
currentHp = maxHp;
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||||||
currentJumpCount = maxJumpCount;
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||||||
}
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}
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||||||
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||||||
private void Update()
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public void Jump()
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||||||
{
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{
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||||||
if (attackCooldownTimer > 0f)
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if (isGrounded || !isJumpedOnAir)
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attackCooldownTimer -= Time.deltaTime;
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||||||
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||||||
if (isAirAttackSlow)
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||||||
{
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{
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||||||
attackSlowTimer -= Time.deltaTime;
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if (!isGrounded)
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||||||
if (attackSlowTimer <= 0f)
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|
||||||
{
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{
|
||||||
isAirAttackSlow = false;
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isJumpedOnAir = true;
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||||||
pendingAirAttackSlow = false;
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||||||
}
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}
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||||||
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||||||
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_rigidbody.linearVelocity = new Vector2(_rigidbody.linearVelocity.x, 0);
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||||||
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_rigidbody.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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||||||
}
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}
|
||||||
}
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}
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||||||
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||||||
private void FixedUpdate()
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public void MoveUpdate()
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||||||
{
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{
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||||||
if (pendingAirAttackSlow && _rigidbody.linearVelocity.y < 0f)
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if (!isDashing)
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||||||
{
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{
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||||||
pendingAirAttackSlow = false;
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_rigidbody.linearVelocity = new Vector2(inputVector.x * moveSpeed, _rigidbody.linearVelocity.y);
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||||||
isAirAttackSlow = true;
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||||||
attackSlowTimer = attackSlowDuration;
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if (inputVector.x != 0)
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||||||
}
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{
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||||||
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transform.localScale = new Vector3(Mathf.Sign(inputVector.x), 1, 1);
|
||||||
if (isAirAttackSlow && _rigidbody.linearVelocity.y < fallSpeedClamp)
|
}
|
||||||
{
|
|
||||||
_rigidbody.linearVelocity = new Vector2(
|
|
||||||
_rigidbody.linearVelocity.x,
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||||||
fallSpeedClamp
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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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@ -94,171 +73,114 @@ public class Player : MonoBehaviour
|
||||||
inputVector = value.Get<Vector2>();
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inputVector = value.Get<Vector2>();
|
||||||
}
|
}
|
||||||
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|
||||||
public void MoveUpdate()
|
|
||||||
{
|
|
||||||
if (isDashing) return;
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|
||||||
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||||||
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|
||||||
|
|
||||||
float multiplier = isAirAttackSlow ? airMoveMultiplier : 1f;
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||||||
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||||||
_rigidbody.linearVelocity = new Vector2(
|
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||||||
inputVector.x * moveSpeed * multiplier,
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||||||
_rigidbody.linearVelocity.y
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|
||||||
);
|
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||||||
}
|
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||||||
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||||||
public void Jump()
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|
||||||
{
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||||||
if (currentJumpCount <= 0) return;
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||||||
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||||||
currentJumpCount--;
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||||||
_rigidbody.linearVelocity = new Vector2(_rigidbody.linearVelocity.x, 0f);
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||||||
_rigidbody.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
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||||||
}
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|
||||||
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|
||||||
public void NormalAttack()
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public void NormalAttack()
|
||||||
{
|
{
|
||||||
if (isDashing) return;
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if (currentAttackTime < maxAttackTime)
|
||||||
if (attackCooldownTimer > 0f) return;
|
|
||||||
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|
||||||
attackCooldownTimer = attackCooldown;
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||||||
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||||||
Vector2 boxSize = comboAttackSizes[comboStep];
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||||||
float dir = inputVector.x != 0 ? Mathf.Sign(inputVector.x) : Mathf.Sign(transform.localScale.x);
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||||||
Vector2 origin = (Vector2)transform.position + new Vector2(dir * boxSize.x, 0f);
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||||||
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|
||||||
Collider2D[] enemies = Physics2D.OverlapBoxAll(origin, boxSize, 0f, enemyLayer);
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|
||||||
foreach (Collider2D enemy in enemies)
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|
||||||
{
|
{
|
||||||
Vector2 toEnemy = (enemy.transform.position - transform.position).normalized;
|
if (!isGrounded)
|
||||||
float dist = Vector2.Distance(transform.position, enemy.transform.position);
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|
||||||
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||||||
if (!Physics2D.Raycast(transform.position, toEnemy, dist, obstacleLayer))
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|
||||||
{
|
{
|
||||||
enemy.GetComponent<Entity>()?.TakeDamage(10);
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Debug.Log($"{currentAttackTime + 1} / {maxAttackTime}");
|
||||||
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currentAttackTime++;
|
||||||
}
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}
|
||||||
}
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||||||
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Debug.Log("Attack");
|
||||||
comboStep = (comboStep + 1) % comboAttackSizes.Length;
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float dir = transform.localScale.x;
|
||||||
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Vector2 direction = new Vector2(dir, 0);
|
||||||
if (!isGrounded)
|
Vector2 originPosition = (Vector2)transform.position + (direction * 1);
|
||||||
{
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|
||||||
if (_rigidbody.linearVelocity.y < 0f)
|
Collider2D[] enemise = Physics2D.OverlapBoxAll(originPosition, attackBoxSize, 0, enemyLayer);
|
||||||
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||||||
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if (enemise.Length > 0)
|
||||||
{
|
{
|
||||||
isAirAttackSlow = true;
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foreach (Collider2D enemy in enemise)
|
||||||
attackSlowTimer = attackSlowDuration;
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{
|
||||||
}
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enemy.gameObject.GetComponent<Entity>().TakeDamage(10);
|
||||||
else
|
}
|
||||||
{
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}
|
||||||
pendingAirAttackSlow = true;
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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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||||||
public void DashAttack()
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||||||
{
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||||||
if (isDashing)
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||||||
{
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||||||
return;
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|
||||||
}
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||||||
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|
||||||
StartCoroutine(DashPlayerRoutine());
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|
||||||
}
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|
||||||
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|
||||||
private IEnumerator DashPlayerRoutine()
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|
||||||
{
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|
||||||
isDashing = true;
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|
||||||
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|
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isAirAttackSlow = false;
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|
||||||
pendingAirAttackSlow = false;
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attackSlowTimer = 0f;
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||||||
attackCooldownTimer = 0f;
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_rigidbody.linearVelocity = Vector2.zero;
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dashHitEnemies.Clear();
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Vector2 direction = inputVector.normalized;
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if (direction == Vector2.zero)
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direction = new Vector2(Mathf.Sign(transform.localScale.x), 0f);
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if (isGrounded && direction.y < 0)
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|
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direction.y = 0f;
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||||||
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|
||||||
Vector2 startPos = _rigidbody.position;
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|
||||||
Vector2 targetPos = startPos + direction * dashDistance;
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|
||||||
|
|
||||||
float timer = 0f;
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|
||||||
while (timer < dashTime)
|
|
||||||
{
|
|
||||||
timer += Time.deltaTime;
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|
||||||
float t = timer / dashTime;
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|
||||||
_rigidbody.MovePosition(Vector2.Lerp(startPos, targetPos, t));
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|
||||||
yield return null;
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|
||||||
}
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|
||||||
|
|
||||||
isDashing = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void AttackOnDash(Collider2D collision)
|
|
||||||
{
|
|
||||||
if ((enemyLayer.value & (1 << collision.gameObject.layer)) == 0) return;
|
|
||||||
if (dashHitEnemies.Contains(collision.gameObject)) return;
|
|
||||||
|
|
||||||
dashHitEnemies.Add(collision.gameObject);
|
|
||||||
collision.GetComponent<Entity>()?.TakeDamage(10);
|
|
||||||
}
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|
||||||
|
|
||||||
public void CheckGround()
|
public void CheckGround()
|
||||||
{
|
{
|
||||||
isGrounded = Physics2D.Raycast(transform.position, Vector2.down, 1.25f, groundLayer);
|
isGrounded = Physics2D.Raycast(transform.position, Vector2.down, 1.25f, groundLayer);
|
||||||
if (isGrounded)
|
if (isGrounded)
|
||||||
{
|
{
|
||||||
currentJumpCount = maxJumpCount;
|
isJumpedOnAir = false;
|
||||||
isAirAttackSlow = false;
|
currentAttackTime = 0;
|
||||||
pendingAirAttackSlow = false;
|
currentDashTime = 0;
|
||||||
attackSlowTimer = 0f;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Heal(int value)
|
public void DashAttack()
|
||||||
{
|
{
|
||||||
if (value <= 0) return;
|
if (isDashing) return;
|
||||||
|
if (currentDashTime < maxDashTime)
|
||||||
currentHp += value;
|
|
||||||
if (currentHp > maxHp)
|
|
||||||
currentHp = maxHp;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void TakeDamage(int damage)
|
|
||||||
{
|
|
||||||
currentHp -= damage;
|
|
||||||
if (currentHp <= 0)
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool IsDashing()
|
|
||||||
{
|
|
||||||
return isDashing;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDrawGizmos()
|
|
||||||
{
|
|
||||||
if (comboAttackSizes == null || comboAttackSizes.Length == 0) return;
|
|
||||||
|
|
||||||
Gizmos.color = Color.red;
|
|
||||||
|
|
||||||
int stepIndex = (comboStep < comboAttackSizes.Length) ? comboStep : 0;
|
|
||||||
Vector2 boxSize = comboAttackSizes[stepIndex];
|
|
||||||
|
|
||||||
float dir = Mathf.Sign(transform.localScale.x);
|
|
||||||
if (Application.isPlaying && inputVector.x != 0)
|
|
||||||
{
|
{
|
||||||
dir = Mathf.Sign(inputVector.x);
|
currentDashTime++;
|
||||||
|
StartCoroutine(DashPlayerRoutine());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator DashPlayerRoutine()
|
||||||
|
{
|
||||||
|
isDashing = true;
|
||||||
|
_rigidbody.linearVelocity = Vector2.zero;
|
||||||
|
dashHitEnemies.Clear();
|
||||||
|
|
||||||
|
Vector2 direction = inputVector.normalized;
|
||||||
|
if (direction == Vector2.zero)
|
||||||
|
{
|
||||||
|
direction = new Vector2(transform.localScale.x, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 origin = (Vector2)transform.position + new Vector2(dir * boxSize.x, 0f);
|
if (isGrounded && direction.y < 0)
|
||||||
Gizmos.DrawWireCube(origin, boxSize);
|
{
|
||||||
|
direction.y = 0;
|
||||||
|
if (direction.x != 0) direction.x = Mathf.Sign(direction.x);
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector2 startPos = _rigidbody.position;
|
||||||
|
Vector2 targetPos = startPos + (direction.normalized * 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;
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
public void AttackOnDash(Collider2D collision)
|
||||||
|
{
|
||||||
|
if ((enemyLayer.value & (1 << collision.gameObject.layer)) > 0)
|
||||||
|
{
|
||||||
|
if (!dashHitEnemies.Contains(collision.gameObject))
|
||||||
|
{
|
||||||
|
dashHitEnemies.Add(collision.gameObject);
|
||||||
|
collision.gameObject.GetComponent<Entity>().TakeDamage(10);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsDashing() { return isDashing; }
|
||||||
|
|
||||||
|
public void Heal(int heal)
|
||||||
|
{
|
||||||
|
if (heal < 0) return;
|
||||||
|
currentHp += heal;
|
||||||
|
if (currentHp > maxHp) currentHp = maxHp;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void TakeDamage(int playerAttackDamage)
|
||||||
|
{
|
||||||
|
currentHp -= playerAttackDamage;
|
||||||
|
if (currentHp <= 0)
|
||||||
|
{
|
||||||
|
currentHp = 0;
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Reference in New Issue
Block a user