유닛이 죽었을때 시체농락 하는 시스템 제거
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parent
152bc5d135
commit
7e5df63807
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@ -18,7 +18,8 @@ public class UnitCtrl : MonoBehaviour
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float delay;
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float delay;
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bool isDie = false;
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bool _isDie = false;
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public bool isDie { get { return _isDie; } }
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public void DataSet(long tableIndex)
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public void DataSet(long tableIndex)
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{
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{
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@ -40,7 +41,7 @@ public class UnitCtrl : MonoBehaviour
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enemyUnits = new List<UnitCtrl>();
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enemyUnits = new List<UnitCtrl>();
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isHomeAttack = false;
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isHomeAttack = false;
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delay = 0;
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delay = 0;
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isDie = false;
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_isDie = false;
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}
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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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@ -57,7 +58,7 @@ public class UnitCtrl : MonoBehaviour
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}
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}
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private void Update()
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private void Update()
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{
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{
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if (PlayCtrl.Instance.isEndGame || isDie)
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if (PlayCtrl.Instance.isEndGame || _isDie)
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return;
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return;
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delay -= Time.deltaTime;
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delay -= Time.deltaTime;
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if (delay > 0)
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if (delay > 0)
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@ -90,7 +91,7 @@ public class UnitCtrl : MonoBehaviour
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}
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}
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else
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else
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{
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{
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if (enemyUnits[0] != null)
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if (enemyUnits[0] != null && !enemyUnits[0].isDie)
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{
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{
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anim.SetTrigger("attack");
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anim.SetTrigger("attack");
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enemyUnits[0].Attack(unit.attack);
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enemyUnits[0].Attack(unit.attack);
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@ -153,7 +154,7 @@ public class UnitCtrl : MonoBehaviour
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anim.SetBool("isDie", true);
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anim.SetBool("isDie", true);
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components[0].enabled = false;
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components[0].enabled = false;
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components[1].enabled = false;
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components[1].enabled = false;
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isDie = true;
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_isDie = true;
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Destroy(gameObject, 1.0f);
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Destroy(gameObject, 1.0f);
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}
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}
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}
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}
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