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feature/ch
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master
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@ -72,3 +72,4 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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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.Diagnostics;
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using Unity.Profiling;
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using UnityEngine;
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public static class EventAggregator
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{
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// 타입별 SubscriberList<T> 저장
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static readonly Dictionary<Type, object> subscribers = new Dictionary<Type, object>();
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// Publish 성능 측정을 위한 profiler marker
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static readonly ProfilerMarker publishMarker = new ProfilerMarker("EventAggregator.Publish");
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/// <summary>
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/// 이벤트 타입 T를 구독합니다.
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/// </summary>
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public static void Subscribe<T>(Action<T> handler)
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{
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var key = typeof(T);
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if (!subscribers.TryGetValue(key, out var listObj))
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{
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listObj = new SubscriberList<T>(initialCapacity: 4);
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subscribers[key] = listObj;
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}
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((SubscriberList<T>)listObj).Add(handler);
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Logger.LogDebug($"[EA] Subscribe<{key.Name}> → {handler.Target?.GetType().Name}.{handler.Method.Name}");
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}
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/// <summary>
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/// 이벤트 타입 T의 구독을 해제합니다.
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/// </summary>
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public static void Unsubscribe<T>(Action<T> handler)
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{
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var key = typeof(T);
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if (subscribers.TryGetValue(key, out var listObj))
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((SubscriberList<T>)listObj).Remove(handler);
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Logger.LogDebug($"[EA] Unsubscribe<{key.Name}> ← {handler.Target?.GetType().Name}.{handler.Method.Name}");
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}
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/// <summary>
|
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/// 이벤트를 발행합니다.
|
||||
/// </summary>
|
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public static void Publish<T>(in T payload)
|
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{
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var key = typeof(T);
|
||||
Logger.LogDebug($"[EA] Publish<{key.Name}> payload={payload}");
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publishMarker.Begin();
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if (subscribers.TryGetValue(key, out var listObj))
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((SubscriberList<T>)listObj).Invoke(payload);
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publishMarker.End();
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}
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class SubscriberList<T>
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{
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readonly List<Action<T>> handlers;
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public SubscriberList(int initialCapacity)
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{
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handlers = new List<Action<T>>(initialCapacity);
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}
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public void Add(Action<T> handler) => handlers.Add(handler);
|
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public void Remove(Action<T> handler) => handlers.Remove(handler);
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|
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public void Invoke(in T payload)
|
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{
|
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for (int i = 0, cnt = handlers.Count; i < cnt; i++)
|
||||
{
|
||||
#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
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try
|
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{
|
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handlers[i].Invoke(payload);
|
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}
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catch (Exception ex)
|
||||
{
|
||||
// 오류는 항상 남기되, 로깅 메커니즘을 통일
|
||||
Logger.LogError($"[EA] Exception in <{typeof(T).Name}> handler: {ex}");
|
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}
|
||||
#else
|
||||
_handlers[i].Invoke(payload);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1bdb5ee5978824342bf8f70083212f3b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,53 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Debug.Log을 좀 더 편하게 사용하기 위한 헬퍼 클래스입니다.
|
||||
/// </summary>
|
||||
public static class Logger
|
||||
{
|
||||
public enum Level { Debug, Info, Warning, Error }
|
||||
|
||||
// 릴리즈 빌드에서 불필요한 스택트레이스 끄기
|
||||
static Logger()
|
||||
{
|
||||
#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
|
||||
Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
|
||||
Application.SetStackTraceLogType(LogType.Warning,StackTraceLogType.None);
|
||||
Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.ScriptOnly);
|
||||
#endif
|
||||
}
|
||||
|
||||
// 에디터/개발 빌드에서만 컴파일됨 → 릴리즈에선 이 호출 자체가 사라집니다
|
||||
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
|
||||
public static void LogDebug(object message, UnityEngine.Object context = null) => LogInternal(Level.Debug, message, context);
|
||||
|
||||
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
|
||||
public static void LogInfo(object message, UnityEngine.Object context = null) => LogInternal(Level.Info, message, context);
|
||||
|
||||
[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
|
||||
public static void LogWarning(object message, UnityEngine.Object context = null) => LogInternal(Level.Warning, message, context);
|
||||
|
||||
// 에러는 항상 남겨둡니다
|
||||
public static void LogError(object message, UnityEngine.Object context = null) => LogInternal(Level.Error, message, context);
|
||||
|
||||
static void LogInternal(Level level, object message, UnityEngine.Object context = null)
|
||||
{
|
||||
switch (level)
|
||||
{
|
||||
case Level.Debug:
|
||||
case Level.Info:
|
||||
UnityEngine.Debug.Log(message, context);
|
||||
break;
|
||||
case Level.Warning:
|
||||
UnityEngine.Debug.LogWarning(message, context);
|
||||
break;
|
||||
case Level.Error:
|
||||
UnityEngine.Debug.LogError(message, context);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 49e767187741d7a44a8d5a4997eeb9fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 4842e5bc1cca863418d9309ca2d32cd8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,13 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObjOffAfterTime : MonoBehaviour
|
||||
{
|
||||
[SerializeField] float time;
|
||||
private void OnEnable()
|
||||
{
|
||||
Invoke("ObjOff", time);
|
||||
}
|
||||
void ObjOff() { gameObject.SetActive(false); }
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 184f2910ee922884b8ab520482eb0ed0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c668a33c62b41e3418810e6e2cc2e923
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,33 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// Window → EventAggregator Debugger 메뉴에서 구독 현황을 확인할 수 있는 에디터 창입니다.
|
||||
/// </summary>
|
||||
public class EventAggregatorDebugger : EditorWindow
|
||||
{
|
||||
Vector2 scroll;
|
||||
|
||||
[MenuItem("Window/EventAggregator Debugger")]
|
||||
static void Open() => GetWindow<EventAggregatorDebugger>("EA Debugger");
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUILayout.Label("EventAggregator Subscriptions", EditorStyles.boldLabel);
|
||||
scroll = EditorGUILayout.BeginScrollView(scroll);
|
||||
|
||||
foreach (var info in EventAggregatorInspector.GetSubscriptions())
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(info.EventType.Name, GUILayout.Width(150));
|
||||
EditorGUILayout.LabelField($"{info.SubscriberCount} subscriber(s)");
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8796eead6592165488e8a1f5a8ef601b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,50 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// EventAggregator의 내부 subscribers 딕셔너리를 리플렉션으로 읽어 구독 정보를 제공하는 헬퍼 클래스입니다.
|
||||
/// </summary>
|
||||
public static
|
||||
class EventAggregatorInspector
|
||||
{
|
||||
public struct SubscriptionInfo
|
||||
{
|
||||
public Type EventType;
|
||||
public int SubscriberCount;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 등록된 모든 이벤트 타입과 구독자 수를 반환합니다.
|
||||
/// </summary>
|
||||
public static IEnumerable<SubscriptionInfo> GetSubscriptions()
|
||||
{
|
||||
var eaType = typeof(EventAggregator);
|
||||
var field = eaType.GetField("subscribers", BindingFlags.Static | BindingFlags.NonPublic);
|
||||
if (field == null)
|
||||
yield break;
|
||||
|
||||
var dict = field.GetValue(null) as Dictionary<Type, object>;
|
||||
if (dict == null)
|
||||
yield break;
|
||||
|
||||
foreach (var kvp in dict)
|
||||
{
|
||||
var listObj = kvp.Value;
|
||||
var handlersField = listObj.GetType()
|
||||
.GetField("handlers", BindingFlags.Instance | BindingFlags.NonPublic);
|
||||
var list = handlersField?.GetValue(listObj) as ICollection;
|
||||
int count = list != null ? list.Count : 0;
|
||||
|
||||
yield return new SubscriptionInfo
|
||||
{
|
||||
EventType = kvp.Key,
|
||||
SubscriberCount = count
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b1d39327a4bc367478018c4eb32e6a74
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6dec96d472af453888b1a805041198c5
|
||||
timeCreated: 1746711648
|
|
@ -0,0 +1,299 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class MapGenerator : MonoBehaviour
|
||||
{
|
||||
public int totalRooms = 20;
|
||||
public int mainRoomsCount = 10;
|
||||
public float mapRadius = 50f;
|
||||
public float minRoomWidth = 4f;
|
||||
public float maxRoomWidth = 10f;
|
||||
public float minRoomHeight = 4f;
|
||||
public float maxRoomHeight = 10f;
|
||||
public int separationIterations = 10;
|
||||
|
||||
private readonly List<Room> _rooms = new();
|
||||
private List<Room> _mainRooms = new();
|
||||
private readonly List<Connection> _connections = new();
|
||||
private readonly HashSet<Vector2Int> _corridorTiles = new();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
GenerateMap();
|
||||
}
|
||||
|
||||
public void GenerateMap()
|
||||
{
|
||||
ClearAll();
|
||||
GenerateRooms();
|
||||
SeparateRooms();
|
||||
SelectMainRooms();
|
||||
ConnectRoomsWithMST();
|
||||
CreateCorridors();
|
||||
|
||||
Debug.Log($"생성된 전체 방 수: {_rooms.Count}");
|
||||
Debug.Log($"메인 방 수: {_mainRooms.Count}");
|
||||
Debug.Log($"연결 수: {_connections.Count}");
|
||||
}
|
||||
|
||||
private void ClearAll()
|
||||
{
|
||||
_rooms.Clear();
|
||||
_mainRooms.Clear();
|
||||
_connections.Clear();
|
||||
}
|
||||
|
||||
private void GenerateRooms()
|
||||
{
|
||||
for (var i = 0; i < totalRooms; i++)
|
||||
{
|
||||
// 랜덤 위치 선택
|
||||
var angle = Random.Range(0f, Mathf.PI * 2);
|
||||
var distance = Random.Range(0f, mapRadius);
|
||||
var position = new Vector2(
|
||||
Mathf.Cos(angle) * distance,
|
||||
Mathf.Sin(angle) * distance
|
||||
);
|
||||
|
||||
// 랜덤 크기 방 생성
|
||||
var width = Random.Range(minRoomWidth, maxRoomWidth);
|
||||
var height = Random.Range(minRoomHeight, maxRoomHeight);
|
||||
|
||||
_rooms.Add(new Room(position, new Vector2(width, height)));
|
||||
}
|
||||
}
|
||||
|
||||
private void SeparateRooms()
|
||||
{
|
||||
for (var iter = 0; iter < separationIterations; iter++)
|
||||
{
|
||||
var stillOverlapping = false;
|
||||
|
||||
for (var i = 0; i < _rooms.Count; i++)
|
||||
for (var j = i + 1; j < _rooms.Count; j++)
|
||||
if (_rooms[i].Overlaps(_rooms[j]))
|
||||
{
|
||||
stillOverlapping = true;
|
||||
|
||||
// 방들이 겹치면 서로 밀어냄
|
||||
var direction = (_rooms[i].Position - _rooms[j].Position).normalized;
|
||||
var overlap = _rooms[i].GetOverlapDistance(_rooms[j]);
|
||||
|
||||
_rooms[i].Position += direction * overlap * 0.5f;
|
||||
_rooms[j].Position -= direction * overlap * 0.5f;
|
||||
}
|
||||
|
||||
// 더 이상 겹치는 방이 없으면 종료
|
||||
if (!stillOverlapping) break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SelectMainRooms()
|
||||
{
|
||||
// 방 크기에 따라 정렬 (큰 것부터)
|
||||
_rooms.Sort((a, b) => (b.Size.x * b.Size.y).CompareTo(a.Size.x * a.Size.y));
|
||||
|
||||
// 가장 큰 방 mainRoomsCount개만 선택
|
||||
_mainRooms = _rooms.Take(Mathf.Min(mainRoomsCount, _rooms.Count)).ToList();
|
||||
}
|
||||
|
||||
private void ConnectRoomsWithMST()
|
||||
{
|
||||
var edges = new List<Edge>();
|
||||
|
||||
// 모든 방 쌍에 대해 거리 계산
|
||||
for (var i = 0; i < _mainRooms.Count; i++)
|
||||
for (var j = i + 1; j < _mainRooms.Count; j++)
|
||||
{
|
||||
var dist = Vector2.Distance(_mainRooms[i].Position, _mainRooms[j].Position);
|
||||
edges.Add(new Edge(i, j, dist));
|
||||
}
|
||||
|
||||
// 크루스칼 MST 알고리즘
|
||||
edges.Sort((a, b) => a.Weight.CompareTo(b.Weight));
|
||||
var ds = new DisjointSet(_mainRooms.Count);
|
||||
|
||||
foreach (var edge in edges)
|
||||
if (ds.Find(edge.U) != ds.Find(edge.V))
|
||||
{
|
||||
ds.Union(edge.U, edge.V);
|
||||
_connections.Add(new Connection(_mainRooms[edge.U], _mainRooms[edge.V]));
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateCorridors()
|
||||
{
|
||||
foreach (var conn in _connections)
|
||||
{
|
||||
var roomA = conn.RoomA;
|
||||
var roomB = conn.RoomB;
|
||||
|
||||
// 두 방의 중심점
|
||||
var startPos = Vector2Int.RoundToInt(roomA.Position);
|
||||
var endPos = Vector2Int.RoundToInt(roomB.Position);
|
||||
|
||||
// 두 가지 L자 패턴
|
||||
if (Random.Range(0, 2) == 0)
|
||||
{
|
||||
// 수평 먼저, 수직 나중 ㄱ
|
||||
CreateCorridor(_corridorTiles, startPos, new Vector2Int(endPos.x, startPos.y));
|
||||
CreateCorridor(_corridorTiles, new Vector2Int(endPos.x, startPos.y), endPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 수직 먼저, 수평 나중 ┌
|
||||
CreateCorridor(_corridorTiles, startPos, new Vector2Int(startPos.x, endPos.y));
|
||||
CreateCorridor(_corridorTiles, new Vector2Int(startPos.x, endPos.y), endPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 중복 없는 복도 생성
|
||||
/// </summary>
|
||||
/// <param name="corridorTiles"></param>
|
||||
/// <param name="start"></param>
|
||||
/// <param name="end"></param>
|
||||
private void CreateCorridor(HashSet<Vector2Int> corridorTiles, Vector2Int start, Vector2Int end)
|
||||
{
|
||||
var position = start;
|
||||
var direction = new Vector2Int(
|
||||
Mathf.Clamp(end.x - start.x, -1, 1),
|
||||
Mathf.Clamp(end.y - start.y, -1, 1)
|
||||
);
|
||||
|
||||
while (position != end)
|
||||
{
|
||||
corridorTiles.Add(position);
|
||||
|
||||
// 다음 위치로 이동
|
||||
if (position.x != end.x)
|
||||
position.x += direction.x;
|
||||
else if (position.y != end.y)
|
||||
position.y += direction.y;
|
||||
}
|
||||
}
|
||||
|
||||
#region Debug 테스트용
|
||||
|
||||
public Color roomColor = Color.blue;
|
||||
public Color mainRoomColor = Color.red;
|
||||
public Color corridorColor = Color.green;
|
||||
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
// 방
|
||||
Gizmos.color = roomColor;
|
||||
foreach (var room in _rooms)
|
||||
{
|
||||
if (_mainRooms.Contains(room))
|
||||
Gizmos.color = mainRoomColor;
|
||||
else
|
||||
Gizmos.color = roomColor;
|
||||
|
||||
Gizmos.DrawWireCube(room.Position, room.Size);
|
||||
}
|
||||
|
||||
// 복도
|
||||
Gizmos.color = corridorColor;
|
||||
var tileSize = 1f; // 타일 크기
|
||||
|
||||
if (_corridorTiles != null)
|
||||
foreach (var pos in _corridorTiles)
|
||||
Gizmos.DrawWireCube(new Vector3(pos.x, pos.y, 0),
|
||||
new Vector3(tileSize, tileSize, 0));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Class
|
||||
|
||||
// 방 클래스
|
||||
public class Room
|
||||
{
|
||||
public Vector2 Position;
|
||||
public Vector2 Size;
|
||||
|
||||
public Room(Vector2 pos, Vector2 size)
|
||||
{
|
||||
Position = pos;
|
||||
Size = size;
|
||||
}
|
||||
|
||||
public bool Overlaps(Room other)
|
||||
{
|
||||
return !(Position.x + Size.x / 2 < other.Position.x - other.Size.x / 2 ||
|
||||
Position.x - Size.x / 2 > other.Position.x + other.Size.x / 2 ||
|
||||
Position.y + Size.y / 2 < other.Position.y - other.Size.y / 2 ||
|
||||
Position.y - Size.y / 2 > other.Position.y + other.Size.y / 2);
|
||||
}
|
||||
|
||||
public float GetOverlapDistance(Room other)
|
||||
{
|
||||
var dx = Mathf.Min(Position.x + Size.x / 2, other.Position.x + other.Size.x / 2) -
|
||||
Mathf.Max(Position.x - Size.x / 2, other.Position.x - other.Size.x / 2);
|
||||
var dy = Mathf.Min(Position.y + Size.y / 2, other.Position.y + other.Size.y / 2) -
|
||||
Mathf.Max(Position.y - Size.y / 2, other.Position.y - other.Size.y / 2);
|
||||
|
||||
// 실제 겹치는 거리 계산
|
||||
if (dx > 0 && dy > 0)
|
||||
return Mathf.Min(dx, dy) + 0.1f; // 약간의 여유 공간 추가
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// 연결 클래스
|
||||
private class Connection
|
||||
{
|
||||
public readonly Room RoomA, RoomB;
|
||||
|
||||
public Connection(Room a, Room b)
|
||||
{
|
||||
RoomA = a;
|
||||
RoomB = b;
|
||||
}
|
||||
}
|
||||
|
||||
// MST용 간선 클래스
|
||||
private class Edge
|
||||
{
|
||||
public readonly int U, V;
|
||||
public readonly float Weight;
|
||||
|
||||
public Edge(int u, int v, float w)
|
||||
{
|
||||
U = u;
|
||||
V = v;
|
||||
Weight = w;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Disjoint Set 자료구조
|
||||
private class DisjointSet
|
||||
{
|
||||
private readonly int[] _parent;
|
||||
|
||||
public DisjointSet(int n)
|
||||
{
|
||||
_parent = new int[n];
|
||||
for (var i = 0; i < n; i++) _parent[i] = i;
|
||||
}
|
||||
|
||||
public int Find(int x)
|
||||
{
|
||||
if (_parent[x] == x) return x;
|
||||
return _parent[x] = Find(_parent[x]);
|
||||
}
|
||||
|
||||
public void Union(int a, int b)
|
||||
{
|
||||
var rootA = Find(a);
|
||||
var rootB = Find(b);
|
||||
if (rootA != rootB) _parent[rootB] = rootA;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,3 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 8fdb3db0de214c69a1c56245514dcc63
|
||||
timeCreated: 1746712260
|
|
@ -10,14 +10,6 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
|
|||
UnityEngine.SceneManagement.SceneManager.LoadScene(0);
|
||||
return;
|
||||
}
|
||||
//if( GameManager.Instance.isSpeedRun)
|
||||
//{
|
||||
// Debug.Log("SpeedRun 모드 활성화");
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// Debug.Log("일반 모드 활성화");
|
||||
//}
|
||||
}
|
||||
|
||||
Event keyEvent;
|
||||
|
@ -27,13 +19,11 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
|
|||
public Action keyAdown = null;
|
||||
public Action keySdown = null;
|
||||
public Action keyDdown = null;
|
||||
public Action keyWup = null;
|
||||
public Action keySup = null;
|
||||
public Action keyAup = null;
|
||||
public Action keyDup = null;
|
||||
public Action keyQdown = null;
|
||||
public Action kewEsc = null;
|
||||
public Action keySpace = null;
|
||||
public Action leftMouve = null;
|
||||
public Action rightMouve = null;
|
||||
private void OnGUI()
|
||||
{
|
||||
keyEvent = Event.current;
|
||||
|
@ -57,30 +47,14 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
|
|||
case KeyCode.W:
|
||||
keyWdown?.Invoke();
|
||||
break;
|
||||
case KeyCode.Q:
|
||||
keyQdown?.Invoke();
|
||||
break;
|
||||
case KeyCode.Space:
|
||||
Debug.Log(keySpace);
|
||||
keySpace?.Invoke();
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (keyEvent.type == EventType.KeyUp)
|
||||
{
|
||||
switch (Event.current.keyCode)
|
||||
{
|
||||
case KeyCode.A:
|
||||
keyAup?.Invoke();
|
||||
break;
|
||||
case KeyCode.D:
|
||||
keyDup?.Invoke();
|
||||
break;
|
||||
case KeyCode.S:
|
||||
keySup?.Invoke();
|
||||
break;
|
||||
case KeyCode.W:
|
||||
keyWup?.Invoke();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
|
@ -88,5 +62,9 @@ public class PlayManager : SingletonMonoBehaviour<PlayManager>
|
|||
{
|
||||
leftMouve?.Invoke();
|
||||
}
|
||||
if(Input.GetMouseButtonDown(1))
|
||||
{
|
||||
rightMouve?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,2 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 46bd8f1c673ca8e40bf245d298edd854
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using static PlayerController;
|
||||
|
||||
|
@ -7,12 +8,13 @@ public class PlayerAttack : MonoBehaviour
|
|||
Animator animator;
|
||||
PlayerController controller;
|
||||
public float attackTime = 0.5f; // 공격 후 쿨다운
|
||||
public float attackCoolTime = 0.5f;
|
||||
|
||||
private int attackCount = 0; // 현재 공격 횟수
|
||||
private float lastAttackTime;
|
||||
private bool canAttack = true;
|
||||
private int attackIdx = 0; // 공격 애니메이션 인덱스 (0,1 반복)
|
||||
|
||||
private string[] anim_Strings = { "AttackIdx", "AttackState", "idleState" };
|
||||
private bool canAttack = true;
|
||||
|
||||
|
||||
private void Start()
|
||||
{
|
||||
|
@ -21,48 +23,55 @@ public class PlayerAttack : MonoBehaviour
|
|||
PlayManager.Instance.leftMouve += Attack;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (controller.playerState == PlayerState.Dash) return;
|
||||
|
||||
if (attackCount > 0 && Time.time - lastAttackTime >= attackTime)
|
||||
{
|
||||
AttackStop(); // ÀϹÝÀûÀÎ °æ¿ì´Â ±×³É AttackStop()
|
||||
}
|
||||
}
|
||||
|
||||
void Attack()
|
||||
{
|
||||
if(!canAttack) return;
|
||||
if(!canAttack || controller.playerState == PlayerState.Skill) return;
|
||||
controller.playerState = PlayerState.Attack;
|
||||
lastAttackTime = Time.time;
|
||||
attackCount++;
|
||||
|
||||
Debug.Log($"Attack Count: {attackCount}, Attack Index: {attackIdx}");
|
||||
|
||||
animator.SetInteger(anim_Strings[0], attackIdx);
|
||||
animator.SetInteger("AttackIdx", attackIdx);
|
||||
attackIdx = (attackIdx + 1) % 2;
|
||||
|
||||
AttackRot();
|
||||
animator.SetFloat(anim_Strings[1], controller.idleState);
|
||||
animator.SetFloat("idleState", controller.idleState);
|
||||
if(coroutine != null)
|
||||
{
|
||||
StopCoroutine(coroutine);
|
||||
coroutine = StartCoroutine(AttackStopCoroutin());
|
||||
}
|
||||
else
|
||||
{
|
||||
coroutine = StartCoroutine(AttackStopCoroutin());
|
||||
}
|
||||
|
||||
if (attackCount >= 3)
|
||||
{
|
||||
StartCoroutine(AttackCooldown()); // 마지막 공격이면 쿨다운 실행
|
||||
}
|
||||
}
|
||||
|
||||
public void AttackStop()
|
||||
Coroutine coroutine;
|
||||
IEnumerator AttackStopCoroutin()
|
||||
{
|
||||
yield return new WaitForSeconds(attackTime);
|
||||
AttackStop();
|
||||
}
|
||||
private void AttackStop()
|
||||
{
|
||||
attackCount = 0;
|
||||
controller.playerState = PlayerState.Idle;
|
||||
animator.SetInteger(anim_Strings[0], -1);
|
||||
animator.SetInteger("AttackIdx", -1);
|
||||
}
|
||||
public void AttackInitialized()
|
||||
{
|
||||
attackCount = 0;
|
||||
}
|
||||
|
||||
IEnumerator AttackCooldown()
|
||||
{
|
||||
canAttack = false;
|
||||
yield return new WaitForSeconds(attackTime);
|
||||
yield return new WaitForSeconds(attackCoolTime);
|
||||
AttackStop(); // 마지막 공격 후 Stop
|
||||
canAttack = true;
|
||||
}
|
||||
|
@ -77,19 +86,19 @@ public class PlayerAttack : MonoBehaviour
|
|||
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
|
||||
{
|
||||
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
|
||||
animator.SetFloat(anim_Strings[2], 1);
|
||||
animator.SetFloat("AttackState", 1);
|
||||
controller.idleState = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mouseScreenPos.y > playerScreenPos.y)
|
||||
{
|
||||
animator.SetFloat(anim_Strings[2], 0.5f);
|
||||
animator.SetFloat("AttackState", 0.5f);
|
||||
controller.idleState = 2f / 3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetFloat(anim_Strings[2], 0);
|
||||
animator.SetFloat("AttackState", 0);
|
||||
controller.idleState = 1f / 3f;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,10 +11,9 @@ public class PlayerController : MonoBehaviour
|
|||
public float accelerationTime = 2f; // 2초 동안 가속
|
||||
public float dashTime = 0.5f;
|
||||
public float moveTime = 0f; // 이동한 시간
|
||||
public enum PlayerState { Idle, Walking, Dash, Attack }
|
||||
public enum PlayerState { Idle, Walking, Dash, Attack, Skill }
|
||||
public PlayerState playerState;
|
||||
private Vector2 moveDirection = Vector2.zero; // 현재 이동 방향
|
||||
private string[] anim_Strings = { "PosX", "PosY", "idleState" };
|
||||
PlayerAttack playerAttack;
|
||||
Animator animator;
|
||||
|
||||
|
@ -43,7 +42,7 @@ public class PlayerController : MonoBehaviour
|
|||
// 이동 처리
|
||||
void HandleMovement()
|
||||
{
|
||||
if (playerState == PlayerState.Dash || playerState == PlayerState.Attack) return;
|
||||
if (playerState == PlayerState.Dash || playerState == PlayerState.Attack || playerState == PlayerState.Skill) return;
|
||||
moveDirection = Vector2.zero; // 매 프레임 초기화
|
||||
|
||||
if (Input.GetKey(KeyCode.A)) moveDirection += Vector2.left;
|
||||
|
@ -65,13 +64,13 @@ public class PlayerController : MonoBehaviour
|
|||
// A 또는 D가 눌린 상태라면 Side 애니메이션을 우선 적용
|
||||
if (moveDirection.x != 0)
|
||||
{
|
||||
animator.SetFloat(anim_Strings[0], 1);
|
||||
animator.SetFloat(anim_Strings[1], 0);
|
||||
animator.SetFloat("PosX", 1);
|
||||
animator.SetFloat("PosY", 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetFloat(anim_Strings[0], 0);
|
||||
animator.SetFloat(anim_Strings[1], moveDirection.y);
|
||||
animator.SetFloat("PosX", 0);
|
||||
animator.SetFloat("PosY", moveDirection.y);
|
||||
}
|
||||
// 회전 처리
|
||||
if (Mathf.Abs(moveDirection.x) > 0)
|
||||
|
@ -84,9 +83,9 @@ public class PlayerController : MonoBehaviour
|
|||
// 이동하지 않으면 Idle 상태를 설정
|
||||
moveTime = 0f;
|
||||
animator.SetBool("isWalking", false);
|
||||
animator.SetFloat(anim_Strings[0], 0);
|
||||
animator.SetFloat(anim_Strings[1], 0);
|
||||
animator.SetFloat(anim_Strings[2], idleState);
|
||||
animator.SetFloat("PosX", 0);
|
||||
animator.SetFloat("PosY", 0);
|
||||
animator.SetFloat("idleState", idleState);
|
||||
}
|
||||
}
|
||||
private void PlayerRot(Vector2 direction)
|
||||
|
@ -119,7 +118,7 @@ public class PlayerController : MonoBehaviour
|
|||
{
|
||||
playerState = PlayerState.Dash;
|
||||
animator.SetTrigger("DodgeTrigger");
|
||||
playerAttack.AttackStop();
|
||||
playerAttack.AttackInitialized();
|
||||
moveTime = 0f;
|
||||
StartCoroutine(DashCoroutine()); // 대시 시작
|
||||
}
|
||||
|
|
|
@ -1,2 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f5ce1188e2abd3c45b15851146565423
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
using UnityEngine;
|
||||
|
||||
public class PlayerManager : MonoBehaviour
|
||||
{
|
||||
public static PlayerManager Instance { get; private set; }
|
||||
|
||||
[SerializeField] private GameObject playerPrefab;
|
||||
private GameObject playerInstance;
|
||||
|
||||
public GameObject Player => playerInstance;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
if (playerInstance == null && playerPrefab != null)
|
||||
{
|
||||
playerInstance = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity, transform);
|
||||
}
|
||||
else if (playerInstance == null)
|
||||
{
|
||||
Debug.LogError("Player Prefab이 할당되지 않았습니다!");
|
||||
}
|
||||
}
|
||||
|
||||
// Player 스크립트 참조 쉽게 하는 편의 메서드
|
||||
public T GetPlayerComponent<T>() where T : Component
|
||||
{
|
||||
if (playerInstance == null)
|
||||
{
|
||||
Debug.LogWarning("플레이어 인스턴스가 존재하지 않습니다.");
|
||||
return null;
|
||||
}
|
||||
return playerInstance.GetComponent<T>();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9c517b86a0d4b4f47a1685a6973f0c06
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,127 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
public class PlayerSkill : MonoBehaviour
|
||||
{
|
||||
private Animator animator;
|
||||
private PlayerController playerController;
|
||||
public Dictionary<SkillKeyType, SkillData> skillList = new Dictionary<SkillKeyType, SkillData>();
|
||||
public enum SkillKeyType { M_Right, Q, E, R, T }
|
||||
void Start()
|
||||
{
|
||||
playerController = GetComponent<PlayerController>();
|
||||
animator = GetComponentInChildren<Animator>();
|
||||
PlayManager.Instance.rightMouve += Skill_Right;
|
||||
PlayManager.Instance.keySdown += Skill_Q;
|
||||
}
|
||||
|
||||
private void Skill_Right()
|
||||
{
|
||||
BaseSkill(SkillKeyType.M_Right);
|
||||
}
|
||||
private void Skill_Q()
|
||||
{
|
||||
BaseSkill(SkillKeyType.Q);
|
||||
}
|
||||
public void BaseSkill(SkillKeyType skillKeyType)
|
||||
{
|
||||
if (!skillList.ContainsKey(skillKeyType)) return;
|
||||
SkillData skillData = skillList[skillKeyType];
|
||||
if (skillData != null && skillData.currentCoolTime == 0)
|
||||
{
|
||||
playerController.playerState = PlayerController.PlayerState.Skill;
|
||||
SkillRot();
|
||||
skillData.skillBase.Active(this);
|
||||
StartCoroutine(SkillCoolTime(skillData, skillData.skillBase.skillCoolTime));
|
||||
StartCoroutine(SkillStop(skillData.skillBase.skillStopTime));
|
||||
Debug.Log(123);
|
||||
}
|
||||
}
|
||||
IEnumerator SkillStop(float time)
|
||||
{
|
||||
yield return new WaitForSeconds(time);
|
||||
Debug.Log(123);
|
||||
animator.SetInteger("SkillIdx", -1);
|
||||
playerController.playerState = PlayerController.PlayerState.Idle;
|
||||
}
|
||||
IEnumerator SkillCoolTime(SkillData skillData,float time)
|
||||
{
|
||||
skillData.currentCoolTime = time;
|
||||
yield return new WaitForSeconds(time);
|
||||
skillData.currentCoolTime = 0;
|
||||
}
|
||||
public void SkillAdd(SkillBase skill, SkillKeyType skillKeyType)
|
||||
{
|
||||
if (!skillList.ContainsKey(skillKeyType))
|
||||
{
|
||||
skillList[skillKeyType] = new SkillData(skill);
|
||||
}
|
||||
else
|
||||
{
|
||||
skillList[skillKeyType].skillBase = skill;
|
||||
}
|
||||
}
|
||||
public void Skill_Anim(int idx)
|
||||
{
|
||||
animator.SetInteger("SkillIdx", idx);
|
||||
}
|
||||
public void SkillRot()
|
||||
{
|
||||
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
|
||||
Vector3 mouseScreenPos = Input.mousePosition;
|
||||
|
||||
bool isLeft = mouseScreenPos.x < playerScreenPos.x;
|
||||
|
||||
if (Mathf.Abs(mouseScreenPos.x - playerScreenPos.x) > Mathf.Abs(mouseScreenPos.y - playerScreenPos.y))
|
||||
{
|
||||
transform.GetChild(0).localEulerAngles = isLeft ? new Vector3(0, 180, 0) : new Vector3(0, 0, 0);
|
||||
animator.SetFloat("AttackState", 1);
|
||||
playerController.idleState = 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mouseScreenPos.y > playerScreenPos.y)
|
||||
{
|
||||
animator.SetFloat("AttackState", 0.5f);
|
||||
playerController.idleState = 2f / 3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
animator.SetFloat("AttackState", 0);
|
||||
playerController.idleState = 1f / 3f;
|
||||
}
|
||||
}
|
||||
}
|
||||
public Vector3 GetSkillDirection()
|
||||
{
|
||||
Vector3 playerScreenPos = Camera.main.WorldToScreenPoint(transform.position);
|
||||
Vector3 mouseScreenPos = Input.mousePosition;
|
||||
|
||||
Vector3 direction = (mouseScreenPos - playerScreenPos).normalized;
|
||||
direction.z = 0; // 2D ±âÁØÀ̸é z´Â 0À¸·Î
|
||||
return direction;
|
||||
}
|
||||
|
||||
private SkillData FindSkillData(SkillBase skillBase)
|
||||
{
|
||||
foreach (var pair in skillList)
|
||||
{
|
||||
if (pair.Value.skillBase == skillBase)
|
||||
return pair.Value;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public class SkillData
|
||||
{
|
||||
public SkillBase skillBase;
|
||||
public float currentCoolTime;
|
||||
|
||||
public SkillData(SkillBase baseSkill)
|
||||
{
|
||||
skillBase = baseSkill;
|
||||
currentCoolTime = 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: da150243b9548f44682c6e00a7d1e9ed
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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||||
guid: 5d8307864ef5554429dd27fdad1d1f7b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: b8b2840dad8d0114b9775f5803859f4c
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folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,11 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class SkillBase : ScriptableObject
|
||||
{
|
||||
public GameObject skillPrefab;
|
||||
public float skillCoolTime;
|
||||
public float skillStopTime;
|
||||
public abstract void Active(PlayerSkill playerSkill);
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5d12116bd9af6b848a0a1f30d1a7acb8
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,20 @@
|
|||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "Player/Skills/Skill_Elephant")]
|
||||
public class Skill_Elephant : SkillBase
|
||||
{
|
||||
public override void Active(PlayerSkill playerSkill)
|
||||
{
|
||||
playerSkill.Skill_Anim(0);
|
||||
|
||||
Vector3 mouseScreenPos = Input.mousePosition;
|
||||
mouseScreenPos.z = 10f; // 카메라로부터 10 유닛 앞에 스폰
|
||||
|
||||
Vector3 mouseWorldPos = Camera.main.ScreenToWorldPoint(mouseScreenPos);
|
||||
mouseWorldPos.z = 0f; // 2D면 z는 0
|
||||
|
||||
GameObject skill = Instantiate(skillPrefab, Test.Instance.skillTr);
|
||||
skill.transform.position = mouseWorldPos;
|
||||
skill.SetActive(true);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 70999adc26904334b845df97100da8b1
|
||||
MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,192 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using ClosedXML.Excel;
|
||||
|
||||
public class Excel
|
||||
{
|
||||
private List<Sheet> datas;
|
||||
public List<Sheet> getDatas { get { return datas; } }
|
||||
|
||||
#region Dynamic
|
||||
//이러한 형태로 사용할것
|
||||
public Dynamic dynamic;
|
||||
|
||||
public class Dynamic
|
||||
{
|
||||
List<Data> datas;
|
||||
|
||||
public float selectVelue(string name)
|
||||
{
|
||||
return datas.Find(n => n.name.Equals(name)).velue;
|
||||
}
|
||||
|
||||
|
||||
public Dynamic(Sheet sheet)
|
||||
{
|
||||
datas = new List<Data>();
|
||||
foreach (var item in sheet.dicViewer)
|
||||
{
|
||||
Data data = new Data((string)item.Value["name"], (float)item.Value["velue"]);
|
||||
datas.Add(data);
|
||||
}
|
||||
}
|
||||
|
||||
public class Data
|
||||
{
|
||||
public string name;
|
||||
public float velue;
|
||||
|
||||
public Data(string name, float velue)
|
||||
{
|
||||
this.name = name;
|
||||
this.velue = velue;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
public Excel(List<string> fileNames)
|
||||
{
|
||||
ExcelManager excel = new ExcelManager();
|
||||
|
||||
excel.Add(fileNames);
|
||||
|
||||
datas = excel.Play();
|
||||
|
||||
dynamic = new Dynamic(datas.Find(n => n.name.Equals("Dynamic")));
|
||||
}
|
||||
|
||||
public class Sheet
|
||||
{
|
||||
string _name;
|
||||
public string name { get { return _name; } }
|
||||
List<string> _variable;
|
||||
public List<string> variable { get { return _variable; } }
|
||||
List<string> _dataEnum;
|
||||
public List<string> dataEnum { get { return _dataEnum; } }
|
||||
List<string> _type;
|
||||
public List<string> type { get { return _type; } }
|
||||
Dictionary<long, Dictionary<string, object>> _dicViewer;
|
||||
public Dictionary<long, Dictionary<string, object>> dicViewer { get { return _dicViewer; } }
|
||||
|
||||
public Sheet(string name, List<string> variable, List<string> dataEnum, List<string> type, Dictionary<long, Dictionary<string, object>> dicViewer)
|
||||
{
|
||||
this._name = name;
|
||||
this._variable = variable;
|
||||
this._dataEnum = dataEnum;
|
||||
this._type = type;
|
||||
this._dicViewer = dicViewer;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public Sheet(Sheet sheet)
|
||||
{
|
||||
this._name = new string(sheet.name);
|
||||
this._variable = new List<string>(sheet.variable);
|
||||
this._dataEnum = new List<string>(sheet.dataEnum);
|
||||
this._type = new List<string>(type);
|
||||
this._dicViewer = new Dictionary<long, Dictionary<string, object>>(dicViewer);
|
||||
}
|
||||
}
|
||||
|
||||
class ExcelManager
|
||||
{
|
||||
readonly string path = Application.dataPath + "/07_Excel/";
|
||||
|
||||
List<Sheet> _sheets;
|
||||
|
||||
List<string> readList;
|
||||
|
||||
public ExcelManager()
|
||||
{
|
||||
_sheets = new List<Sheet>();
|
||||
readList = new List<string>();
|
||||
}
|
||||
|
||||
public void Add(List<string> files)
|
||||
{
|
||||
foreach (string file in files)
|
||||
{
|
||||
readList.Add(path + file);
|
||||
}
|
||||
}
|
||||
|
||||
public List<Sheet> Play()
|
||||
{
|
||||
for (int n = 0; n < readList.Count; n++)
|
||||
if (!ExcelLoad(readList[n]))
|
||||
return null;
|
||||
return _sheets;
|
||||
}
|
||||
public bool ExcelLoad(string pathFile)
|
||||
{
|
||||
_sheets = new List<Sheet>();
|
||||
// 엑셀 파일을 엽니다.
|
||||
using (var workbook = new XLWorkbook(pathFile))
|
||||
{
|
||||
// 모든 워크시트를 반복합니다.
|
||||
foreach (var worksheet in workbook.Worksheets)
|
||||
{
|
||||
// 변수 이름, 데이터 타입, 데이터 열거형, 딕셔너리 초기화
|
||||
var variable = new List<string>(); // 변수명
|
||||
var dataEnum = new List<string>(); // server와 client를 나눌 기준
|
||||
var type = new List<string>(); // 변수 타입
|
||||
var dicViewer = new Dictionary<long, Dictionary<string, object>>();
|
||||
|
||||
// 행과 열의 수 얻기
|
||||
var vertical = worksheet.RangeUsed().RowCount() - 1; // 데이터가 있는 행의 수
|
||||
var horizontal = worksheet.RangeUsed().ColumnCount() - 1; // 데이터가 있는 열의 수
|
||||
|
||||
// 변수 이름과 타입을 삽입
|
||||
for (int n = 0; n <= horizontal; n++)
|
||||
{
|
||||
variable.Add(worksheet.Cell(1, n + 1).GetValue<string>());
|
||||
type.Add(worksheet.Cell(4, n + 1).GetValue<string>().ToLower());
|
||||
dataEnum.Add(worksheet.Cell(3, n + 1).GetValue<string>().ToLower());
|
||||
}
|
||||
|
||||
bool isIndex = variable[0] == "index";
|
||||
|
||||
for (int n = 5; n <= vertical + 1; n++)
|
||||
{
|
||||
var dataList = new Dictionary<string, object>();
|
||||
for (int m = 0; m <= horizontal; m++)
|
||||
{
|
||||
object getData;
|
||||
switch (type[m])
|
||||
{
|
||||
case "bool":
|
||||
getData = (worksheet.Cell(n, m + 1).Value.ToString() == "true");
|
||||
break;
|
||||
case "int":
|
||||
case "enum":
|
||||
getData = (int)worksheet.Cell(n, m + 1).Value;
|
||||
break;
|
||||
case "long":
|
||||
getData = (long)worksheet.Cell(n, m + 1).Value;
|
||||
break;
|
||||
case "float":
|
||||
getData = (float)worksheet.Cell(n, m + 1).Value;
|
||||
break;
|
||||
case "time":
|
||||
getData = (DateTime)worksheet.Cell(n, m + 1).Value;
|
||||
break;
|
||||
default:
|
||||
getData = worksheet.Cell(n, m + 1).Value.ToString();
|
||||
break;
|
||||
}
|
||||
dataList.Add(variable[m], getData);
|
||||
}
|
||||
dicViewer.Add((isIndex ? (long)dataList["index"] : n - 4), dataList);
|
||||
}
|
||||
|
||||
var sheet = new Sheet(worksheet.Name, variable, dataEnum, type, dicViewer);
|
||||
_sheets.Add(sheet);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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guid: eb4aa7119d8b57f4db1e2afc5e9d38d0
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MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
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defaultReferences: []
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|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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|
@ -1,13 +1,24 @@
|
|||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class GameManager : DontDestroy<GameManager>
|
||||
{
|
||||
eScene nowScene;
|
||||
|
||||
Excel excel;
|
||||
|
||||
protected override void OnAwake()
|
||||
{
|
||||
Application.targetFrameRate = 120;
|
||||
nowScene = eScene.Title;
|
||||
//Datas.xlsx
|
||||
// Dynamic
|
||||
// Unit
|
||||
excel = new Excel(new List<string>() {"Datas.xlsx"});
|
||||
|
||||
//사용법
|
||||
//Debug.Log(excel.dynamic.selectVelue("maxSwingCount"));
|
||||
}
|
||||
|
||||
public enum eScene
|
||||
|
|
|
@ -4,9 +4,6 @@ using UnityEngine;
|
|||
|
||||
public class SoundBox : MonoBehaviour
|
||||
{
|
||||
// TODO SoundBox 프리펩 만들어주기
|
||||
//사운드를 출력을 도와주는 스크립트 입니다.
|
||||
//건들이지 않는것을 추천드립니다.
|
||||
AudioSource Sound;
|
||||
void Awake()
|
||||
{
|
||||
|
|
|
@ -12,7 +12,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
|
|||
public eBackgroundMusic nowMusic;
|
||||
[SerializeField] GameObject eftSound;
|
||||
ObjectPool<SoundBox> soundPool;
|
||||
List<SoundBox> soundList;
|
||||
List<SoundBox> soundList = new List<SoundBox>();
|
||||
|
||||
|
||||
AudioSource BackGround;
|
||||
|
@ -20,9 +20,7 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
|
|||
{
|
||||
get { return nowMusic; }
|
||||
}
|
||||
//public void ResetBackMusic(int Num)
|
||||
//{
|
||||
//}
|
||||
|
||||
public void PlayBack(eBackgroundMusic Num)
|
||||
{
|
||||
BackGround.clip = backgroundMusic[(int)Num];
|
||||
|
@ -82,5 +80,6 @@ public class SoundManager : SingletonMonoBehaviour<SoundManager>
|
|||
{
|
||||
TitleSound,
|
||||
ButtonPop,
|
||||
test,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,12 +4,23 @@ using UnityEngine;
|
|||
|
||||
public class Test : MonoBehaviour
|
||||
{
|
||||
|
||||
public Transform skillTr;
|
||||
[SerializeField] SkillBase skill;
|
||||
public static Test Instance;
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
if(Input.GetKeyDown(KeyCode.W))
|
||||
if(Input.GetKeyDown(KeyCode.T))
|
||||
{
|
||||
transform.position += Vector3.up;
|
||||
Tests();
|
||||
}
|
||||
}
|
||||
void Tests()
|
||||
{
|
||||
PlayerManager.Instance.GetPlayerComponent<PlayerSkill>().SkillAdd(skill, PlayerSkill.SkillKeyType.M_Right);
|
||||
SoundManager.Instance.StartSound(SoundManager.eEftSuond.TitleSound);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: e3db7b4373a1c1e4ba8c12dfcff1cf6b
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folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
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assetBundleName:
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assetBundleVariant:
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|
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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|
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userData:
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assetBundleVariant:
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@ -0,0 +1,311 @@
|
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%YAML 1.1
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m_SceneGUID: 00000000000000000000000000000000
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m_OcclusionCullingData: {fileID: 0}
|
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--- !u!104 &2
|
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RenderSettings:
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m_ObjectHideFlags: 0
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serializedVersion: 9
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m_Fog: 0
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m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
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m_FogMode: 3
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m_FogDensity: 0.01
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m_LinearFogStart: 0
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m_LinearFogEnd: 300
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m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
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m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
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m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
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m_AmbientIntensity: 1
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m_Sun: {fileID: 0}
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m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
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m_UseRadianceAmbientProbe: 0
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--- !u!157 &3
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LightmapSettings:
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serializedVersion: 12
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m_GIWorkflowMode: 1
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serializedVersion: 2
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m_EnableBakedLightmaps: 0
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m_EnableRealtimeLightmaps: 0
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m_LightmapEditorSettings:
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serializedVersion: 12
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m_BakeResolution: 40
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m_AtlasSize: 1024
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m_AO: 0
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m_AOMaxDistance: 1
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m_Padding: 2
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using System.Collections;
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{
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using System.Collections;
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--- !u!91 &9100000
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@ -587,12 +649,6 @@ AnimatorController:
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@ -605,6 +661,12 @@ AnimatorController:
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--- !u!1102 &699348294161046153
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@ -694,9 +778,9 @@ AnimatorState:
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@ -712,7 +796,36 @@ AnimatorState:
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--- !u!1101 &1477102557937396473
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--- !u!1101 &1345300826965893389
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AnimatorStateTransition:
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@ -723,11 +836,8 @@ AnimatorStateTransition:
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m_ConditionEvent: AttackIdx
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@ -857,6 +1017,31 @@ BlendTree:
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@ -899,13 +1084,15 @@ AnimatorStateMachine:
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--- !u!1101 &3766025238035238451
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@ -929,6 +1116,31 @@ AnimatorStateTransition:
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--- !u!1101 &4921585450168509714
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@ -946,7 +1158,7 @@ AnimatorStateTransition:
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@ -954,6 +1166,23 @@ AnimatorStateTransition:
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@ -1007,6 +1236,34 @@ AnimatorStateTransition:
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@ -1022,13 +1279,20 @@ AnimatorStateMachine:
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@ -1060,31 +1324,6 @@ AnimatorStateTransition:
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@ -1151,9 +1390,9 @@ AnimatorState:
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@ -1257,21 +1496,38 @@ AnimatorStateTransition:
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m_HasGenericRootTransform: 0
|
||||
m_HasMotionFloatCurves: 0
|
||||
m_Events: []
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