-
Notifications
You must be signed in to change notification settings - Fork 0
/
PlayerAttackCon.cs
172 lines (130 loc) · 4.19 KB
/
PlayerAttackCon.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerAttackCon : MonoBehaviour
{
enum WeaponState
{
normalSword,
}
// 수정하기 class는 꼭 대문자로 하자.
PlayerInputScript inputScript;
PlayerAniScript playerAnimationScript;
PlayerSpCon playerSpConScript;
PlayerParticleCon playerParticleConScript;
WeaponState WeaponStateEnum;
// 공격 관련
[HideInInspector]
public int noOfClicks = 0;
float lastClickedTime = 0;
[Header("평타를 때릴시 콤보완성을 위한 딜레이")]
[SerializeField]
float maxComboDelay = 1f;
bool attackCoolTime = false;
[Header("플래이어의 무기 콜라이더")]
[SerializeField]
BoxCollider[] playerSwordBoxCollider;
bool[] onceCheck = new bool[4];
// 필요한지 확인.
[HideInInspector]
public bool isCool;
private void Start()
{
playerSpConScript = GetComponent<PlayerSpCon>();
inputScript = GetComponent<PlayerInputScript>();
playerAnimationScript = GetComponent<PlayerAniScript>();
playerParticleConScript = GetComponent<PlayerParticleCon>();
WeaponStateEnum = WeaponState.normalSword;
for (int i = 0; i<3; i++)
{
playerSwordBoxCollider[i].enabled = false;
}
onceCheck[2] = false;
onceCheck[3] = false;
isCool = false;
}
private void Update()
{
// Debug.Log(isCool);
switch (WeaponStateEnum)
{
case WeaponState.normalSword:
normalSwordAttackCoolTimeCount();
break;
}
}
public void whenAttackCheckWeapon()
{
switch (WeaponStateEnum)
{
case WeaponState.normalSword:
normalSwordAttack();
break;
}
}
void normalSwordAttack()
{
if (noOfClicks >= 3) return;
inputScript.state = PlayerState.attack;
for (int i = 0; i < 3; i++)
{
playerSwordBoxCollider[i].enabled = true;
}
attackCoolTime = true;
lastClickedTime = Time.time;
playerParticleConScript.swordParticleOn();
noOfClicks++;
if (noOfClicks == 1)
{
playerAnimationScript.playerAniAttackLeftCombo(1);
SoundManager.Instance.playerAttackSound(0);
}
// 숫자가 최소 최대값을 넘지 않도록
noOfClicks = Mathf.Clamp(noOfClicks, 0, 3);
}
void normalSwordAttackCoolTimeCount(int coolTime = 0)
{
if (Time.time - lastClickedTime > maxComboDelay && noOfClicks != 0 )
{
onceCheck[2] = false;
onceCheck[3] = false;
noOfClicks = 0;
for (int i = 0; i < 3; i++)
{
playerSwordBoxCollider[i].enabled = false;
}
attackCoolTime = false;
playerAnimationScript.playerAniAttackLeftCombo(0);
maxComboDelay = 1f;
isCool = false;
inputScript.state = PlayerState.idle;
return;
}
if (noOfClicks >= 2 && onceCheck[2] == false)
{
onceCheck[2] = true;
for (int i = 0; i < 3; i++)
{
playerSwordBoxCollider[i].enabled = true;
}
playerAnimationScript.playerAniAttackLeftCombo(2);
SoundManager.Instance.playerAttackSound(0);
maxComboDelay = 0.8f;
return;
}
if (noOfClicks == 3 && onceCheck[3] == false)
{
playerSpConScript.spDown();
maxComboDelay = 1f;
isCool = true;
onceCheck[3] = true;
for (int i = 0; i < 3; i++)
{
playerSwordBoxCollider[i].enabled = true;
}
playerAnimationScript.playerAniAttackLeftCombo(3);
SoundManager.Instance.playerAttackSound(1);
return;
}
}
}