攻击操作,判定盒方案,摄像机抖动

This commit is contained in:
sin365 2023-01-07 23:24:18 +08:00
parent 29bbe6d23c
commit 8c100e8969
63 changed files with 3348 additions and 302 deletions

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@ -0,0 +1,37 @@
using Game;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class InAttack : StateMachineBehaviour
{
public float CanSkipTime = 0.8f;
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(true));
}
// OnState}Update is called on each Update frame between OnStateEnter and OnStateExit callbacks
override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
}
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
{
AppEntry.Event.Fire(null, MainPlayerInAttackEventArgs.Create(false));
}
// OnStateMove is called right after Animator.OnAnimatorMove()
//override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that processes and affects root motion
//}
// OnStateIK is called right after Animator.OnAnimatorIK()
//override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
//{
// // Implement code that sets up animation IK (inverse kinematics)
//}
}

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@ -0,0 +1,40 @@
using Axibug;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Game
{
public class AttackBox : MonoBehaviour
{
public E_NODE_TYPE selfNodeType;
public long selfRoleId;
public void InitNode(RoleBase role)
{
selfNodeType = role.RoleType;
selfRoleId = role.RoleID;
}
public void OnTriggerEnter(Collider other)
{
//AxibugLog.Debug("OnTriggerEnter => tag" + other.tag);
Debug.Log("OnTriggerEnter => tag " + other.tag);
//TODO
AppEntry.Event.Fire(null, CameraShakeEventArgs.Create());
if (Common.CheckTagIsRole(other.tag, out E_NODE_TYPE Target_nodeType))
{
RoleBase underatkrole = other.GetComponent<RoleBase>();
AppEntry.Event.Fire(null, AttackHitEventArgs.Create(selfNodeType, selfRoleId, Target_nodeType, underatkrole.RoleID));
}
}
private void OnTriggerExit(Collider other)
{
Debug.Log("OnTriggerExit => tag " + other.tag);
}
}
}

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@ -0,0 +1,61 @@
using Axibug;
using Axibug.Event;
using Game;
using System.Collections;
using UnityEngine;
//TODO ºóÐøÒÆ¶¯µ½ºÏÊʵÄλÖÃ
public class CameraShake : MonoBehaviour
{
public float _magnitude = 0.02f;
private void OnEnable()
{
AppEntry.Event.Subscribe(CameraShakeEventArgs.EventId, OnCameraShakeEventArgs);
}
private void OnDisable()
{
AppEntry.Event.Unsubscribe(CameraShakeEventArgs.EventId, OnCameraShakeEventArgs);
}
private void OnCameraShakeEventArgs(object sender, LogicEventArgs e)
{
CameraShakeEventArgs msg = (CameraShakeEventArgs)e;
if (msg == null) throw new GameException("OnCameraShakeEventArgs is null");
StartShake();
}
void StartShake()
{
if (IEnumerator_Shake != null)
StopCoroutine(IEnumerator_Shake);
IEnumerator_Shake = StartCoroutine(PlayCameraShakeAnimation(0.1f, _magnitude));
}
Coroutine IEnumerator_Shake;
public IEnumerator PlayCameraShakeAnimation(float duration, float magnitude)
{
Vector3 originalPosition = Vector3.zero;
float elapsedTime = 0f;
while (elapsedTime < duration)
{
float x = Random.Range(-1f, 1f) * magnitude;
float y = Random.Range(-1f, 1f) * magnitude;
transform.localPosition = new Vector3(x, y, originalPosition.z);
elapsedTime += Time.deltaTime;
yield return null;
}
transform.localPosition = originalPosition;
IEnumerator_Shake = null;
}
}

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@ -0,0 +1,25 @@
using UnityEngine;
using UnityEngine.UI;
namespace Game
{
public class Common
{
static public bool CheckTagIsRole(string tag,out E_NODE_TYPE nodetype)
{
switch (tag)
{
case Tags.MainPlayer:
nodetype = E_NODE_TYPE.N_MAINPLAYER;
return true;
case Tags.NPC:
nodetype = E_NODE_TYPE.N_NPC;
return true;
case Tags.Monster:
nodetype = E_NODE_TYPE.N_MONSTER;
return true;
}
nodetype = E_NODE_TYPE.N_FREE;
return false;
}
}
}

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@ -12,9 +12,13 @@ namespace Game
public class InputComponent : GameComponent
{
public Vector2 InputV2 { get { return _InputV2; } }
public bool Attack { get { return _Attack; } }
private Vector2 _clickPoint; //鼠标点击ui位置
private Vector2 _InputV2;
private bool _Attack;
public InputMotionData mInputMotionData = new InputMotionData();
private void Start()
{
@ -26,6 +30,8 @@ namespace Game
{
_InputV2 = Vector2.zero;
_clickPoint = Vector2.zero;
_Attack = false;
mInputMotionData.Init();
}
@ -113,11 +119,16 @@ namespace Game
{
//TODO 点击到NPC
}
else if (obj.CompareTag(Tags.Players))
else if (obj.CompareTag(Tags.MainPlayer))
{
//TODO 点击到玩家
//TODO µãµ½×Ô¼º
return true;
}
//else if (obj.CompareTag(Tags.Players))
//{
// //TODO µã»÷µ½Íæ¼Ò
// return true;
//}
return false;
}
@ -193,16 +204,12 @@ namespace Game
void Update_Input()
{
////AD方向控制
//_InputV2.x = Input.GetAxis("Horizontal");
////WS方向控制
//_InputV2.y = Input.GetAxis("Vertical");
//AD方向控制
_InputV2.x = Input.GetAxisRaw("Horizontal");
//WS方向控制
_InputV2.y = Input.GetAxisRaw("Vertical");
//AxibugLog.Debug("InputV2 =>" + InputV2);
_Attack = Input.GetKeyDown(KeyCode.J);
}
#region
@ -212,7 +219,6 @@ namespace Game
private float min = -300;
protected static float current = 0;
private float last = -1;
public bool Update_DoubleTouch()
{
if (false)//有其他和双指互斥的操作则跳出,可补充

View File

@ -8,6 +8,8 @@ using UnityEngine;
using static Axibug.Utility;
using UnityEditor;
using Axibug.Resources;
using Axibug;
using Axibug.Event;
namespace Game
{
@ -28,6 +30,12 @@ namespace Game
MainCamNode = transform.Find("MainCamNode");
CamPos = MainCamNode.Find("CamPos");
InGame = false;
AppEntry.Event.Subscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
}
private void OnDisable()
{
AppEntry.Event.Unsubscribe(MainPlayerInAttackEventArgs.EventId, OnMainPlayerInAttackEventArgs);
}
public void ReSetMainPlayer()
@ -58,6 +66,9 @@ namespace Game
public void SetMainCamera()
{
//挂上摄像机震动脚本
MainCamNode.gameObject.AddComponent<CameraShake>();
//把摄像机Node挂到玩家下
MainCamNode.parent = Player.transform;
//把主摄像机挂到MainCamNode的CamPos下
@ -69,9 +80,57 @@ namespace Game
public void Update_MoveForInput()
{
if (!Player) return;
Player.InputV2 = GamePlayEntry.Input.InputV2;
if (GamePlayEntry.Input.Attack)
{
//AxibugLog.Debug("DoAttack");
DoNextMotionAnimeName();
}
}
public void DoNextMotionAnimeName()
{
Player.Anime.BackToIdle();
string AnimeName;
string AtkBoxAnimeName;
//是否是最终招式
bool IsEndMotion = false;
//一次也没按下
if (!GamePlayEntry.Input.mInputMotionData.CheckHistoryLastMotion(E_MOTION_TYPE.Attack_1))
{
AnimeName = "Attack_1";
AtkBoxAnimeName = "HorizontalCut_Down";
GamePlayEntry.Input.mInputMotionData.AddMontionKey(E_MOTION_TYPE.Attack_1);
}
else
{
//结束动作
AnimeName = "Attack_2";
AtkBoxAnimeName = "HorizontalCut_Up";
GamePlayEntry.Input.mInputMotionData.AddMontionKey(E_MOTION_TYPE.Attack_2);
IsEndMotion = true;
}
Player.Anime.SetAttack(AnimeName);
Player.DoAtkBox(AtkBoxAnimeName);
if(IsEndMotion)
GamePlayEntry.Input.mInputMotionData.ClearHistoryMotion();
}
#region
//角色移动
private void OnMainPlayerInAttackEventArgs(object sender, LogicEventArgs e)
{
MainPlayerInAttackEventArgs msg = (MainPlayerInAttackEventArgs)e;
if (msg == null) throw new GameException("MainPlayerInAttackEventArgs is null");
Player.IsInAttack = msg.IsIn;
}
#endregion
}
}

View File

@ -14,7 +14,6 @@ namespace Game
public class RoleMgrComponent : GameComponent
{
private Queue<RoleBase> temp_RemoveUser = new Queue<RoleBase>();//需要移除的玩家列表
private Queue<Int32> temp_RemoveRequest = new Queue<Int32>();//请求数据列表
private Dictionary<long, RoleBase> dictAllRole = new Dictionary<long, RoleBase>();
private Dictionary<E_NODE_TYPE, Dictionary<long, RoleBase>> dictRoleList = new Dictionary<E_NODE_TYPE, Dictionary<long, RoleBase>>();
@ -111,12 +110,22 @@ namespace Game
GamePlayEntry.MainPlayer.transform.position = data.status.pos;
SetRigibody(playergo.transform);
//挂组件
MainRole role = playergo.gameObject.AddComponent<MainRole>();
role.Init(data);
//攻击盒子
GameObject AttackBoxGo = CloneAttackBox(role.BridgeTransfrom);
AttackBoxGo.transform.localPosition = Vector3.zero;
AttackBoxGo.transform.localEulerAngles = Vector3.zero;
//攻击盒子动画机
role.AttackBoxAnime = AttackBoxGo.GetComponent<Animator>();
AddRole(role);
return role;
}
@ -156,6 +165,42 @@ namespace Game
return go;
}
private GameObject CloneAttackBox(Transform parent)
{
string rootPath = "Assets/GameAssets";
string MapName = $"Assets/GameAssets/Prefabs/AttackBox/NormalAttack.prefab";
string tmp = MapName.Remove(0, rootPath.Length + 1);
int idx = tmp.LastIndexOf('/');
string bundleName = tmp.Substring(0, idx);
UnityEngine.Object asset = null;
if (AppEntry.Base.EditorResourceMode)
{
#if UNITY_EDITOR
asset = AssetDatabase.LoadAssetAtPath<GameObject>(MapName);
#endif
}
else
{
int id = MapName.GetHashCode();
asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), MapName, id, parent);
}
if (asset == null)
{
Debug.LogError($"asset加载失败path={MapName}");
return null;
}
GameObject go = Instantiate(asset, parent) as GameObject;
if (go == null)
{
Debug.LogError("LoadPrefabByEditor2. go == null. asset:" + asset);
}
return go;
}
void SetRigibody(Transform trans)
{
Rigidbody mRigidbody = trans.gameObject.AddComponent<Rigidbody>();
@ -164,7 +209,6 @@ namespace Game
mRigidbody.constraints = RigidbodyConstraints.FreezeRotation;
}
}
}

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@ -0,0 +1,96 @@
using System;
using System.Collections.Generic;
using System.Configuration;
using UnityEngine;
namespace Game
{
public enum E_MOTION_TYPE
{
None,
Attack_1,
Attack_2,
}
public class MontionkeyClass
{
public int Frame;
public E_MOTION_TYPE MontionType;
}
//主控玩家角色操作数据
public class InputMotionData
{
/// <summary>
/// 释放出来的行为历史
/// </summary>
List<MontionkeyClass> KeyHistory = new List<MontionkeyClass>();
static Queue<MontionkeyClass> tempHistoryQueue = new Queue<MontionkeyClass>();
const int MontionHistoryLimit = 10;
public void Init()
{
ClearHistoryMotion();
}
MontionkeyClass EnqueueOneMotionHistory()
{
if (tempHistoryQueue.Count > 0)
return tempHistoryQueue.Dequeue();
return new MontionkeyClass();
}
public void AddMontionKey(E_MOTION_TYPE type)
{
while (KeyHistory.Count > MontionHistoryLimit)
{
tempHistoryQueue.Enqueue(KeyHistory[0]);
KeyHistory.RemoveAt(0);
}
MontionkeyClass motion = EnqueueOneMotionHistory();
motion.Frame = Time.frameCount;
motion.MontionType = type;
KeyHistory.Add(motion);
}
public void ClearHistoryMotion()
{
for (int i = 0; i < KeyHistory.Count; i++)
{
tempHistoryQueue.Enqueue(KeyHistory[i]);
}
KeyHistory.Clear();
}
public bool CheckHistoryLastMotion(E_MOTION_TYPE type)
{
if (KeyHistory.Count == 0)
return false;
return KeyHistory[KeyHistory.Count - 1].MontionType == type;
}
/// <summary>
/// 检查连续行为是否匹配
/// </summary>
/// <param name="types"></param>
/// <returns></returns>
public bool CheckHistoryLastMotion(E_MOTION_TYPE[] types)
{
if (KeyHistory.Count < types.Length)
return false;
for (int i = 0; i < types.Length; i++)
{
if (KeyHistory[KeyHistory.Count - i - 1].MontionType != types[types.Length - i - 1])
{
return false;
}
}
return true;
}
}
}

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@ -3,7 +3,7 @@ namespace Game
public class Tags
{
public const string MainPlayer = "MainPlayer";
public const string Players = "Players";
//public const string Players = "Players";
public const string Monster = "Monster";
public const string NPC = "NPC";
public const string DROP = "Drop";

View File

@ -5,7 +5,7 @@ namespace Game
public enum E_NODE_TYPE
{
N_FREE = 0x00,
N_ROLE, // 鯤소
//N_ROLE, // 鯤소
N_MONSTER,
N_NPC,
N_PET,

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@ -0,0 +1,37 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class AttackHitEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(AttackHitEventArgs).GetHashCode();
public E_NODE_TYPE Attacker_Type = E_NODE_TYPE.N_FREE;
public long Attacker_RoleID = 0;
public E_NODE_TYPE UnderAtk_Type = E_NODE_TYPE.N_FREE;
public long UnderAtk_RoleID = 0;
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static AttackHitEventArgs Create(E_NODE_TYPE attacker_Type, long attacker_RoleID, E_NODE_TYPE underAtk_Type, long underAtk_RoleID)
{
AttackHitEventArgs s = ReferencePool.Acquire<AttackHitEventArgs>();
s.Attacker_Type = attacker_Type;
s.Attacker_RoleID = attacker_RoleID;
s.UnderAtk_Type = underAtk_Type;
s.UnderAtk_RoleID = underAtk_RoleID;
return s;
}
public override void Clear()
{
Attacker_Type = E_NODE_TYPE.N_FREE;
Attacker_RoleID = 0;
UnderAtk_Type = E_NODE_TYPE.N_FREE;
UnderAtk_RoleID = 0;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 7b87c0b98be9b4e418555aa2aac7c3fb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 56f7c50c8cfd7994c8af471807dc7311
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,25 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class CameraShakeEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(CameraShakeEventArgs).GetHashCode();
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static CameraShakeEventArgs Create()
{
CameraShakeEventArgs s = ReferencePool.Acquire<CameraShakeEventArgs>();
return s;
}
public override void Clear()
{
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 76b0ab59ed89d32419df165338225ac5
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@ -0,0 +1,8 @@
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folderAsset: yes
DefaultImporter:
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userData:
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View File

@ -0,0 +1,28 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class MainPlayerInAttackEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(MainPlayerInAttackEventArgs).GetHashCode();
public bool IsIn = false;
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static MainPlayerInAttackEventArgs Create(bool isIn)
{
MainPlayerInAttackEventArgs s = ReferencePool.Acquire<MainPlayerInAttackEventArgs>();
s.IsIn = isIn;
return s;
}
public override void Clear()
{
IsIn = false;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 347f132693fbf1c4fb9c065d0681e479
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serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
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View File

@ -0,0 +1,28 @@
using Axibug;
using Axibug.Event;
namespace Game
{
public class MainPlayerPushNewMotionEventArgs : LogicEventArgs
{
public static readonly int EventId = typeof(MainPlayerPushNewMotionEventArgs).GetHashCode();
public E_MOTION_TYPE Motion = E_MOTION_TYPE.None;
/// <summary>
/// 获取加载数据表成功事件编号。
/// </summary>
public override int Id { get { return EventId; } }
public static MainPlayerPushNewMotionEventArgs Create(E_MOTION_TYPE motion)
{
MainPlayerPushNewMotionEventArgs s = ReferencePool.Acquire<MainPlayerPushNewMotionEventArgs>();
s.Motion = motion;
return s;
}
public override void Clear()
{
Motion = E_MOTION_TYPE.None;
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0c1c8c3e6387f3e43a9f6de71eedfba0
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serializedVersion: 2
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View File

@ -53,10 +53,14 @@ namespace Game
_animator.SetBool("Dead", false);
}
//public void SetAttack(string anim)
//{
// _animator.SetBool(anim, true);
//}
public void SetAttack(string anim)
{
_animator.SetBool(anim, true);
_animator.Play(anim);
}
public void SetOtherAnime(string anim)

View File

@ -16,7 +16,17 @@ namespace Game
base.Init(data);
}
public override void MeshChangeState(bool ToMoveState)
protected override void OnEnable()
{
base.OnEnable();
}
protected override void OnDisable()
{
base.OnDisable();
}
public override void MeshChangeMoveState(bool ToMoveState)
{
if (ToMoveState)
{

View File

@ -12,12 +12,20 @@ namespace Game
public E_NODE_TYPE RoleType => mBaseData.RoleType;
public long RoleID => mBaseData.innate.roleid;
public ICharMachineBase Anime => mAnime;
public Animator AttackBoxAnime;
public AttackBox AttackBoxCollider;
public Vector2 InputV2;
public bool mIsMove = false;
public bool mIsLeft = false;
public bool IsInAttack = false;
bool LastIsMove = false;
bool LastIsLeft = false;
public Transform ModelTransfrom { get { return mModelTransfrom; } }
public Transform BridgeTransfrom { get { return mBridgeTransfrom; } }
/// <summary>
/// ¶¯»­¿ØÖÆÆ÷
/// </summary>
@ -47,8 +55,14 @@ namespace Game
mIsLeft = false;
LastIsLeft = false;
IsInAttack = false;
MeshChangeDir(mIsLeft);
}
protected virtual void OnDisable()
{
}
/// <summary>
/// ³õʼ»¯
@ -72,45 +86,62 @@ namespace Game
}
}
public virtual void SetAttackBoxAnime(Animator attackBoxAnime)
{
AttackBoxAnime = attackBoxAnime;
AttackBoxCollider = attackBoxAnime.transform.Find("Node1/Box1").GetComponent<AttackBox>();
AttackBoxCollider.InitNode(this);
}
protected virtual void Update()
{
#region ÒÆ¯
//ĘǡńŇĆśŻ
bool ToMoveState = false;
if (InputV2 != Vector2.zero)
ToMoveState = true;
if (LastIsMove != ToMoveState)
if (IsInAttack)
{
AxibugLog.Debug("MeshChangeState =>" + ToMoveState);
MeshChangeState(ToMoveState);
LastIsMove = false;
Move_currentVector = Vector3.zero;
}
LastIsMove = ToMoveState;
else
{
//是否移动
bool ToMoveState = false;
if (InputV2 != Vector2.zero)
ToMoveState = true;
Move_currentVector = new Vector3(InputV2.x, 0, InputV2.y);
AxibugLog.Debug("Move_currentVector =>" + Move_currentVector);
if (LastIsMove != ToMoveState)
{
//AxibugLog.Debug("MeshChangeMoveState =>" + ToMoveState);
MeshChangeMoveState(ToMoveState);
}
LastIsMove = ToMoveState;
Move_currentVector = new Vector3(InputV2.x, 0, InputV2.y);
//AxibugLog.Debug("Move_currentVector =>" + Move_currentVector);
//朝向
bool ToLeftDir = false;
bool bChange = false;
if (InputV2.x < 0)
{
ToLeftDir = true;
bChange = true;
}
else if (InputV2.x > 0)
{
ToLeftDir = false;
bChange = true;
}
if (bChange && LastIsLeft != ToLeftDir)
{
//AxibugLog.Debug("MeshChangeDir =>" + ToLeftDir);
MeshChangeDir(ToLeftDir);
LastIsLeft = ToLeftDir;
}
}
#endregion
//łŻĎň
bool ToLeftDir = false;
bool bChange = false;
if (InputV2.x < 0)
{
ToLeftDir = true;
bChange = true;
}
else if (InputV2.x > 0)
{
ToLeftDir = false;
bChange = true;
}
if (bChange && LastIsLeft != ToLeftDir)
{
AxibugLog.Debug("MeshChangeDir =>" + ToLeftDir);
MeshChangeDir(ToLeftDir);
LastIsLeft = ToLeftDir;
}
}
protected virtual void FixedUpdate()
@ -118,7 +149,7 @@ namespace Game
FixedUpdate_Move();
}
public abstract void MeshChangeState(bool ToMoveState);
public abstract void MeshChangeMoveState(bool ToMoveState);
public void MeshChangeDir(bool ToLeftDir)
{
@ -141,7 +172,14 @@ namespace Game
Vector3 _playerPos = mRigidbody.position;
_playerPos += Move_currentVector * Move_Speed * Time.deltaTime;
mRigidbody.MovePosition(_playerPos);
AxibugLog.Debug("FixedUpdate_Move =>" + _playerPos);
//AxibugLog.Debug("FixedUpdate_Move =>" + _playerPos);
}
#endregion
#region
public void DoAtkBox(string AtkBoxAnimeName)
{
AttackBoxAnime.Play(AtkBoxAnimeName);
}
#endregion
}

View File

@ -5,7 +5,6 @@ TagManager:
serializedVersion: 2
tags:
- MainPlayer
- Players
- Monster
- NPC
- Drop
@ -29,7 +28,7 @@ TagManager:
-
-
-
-
- AttackBox
-
- PostProcessing
-

View File

@ -22,7 +22,7 @@
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\Bin\Debug\</OutputPath>
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
<DefineConstants>UNITY_2020_3_33;UNITY_2020_3;UNITY_2020;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_2017_1_OR_NEWER;UNITY_2017_2_OR_NEWER;UNITY_2017_3_OR_NEWER;UNITY_2017_4_OR_NEWER;UNITY_2018_1_OR_NEWER;UNITY_2018_2_OR_NEWER;UNITY_2018_3_OR_NEWER;UNITY_2018_4_OR_NEWER;UNITY_2019_1_OR_NEWER;UNITY_2019_2_OR_NEWER;UNITY_2019_3_OR_NEWER;UNITY_2019_4_OR_NEWER;UNITY_2020_1_OR_NEWER;UNITY_2020_2_OR_NEWER;UNITY_2020_3_OR_NEWER;PLATFORM_ARCH_64;UNITY_64;UNITY_INCLUDE_TESTS;USE_SEARCH_ENGINE_API;SCENE_TEMPLATE_MODULE;ENABLE_AR;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_EVENT_QUEUE;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_TEXTURE_STREAMING;ENABLE_VIRTUALTEXTURING;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_UNITYWEBREQUEST;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_COLLAB_SOFTLOCKS;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_SERVICES_USE_WEBREQUEST;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_HUB_LICENSE;ENABLE_WEBSOCKET_CLIENT;ENABLE_DIRECTOR_AUDIO;ENABLE_DIRECTOR_TEXTURE;ENABLE_MANAGED_JOBS;ENABLE_MANAGED_TRANSFORM_JOBS;ENABLE_MANAGED_ANIMATION_JOBS;ENABLE_MANAGED_AUDIO_JOBS;ENABLE_MANAGED_UNITYTLS;INCLUDE_DYNAMIC_GI;ENABLE_MONO_BDWGC;ENABLE_SCRIPTING_GC_WBARRIERS;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_VIDEO;PLATFORM_STANDALONE;PLATFORM_STANDALONE_WIN;UNITY_STANDALONE_WIN;UNITY_STANDALONE;UNITY_UGP_API;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_OUT_OF_PROCESS_CRASH_HANDLER;ENABLE_CLUSTER_SYNC;ENABLE_CLUSTERINPUT;PLATFORM_UPDATES_TIME_OUTSIDE_OF_PLAYER_LOOP;GFXDEVICE_WAITFOREVENT_MESSAGEPUMP;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_4_6;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_IG;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_CLOUD_FEATURES;ENABLE_UNITY_COLLECTIONS_CHECKS;ENABLE_BURST_AOT;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE;ENABLE_CUSTOM_RENDER_TEXTURE;ENABLE_DIRECTOR;ENABLE_LOCALIZATION;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_TILEMAP;ENABLE_TIMELINE;ENABLE_LEGACY_INPUT_MANAGER;UNITY_POST_PROCESSING_STACK_V2;ENABLE_LOG;CSHARP_7_OR_LATER;CSHARP_7_3_OR_NEWER</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
@ -53,7 +53,7 @@
<UnityVersion>2020.3.33f1c2</UnityVersion>
</PropertyGroup>
<ItemGroup>
<Analyzer Include="C:\Program Files\Microsoft Visual Studio\2022\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
<Analyzer Include="C:\Program Files (x86)\Microsoft Visual Studio\2019\Professional\Common7\IDE\Extensions\Microsoft\Visual Studio Tools for Unity\Analyzers\Microsoft.Unity.Analyzers.dll" />
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<ItemGroup>
<Compile Include="Assets\Scripts\Editor\AssetBundleBorwer\AssetBundleDataSource\AssetDatabaseABDataSource.cs" />
@ -80,244 +80,244 @@
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