Exemple #1
0
    /// <summary>
    /// 평타 프로젝타일 프로세스
    /// </summary>
    /// <param name="spd"></param>
    /// <param name="index"></param>
    /// <returns></returns>
    private IEnumerator IE_MissileAttack(float spd, int index)
    {
        float   subDistance;
        Vector3 dir;

        yield return(new WaitForEndOfFrame());

        Transform misslie = _meleeProjectile[index];

        misslie.transform.position = transform.position + Vector3.up;
        ITargetUnit tempTarget = targetUnit; //타겟 지정

        MainManager.instance.Set_ActiveProjectile(_meleeProjectile[index].gameObject, true);
        //_meleeProjectile[index].gameObject.SetActive(true);

        do
        {
            if (tempTarget == null)
            {
                break;
            }
            subDistance = Vector3.Distance(tempTarget.Get_Position(), new Vector3(misslie.transform.position.x, tempTarget.Get_Position().y, misslie.transform.position.z));

            dir = tempTarget.Get_Position() - new Vector3(misslie.transform.position.x, tempTarget.Get_Position().y, misslie.transform.position.z);
            dir.Normalize();
            misslie.transform.Translate(dir * _speed * Time.deltaTime, Space.World);

            yield return(null);
        } while (subDistance >= 0.1f);

        if (tempTarget != null)
        {
            tempTarget.Set_Target(this);
            tempTarget.TakeDamage(_attackDamage);
            if (tempTarget.Check_IsDead())
            {
                Add_Money(tempTarget.Get_TargetCredit());
            }
        }
        MainManager.instance.Set_ActiveProjectile(misslie.gameObject, false);
        // _meleeProjectile[index].gameObject.SetActive(false);
        //_meleeProjectile.parent = _animator.transform;
    }
Exemple #2
0
    /// <summary>
    /// Animation Event - 공격 모션의 특정 프레임에서 데미지 전달을 시킵니다.
    /// </summary>
    public void AnimEvent_Attack()
    {
        //공격 상태가 아니라면 리턴
        if (!_myState.Equals(PLAYER_STATE.ATTACK))
        {
            return;
        }
        //중간에 대상 플레이어가 이탈한 경우 리턴
        if (targetUnit == null)
        {
            return;
        }

        //근접공격
        if (_meleeProjectile.Length == 0)
        {
            targetUnit.Set_Target(this);
            targetUnit.TakeDamage(_attackDamage);
            if (targetUnit.Check_IsDead())
            {
                Add_Money(targetUnit.Get_TargetCredit());
            }
        }
        //원거리 공격일 경우 등록해둔 밀리프로젝타일 풀을 돌려가며 사용한다.
        else
        {
            if (_meleeProjectile[meleeIndex].gameObject.activeInHierarchy)
            {
                StopCoroutine(meleeCoroutine[meleeIndex]);
                //StopCoroutine(IE_MissileAttack(45f, meleeIndex));

                MainManager.instance.Set_ActiveProjectile(_meleeProjectile[meleeIndex].gameObject, false);
                //_meleeProjectile[meleeIndex].gameObject.SetActive(false);
            }

            meleeCoroutine[meleeIndex] = StartCoroutine(IE_MissileAttack(45f, meleeIndex));
            meleeIndex++;
            if (meleeIndex == 3)
            {
                meleeIndex = 0;
            }
        }
    }