2026-03-31 물체 상호작용
This commit is contained in:
@@ -25,6 +25,7 @@ public class InputManager : MonoBehaviour
|
||||
public event Action<InputState> OnDodgeEvent;
|
||||
public event Action OnNormalAttackEvent;
|
||||
public event Action OnHeavyAttackEvent;
|
||||
public event Action OnInteractionEvent;
|
||||
|
||||
|
||||
//키조작
|
||||
@@ -34,6 +35,7 @@ public class InputManager : MonoBehaviour
|
||||
public event Action OnKeyDown_IKeyEvent;
|
||||
|
||||
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Instance == null)
|
||||
@@ -102,7 +104,11 @@ public void SetCharacterInputMap(string mapName)
|
||||
BindActionCharacter("Dodge", OnDodge);
|
||||
BindActionCharacter("NormalAttack", OnNormalAttack);
|
||||
BindActionCharacter("HeavyAttack", OnHeavyAttack);
|
||||
|
||||
BindActionCharacter("Interaction", OnInteraction);
|
||||
|
||||
BindActionCharacter("OnkeyDown_IKey", OnKeyDown_IKey);
|
||||
|
||||
|
||||
_characterInputActionMap.Disable();
|
||||
|
||||
@@ -211,6 +217,12 @@ private void OnHeavyAttack(InputAction.CallbackContext ctx)
|
||||
{
|
||||
OnHeavyAttackEvent?.Invoke();
|
||||
}
|
||||
|
||||
private void OnInteraction(InputAction.CallbackContext ctx)
|
||||
{
|
||||
if (ctx.started)
|
||||
OnInteractionEvent?.Invoke();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 키별 조작
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
using System.Collections;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Unity.VisualScripting;
|
||||
using Unity.VisualScripting.Antlr3.Runtime;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
@@ -13,22 +15,40 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
|
||||
public void ItemUse(ItemInstance item)
|
||||
{
|
||||
Debug.Log("아이템 사용");
|
||||
|
||||
switch(item.Data.ItemEffectType)
|
||||
{
|
||||
case ItemEffectType.RECOVERY_HP:
|
||||
{
|
||||
Debug.Log("HP회복 작동!!");
|
||||
//RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
|
||||
Debug.Log($"전 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
|
||||
RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.RecoveryHP, item.Data.ItemEffectVisual);
|
||||
Debug.Log($"후 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
|
||||
}
|
||||
break;
|
||||
case ItemEffectType.INTERVAL_DAMAGE:
|
||||
{
|
||||
Debug.Log("틱데미지 아이템 타입임");
|
||||
|
||||
IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void RecoveryHPHealthEffect(Health health,float recoveryHP,GameObject itemEffectVisual)
|
||||
{
|
||||
PlayerHealth playerHealth = health as PlayerHealth;
|
||||
if (playerHealth != null)
|
||||
{
|
||||
GameObject fx_Visual = Instantiate(itemEffectVisual, playerHealth.transform); // health의 자식으로 이펙트 생성
|
||||
fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0);
|
||||
playerHealth.ChangeHP(Mathf.Clamp(playerHealth.CurrentHP + Mathf.FloorToInt(recoveryHP), 0, playerHealth.Pstat.MaxHp)); //소수점 전부 버림
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void IntervalDamageHealthEffect(Health health,float damage,float time,GameObject itemEffectVisual)
|
||||
{
|
||||
IntervalDamage(health, damage,time, itemEffectVisual);
|
||||
@@ -37,17 +57,39 @@ public void IntervalDamageHealthEffect(Health health,float damage,float time,Gam
|
||||
//일정 시간 동안 틱대미지 일으키는 함수
|
||||
public async void IntervalDamage(Health health, float damage,float time, GameObject itemEffectVisual)
|
||||
{
|
||||
// 유니티 오브젝트 자체의 CancellationToken 가져오기 (오브젝트 파괴 시 자동 취소)
|
||||
CancellationToken token = health.destroyCancellationToken;
|
||||
|
||||
GameObject fx_Visual = Instantiate(itemEffectVisual, health.transform); // health의 자식으로 이펙트 생성
|
||||
fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0);
|
||||
|
||||
float tickDamage = damage / time;
|
||||
while(time <=0)
|
||||
|
||||
Debug.Log($"damage: {damage}");
|
||||
Debug.Log($"time: {time}");
|
||||
Debug.Log($"tickDamage: {tickDamage}");
|
||||
Debug.Log($"CurrentHP : {health.CurrentHP}");
|
||||
|
||||
try
|
||||
{
|
||||
health.ChangeHP(Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
|
||||
if (health.CurrentHP <= 0) break;
|
||||
time--;
|
||||
await Task.Yield();
|
||||
while (time > 0)
|
||||
{
|
||||
Debug.Log($"진입");
|
||||
health.ChangeHP(health.CurrentHP - Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
|
||||
if (health.CurrentHP <= 0) break;
|
||||
time--;
|
||||
Debug.Log($"중독 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
|
||||
await Task.Delay(1000, token);
|
||||
}
|
||||
}
|
||||
catch (System.OperationCanceledException)
|
||||
{
|
||||
Debug.Log("데미지 루프가 취소됨");
|
||||
}
|
||||
finally
|
||||
{
|
||||
// 정상 종료되든, 취소되든(Exception) 이펙트는 확실히 제거
|
||||
if (fx_Visual != null) Destroy(fx_Visual);
|
||||
}
|
||||
Destroy(fx_Visual);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,9 +108,14 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
|
||||
InputManager.Instance.OnAimToggleEvent += CurrentCharacterController.AimToggleInput;
|
||||
InputManager.Instance.OnLookEvent += CurrentCharacterController.LookInput;
|
||||
InputManager.Instance.OnDodgeEvent += CurrentCharacterController.DodgeInput;
|
||||
|
||||
//공격매핑
|
||||
//InputManager.Instance.OnNormalAttackEvent;
|
||||
//InputManager.Instance.OnHeavyAttackEvent;
|
||||
|
||||
//기타매핑
|
||||
InputManager.Instance.OnInteractionEvent += CurrentCharacterController.InteractInput;
|
||||
|
||||
//UI매핑
|
||||
InputManager.Instance.OnKeyDown_IKeyEvent += GameManager.Instance.InGameUI.InventoryToggle;
|
||||
|
||||
|
||||
@@ -3,8 +3,9 @@
|
||||
|
||||
public class InGameUIManager : BaseUIManager
|
||||
{
|
||||
public SplitWindowUI SplitWindowUI;
|
||||
public TooltipUI TooltipUI;
|
||||
public InteractionUI Interaction;
|
||||
public SplitWindowUI SplitWindow;
|
||||
public TooltipUI Tooltip;
|
||||
public Transform DragCanvas;
|
||||
public GameObject InventoryRoot;
|
||||
|
||||
@@ -17,7 +18,7 @@ public void VisibleCrossHair(bool isOn)
|
||||
|
||||
public SplitWindowUI GetSplitWindowUI()
|
||||
{
|
||||
return SplitWindowUI;
|
||||
return SplitWindow;
|
||||
}
|
||||
|
||||
public void InventoryToggle()
|
||||
|
||||
Reference in New Issue
Block a user