2026-06-12 리듬게임 (진행중)
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Hovl;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public enum Result { Perfect, Good, Miss }
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public enum Result { Perfect, Good, Bad, Miss }
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public class RhythmManager : MonoBehaviour
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public class RhythmManager : MonoBehaviour
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{
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{
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[SerializeField] private AudioSource _audioSource;
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[SerializeField] private AudioSource _audioSource;
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[SerializeField] private RhythmChart _currentChart;
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[SerializeField] private RhythmChart _currentChart;
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[SerializeField] private RhythmNoteSpawner _spawner;
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[SerializeField] private RhythmNoteSpawner _spawner;
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[SerializeField] private float _leadTime = 2f; // 노트가 생성돼 판정선까지 흐르는 시간(초)
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[SerializeField] private float _leadTime = 2f; // 노트가 생성돼 판정선까지 흐르는 시간(초)
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[Header("판정 윈도우 (초, 절대 시간차 기준)")]
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[SerializeField] private float _perfectWindow = 0.05f;
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[SerializeField] private float _goodWindow = 0.10f;
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[SerializeField] private float _badWindow = 0.15f; // 이 밖이면 입력 무시(헛침)
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public float SongTime => _audioSource.time; // 모든 타이밍의 기준
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public float SongTime => _audioSource.time; // 모든 타이밍의 기준
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private List<Note> SongNoteList;
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private List<Note> SongNoteList;
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private int _nextNoteIndex; // 다음에 소환할 노트 인덱스
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private int _nextNoteIndex; // 다음에 소환할 노트 인덱스
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private bool _isPlaying; //곡이 재생 중인지 (종료 감지용)
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private bool _isPlaying; //곡이 재생 중인지 (종료 감지용)
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private Func<float> _songTimeProvider; // 노트에 넘길 시간 제공자 (매 스폰마다 람다 재생성 방지용 캐시)
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private Func<float> _songTimeProvider; // 노트에 넘길 시간 제공자 (매 스폰마다 람다 재생성 방지용 캐시)
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private readonly List<RhythmNoteInstance> _activeNotes = new(); // 화면에 떠 있는(아직 처리 안 된) 노트들
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private void Awake()
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private void Awake()
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{
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{
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@@ -35,7 +44,13 @@ private void Update()
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return;
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return;
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}
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}
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if (_isPlaying) SpawnDueNotes();
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if (!_isPlaying) return;
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SpawnDueNotes();
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// 테스트용: 스페이스로 판정 (실제 VR에서는 컨트롤러/콜라이더 입력으로 교체)
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if (Keyboard.current != null && Keyboard.current.spaceKey.wasPressedThisFrame)
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OnPlayerInput();
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}
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}
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// SongTime 기준으로 소환할 때가 된 노트들을 순서대로 생성
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// SongTime 기준으로 소환할 때가 된 노트들을 순서대로 생성
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@@ -47,7 +62,8 @@ private void SpawnDueNotes()
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{
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{
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Note note = SongNoteList[_nextNoteIndex];
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Note note = SongNoteList[_nextNoteIndex];
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// spawnTime은 실제 프레임 시각이 아니라 이론값(note.Time - _leadTime)으로 줘야 보간이 정확
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// spawnTime은 실제 프레임 시각이 아니라 이론값(note.Time - _leadTime)으로 줘야 보간이 정확
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_spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed);
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RhythmNoteInstance instance = _spawner.SpawnNote(note, note.Time - _leadTime, _songTimeProvider, OnNoteMissed);
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_activeNotes.Add(instance);
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_nextNoteIndex++;
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_nextNoteIndex++;
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}
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}
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}
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}
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@@ -62,6 +78,7 @@ public void StartSong()
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{
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{
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SongNoteList = _currentChart.GenerateNotes();
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SongNoteList = _currentChart.GenerateNotes();
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_nextNoteIndex = 0;
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_nextNoteIndex = 0;
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_activeNotes.Clear();
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_audioSource.Play();
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_audioSource.Play();
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_isPlaying = true;
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_isPlaying = true;
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@@ -79,19 +96,54 @@ public void StopSong()
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if (SoundManager.Instance != null) SoundManager.Instance.ExitMinigameMode();
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if (SoundManager.Instance != null) SoundManager.Instance.ExitMinigameMode();
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}
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}
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// 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출
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// 노트가 판정선을 지나쳐 스스로 Miss 처리될 때 호출 (노트는 이미 자기 파괴됨)
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private void OnNoteMissed(RhythmNoteInstance note)
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private void OnNoteMissed(RhythmNoteInstance note)
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{
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{
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_activeNotes.Remove(note);
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// TODO: 점수/콤보 시스템 연결 시 Miss 반영
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// TODO: 점수/콤보 시스템 연결 시 Miss 반영
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Debug.Log("[Rhythm] Miss (지나침)");
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}
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}
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public void OnPlayerInput()
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public void OnPlayerInput()
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{
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{
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if (!_isPlaying || _activeNotes.Count == 0) return;
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// 판정선에 가장 가까운(시간차 최소) 노트 탐색
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RhythmNoteInstance target = null;
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float bestDiff = float.MaxValue;
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foreach (RhythmNoteInstance note in _activeNotes)
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{
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float diff = Mathf.Abs(SongTime - note.HitTime);
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if (diff < bestDiff)
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{
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bestDiff = diff;
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target = note;
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}
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}
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Result result = Judge(bestDiff);
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if (result == Result.Miss) return; // 히트 범위 밖이면 입력 무시 (노트 소비 안 함)
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// 성공 판정 → 히트 이펙트 + 노트 소비
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if (result == Result.Perfect || result == Result.Good)
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{
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// 이펙트는 노트에서 분리돼 따로 재생되므로 노트를 바로 파괴해도 됨
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if (target.TryGetComponent(out RhythmProjectile projectile))
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projectile.Detonate();
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}
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_activeNotes.Remove(target);
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Destroy(target.gameObject);
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// TODO: 점수/콤보 시스템 연결 시 result 반영
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Debug.Log($"[Rhythm] {result} (diff {bestDiff:F3}s)");
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}
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}
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// diff = 절대 시간차(초). 윈도우 안이면 Perfect/Good/Bad, 밖이면 Miss(입력 무시)
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public Result Judge(float diff)
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public Result Judge(float diff)
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{
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{
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if (diff <= _perfectWindow) return Result.Perfect;
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if (diff <= _goodWindow) return Result.Good;
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if (diff <= _badWindow) return Result.Bad;
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return Result.Miss;
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return Result.Miss;
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}
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}
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}
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}
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@@ -3,7 +3,7 @@
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public class RhythmNoteInstance : MonoBehaviour
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public class RhythmNoteInstance : MonoBehaviour
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{
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{
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public float HitTime; // 이 노트의 도달 시각
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[HideInInspector] public float HitTime; // 이 노트의 도달 시각
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[SerializeField] private float _missWindow = 0.15f; // 판정선을 이만큼 지나면 자동 Miss
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[SerializeField] private float _missWindow = 0.15f; // 판정선을 이만큼 지나면 자동 Miss
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37
Assets/02_Scripts/Rhythm/RhythmProjectile.cs
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Assets/02_Scripts/Rhythm/RhythmProjectile.cs
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using Hovl;
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using UnityEngine;
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// Hovl의 HS_ProjectileMover(에셋)를 "수정하지 않고" 히트 이펙트를 코드로 터뜨리기 위한 서브클래스.
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// 핵심: protected 멤버(hit/hitPS/projectilePS/collided)는 '파생 클래스'에서는 접근 가능하다.
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// 그래서 에셋 원본은 그대로 두고, 충돌(Collision) 없이 판정 성공 시 Detonate()로 이펙트만 재생한다.
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public class RhythmProjectile : HS_ProjectileMover
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{
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// 판정 성공 시 호출. 노트가 곧 Destroy되어도 이펙트가 보이도록 노트에서 분리 후 재생.
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public void Detonate()
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{
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if (collided) return;
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collided = true;
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// 날아가는 동안의 트레일 파티클은 정지
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if (projectilePS != null)
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projectilePS.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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// 히트 이펙트 컨테이너(없으면 파티클 본체)를 노트에서 떼어내 현재 위치에서 재생
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GameObject fx = hit != null ? hit : (hitPS != null ? hitPS.gameObject : null);
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if (fx == null) return;
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fx.transform.SetParent(null, true);
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fx.transform.position = transform.position;
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fx.SetActive(true);
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if (hitPS != null)
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{
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hitPS.Clear(true);
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hitPS.Play(true);
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}
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// 재생이 끝나면 분리한 이펙트도 정리
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float life = hitPS != null ? hitPS.main.duration + hitPS.main.startLifetime.constantMax : 2f;
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Destroy(fx, life);
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}
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}
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2
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simple spawning.unity
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particles).unity
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145
Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Readme.txt
Normal file
145
Assets/Hovl Studio/AAA Projectiles Vol 1/Demo scenes/Readme.txt
Normal file
@@ -0,0 +1,145 @@
|
|||||||
|
Asset Creator - Vladyslav Horobets (Hovl).
|
||||||
|
All that is in the folder "AAA Projectiles" can be used in commerce, even demo scene files.
|
||||||
|
-----------------------------------------------------
|
||||||
|
|
||||||
|
If you want to use post-effects like in the demo video:
|
||||||
|
https://youtu.be/hZSZ2Q8MF3k
|
||||||
|
|
||||||
|
Using:
|
||||||
|
|
||||||
|
1) Shaders
|
||||||
|
1.1)The "Use depth" on the material from the custom shaders is the Soft Particle Factor.
|
||||||
|
1.2)Use "Center glow"[MaterialToggle] only with particle system. This option is used to darken the main texture with a white texture (white is visible, black is invisible).
|
||||||
|
If you turn on this feature, you need to use "Custom vertex stream" (Uv0.Custom.xy) in tab "Render". And don't forget to use "Custom data" parameters in your PS.
|
||||||
|
1.3)The distortion shader only works with standard rendering. Delete (if exist) distortion particles from effects if you use LWRP or HDRP!
|
||||||
|
1.4)You can change the cutoff in all shaders (except Add_CenterGlow and Blend_CenterGlow ) using (Uv0.Custom.xy) in particle system.
|
||||||
|
|
||||||
|
2)Light.
|
||||||
|
2.1)You can disable light in the main effect component (delete light and disable light in PS).
|
||||||
|
Light strongly loads the game if you don't use light probes or something else.
|
||||||
|
|
||||||
|
3)Scripts
|
||||||
|
HS_ProjectileMover — Documentation
|
||||||
|
|
||||||
|
Description
|
||||||
|
HS_ProjectileMover controls the movement, collision behavior, and visual effects of projectile objects.
|
||||||
|
It handles projectile speed, hit effects, particle systems, detached VFX elements, and supports both destruction and pooling workflows.
|
||||||
|
|
||||||
|
The script is designed for VFX projectiles used in spells, bullets, energy blasts, or similar effects.
|
||||||
|
|
||||||
|
Main Features:
|
||||||
|
|
||||||
|
Moves projectile forward using Rigidbody velocity
|
||||||
|
Spawns hit effects on collision
|
||||||
|
Supports pooled projectiles (reuse instead of destroy)
|
||||||
|
Handles particle systems properly on impact
|
||||||
|
Allows detached particle effects to continue playing after collision
|
||||||
|
Automatically restores detached objects when projectile is reused
|
||||||
|
|
||||||
|
Key Parameters:
|
||||||
|
|
||||||
|
Speed -
|
||||||
|
Controls the forward velocity of the projectile.
|
||||||
|
Hit Offset -
|
||||||
|
Moves the hit effect slightly away from the surface normal to avoid clipping.
|
||||||
|
Use Fire Point Rotation -
|
||||||
|
If enabled, the hit effect rotation will match the fire point orientation.
|
||||||
|
Rotation Offset -
|
||||||
|
Optional rotation override applied to the hit effect.
|
||||||
|
Hit -
|
||||||
|
GameObject used as the hit effect container.
|
||||||
|
Hit PS -
|
||||||
|
Particle system played when the projectile collides.
|
||||||
|
Flash -
|
||||||
|
Optional muzzle flash object that detaches on spawn.
|
||||||
|
Projectile PS -
|
||||||
|
Main projectile particle system.
|
||||||
|
Detached -
|
||||||
|
Array of objects that contain particle systems (such as trails or smoke).
|
||||||
|
These objects detach on impact so their particles can finish playing naturally.
|
||||||
|
|
||||||
|
Components:
|
||||||
|
|
||||||
|
RB -
|
||||||
|
Rigidbody used for projectile movement.
|
||||||
|
Col -
|
||||||
|
Collider used for collision detection.
|
||||||
|
Light Source -
|
||||||
|
Optional light attached to the projectile.
|
||||||
|
|
||||||
|
Lifetime Settings
|
||||||
|
|
||||||
|
Not Destroy
|
||||||
|
If enabled, the projectile will be disabled instead of destroyed.
|
||||||
|
This allows it to be reused with an object pool.
|
||||||
|
|
||||||
|
Life Time
|
||||||
|
Maximum lifetime of the projectile if it does not hit anything.
|
||||||
|
|
||||||
|
Detached Life Time
|
||||||
|
How long detached particle objects remain alive after impact.
|
||||||
|
|
||||||
|
Collision Behavior
|
||||||
|
|
||||||
|
When the projectile collides:
|
||||||
|
|
||||||
|
Rigidbody movement is stopped
|
||||||
|
Light and collider are disabled
|
||||||
|
Projectile particle emission stops
|
||||||
|
Hit effect is positioned and played
|
||||||
|
Detached objects are unparented
|
||||||
|
Detached particle systems stop emitting but existing particles finish their lifetime
|
||||||
|
|
||||||
|
If Not Destroy is enabled:
|
||||||
|
The projectile will be disabled after the hit effect finishes
|
||||||
|
Detached objects will be restored when the projectile is reused
|
||||||
|
|
||||||
|
If Not Destroy is disabled:
|
||||||
|
The projectile will be destroyed after the hit effect duration
|
||||||
|
Detached objects will be destroyed after Detached Life Time
|
||||||
|
|
||||||
|
Detached Objects Logic:
|
||||||
|
Detached objects must be child objects of the projectile.
|
||||||
|
Each detached object can contain multiple particle systems.
|
||||||
|
|
||||||
|
On collision:
|
||||||
|
The object is unparented
|
||||||
|
Emission stops
|
||||||
|
Existing particles finish their lifetime
|
||||||
|
If pooling is enabled, the objects are restored to their original parent when the projectile is reactivated.
|
||||||
|
|
||||||
|
Typical Use Case:
|
||||||
|
Projectile Prefab Structure Example
|
||||||
|
|
||||||
|
Projectile
|
||||||
|
├── Mesh
|
||||||
|
├── Collider
|
||||||
|
├── Rigidbody
|
||||||
|
├── Projectile_PS
|
||||||
|
├── Flash
|
||||||
|
└── Detached_Trail
|
||||||
|
├── Smoke
|
||||||
|
└── Sparks
|
||||||
|
|
||||||
|
Pooling Support
|
||||||
|
|
||||||
|
When using an object pool:
|
||||||
|
|
||||||
|
Set:
|
||||||
|
Not Destroy = true
|
||||||
|
The projectile will be disabled instead of destroyed and can be reused safely.
|
||||||
|
Detached particle objects will automatically return to their original positions when the projectile is activated again.
|
||||||
|
|
||||||
|
Notes:
|
||||||
|
Detached objects should only contain particle systems.
|
||||||
|
Ensure Rigidbody and Collider references are assigned.
|
||||||
|
Projectile should face forward in the Z direction for correct movement.
|
||||||
|
|
||||||
|
|
||||||
|
4)Quality
|
||||||
|
4.1) For better sparks quality enable "Anisotropic textures: Forced On" in quality settings.
|
||||||
|
|
||||||
|
SUPPORT ASSET FOR BiRP, URP or HDRP is here --> Tools > RP changer for Hovl Studio Assets
|
||||||
|
|
||||||
|
Contact me if you have any questions.
|
||||||
|
My email: hovlstudio1@gmail.com
|
||||||
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|
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|
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user