2026-06-02 세팅오류, 죽을시 다시 시작
This commit is contained in:
@@ -119,6 +119,12 @@ public void EquipSlot(int slotIndex)
|
||||
OnInventoryChanged?.Invoke();
|
||||
}
|
||||
|
||||
public void ClearWeaponInven()
|
||||
{
|
||||
_weapons.Clear();
|
||||
OnInventoryChanged?.Invoke();
|
||||
}
|
||||
|
||||
// 디버그용: 슬롯에 해당 무기가 있는지 확인.
|
||||
public bool HasWeaponInSlot(int slotIndex)
|
||||
{
|
||||
|
||||
@@ -1,77 +1,9 @@
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
|
||||
// version 1.18.0
|
||||
// from Assets/11_Input/GameInput.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine.InputSystem;
|
||||
using UnityEngine.InputSystem.Utilities;
|
||||
|
||||
/// <summary>
|
||||
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/11_Input/GameInput.inputactions".
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
|
||||
/// </remarks>
|
||||
/// <example>
|
||||
/// <code>
|
||||
/// using namespace UnityEngine;
|
||||
/// using UnityEngine.InputSystem;
|
||||
///
|
||||
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
|
||||
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
|
||||
/// {
|
||||
/// private MyActions_Actions m_Actions; // Source code representation of asset.
|
||||
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
|
||||
///
|
||||
/// void Awake()
|
||||
/// {
|
||||
/// m_Actions = new MyActions_Actions(); // Create asset object.
|
||||
/// m_Player = m_Actions.Player; // Extract action map object.
|
||||
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
|
||||
/// }
|
||||
///
|
||||
/// void OnDestroy()
|
||||
/// {
|
||||
/// m_Actions.Dispose(); // Destroy asset object.
|
||||
/// }
|
||||
///
|
||||
/// void OnEnable()
|
||||
/// {
|
||||
/// m_Player.Enable(); // Enable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// void OnDisable()
|
||||
/// {
|
||||
/// m_Player.Disable(); // Disable all actions within map.
|
||||
/// }
|
||||
///
|
||||
/// #region Interface implementation of MyActions.IPlayerActions
|
||||
///
|
||||
/// // Invoked when "Move" action is either started, performed or canceled.
|
||||
/// public void OnMove(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnMove: {context.ReadValue<Vector2>()}");
|
||||
/// }
|
||||
///
|
||||
/// // Invoked when "Attack" action is either started, performed or canceled.
|
||||
/// public void OnAttack(InputAction.CallbackContext context)
|
||||
/// {
|
||||
/// Debug.Log($"OnAttack: {context.ReadValue<float>()}");
|
||||
/// }
|
||||
///
|
||||
/// #endregion
|
||||
/// }
|
||||
/// </code>
|
||||
/// </example>
|
||||
public partial class @GameInput: IInputActionCollection2, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
|
||||
@@ -36,5 +36,7 @@ public void OnSceneLoaded()
|
||||
public void GameRestart()
|
||||
{
|
||||
Debug.Log("다시시작");
|
||||
|
||||
SceneLoadManager.Instance.RequestSceneChange("GameScene");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1758,7 +1758,6 @@ private void TickHitstun()
|
||||
if (_hitstunTimer > 0f)
|
||||
_hitstunTimer -= Time.fixedDeltaTime;
|
||||
|
||||
Debug.Log($"_hitstunTimer : {_hitstunTimer}, _isGrounded : {_isGrounded} ");
|
||||
|
||||
if (_hitstunTimer <= 0f && _isGrounded && !IsActionActive())
|
||||
{
|
||||
@@ -1774,7 +1773,6 @@ public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReac
|
||||
if (_health == null || _health.IsDead) return;
|
||||
|
||||
_health.TakeDamage(amount);
|
||||
Debug.Log($"{name} 피격: -{amount} (HP: {_health.CurrentHealth}/{_health.MaxHealth})");
|
||||
|
||||
if(_health.CurrentHealth <= 0)
|
||||
{
|
||||
@@ -1786,5 +1784,11 @@ public void PlayerDead()
|
||||
{
|
||||
//재시작 UI 띄우기
|
||||
GameManager.Instance.Restart.ShowRestart();
|
||||
|
||||
|
||||
|
||||
PlayerWeaponInventory.Instance.ClearWeaponInven();
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user