2026-05-21 스킬예측(진행중)
This commit is contained in:
BIN
Assets/01_Scenes/BossScene.unity
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BIN
Assets/01_Scenes/BossScene.unity
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@@ -5,8 +5,8 @@
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public class HazardHitbox : MonoBehaviour
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public class HazardHitbox : MonoBehaviour
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{
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{
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[SerializeField] private LayerMask _targetLayer;
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[SerializeField] private LayerMask _targetLayer;
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[SerializeField] private LayerMask _blockLayer; // 피해를 줄 레이어 (보통 Player)
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[SerializeField] private LayerMask _blockLayer;
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private int _damage = 0;
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public int Damage = 0;
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private Collider2D _collider;
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private Collider2D _collider;
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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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@@ -15,17 +15,35 @@ private void Awake()
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}
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}
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private void OnTriggerStay2D(Collider2D other)
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private void OnTriggerStay2D(Collider2D other)
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{
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if((_blockLayer.value & (1 << other.gameObject.layer)) > 0)
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{
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Debug.Log("aaaaaaa");
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Destroy(gameObject);
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}
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if ((_targetLayer.value & (1 << other.gameObject.layer)) > 0)
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{
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{
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TryDamage(other);
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TryDamage(other);
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_collider.enabled = false;
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}
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}
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private void OnTriggerExit2D(Collider2D other)
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{
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if ((_targetLayer.value & (1 << other.gameObject.layer)) > 0)
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{
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Destroy(gameObject);
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}
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}
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}
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private void TryDamage(Collider2D other)
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private void TryDamage(Collider2D other)
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{
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{
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if ((_targetLayer.value & (1 << other.gameObject.layer)) == 0) return;
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if (!other.TryGetComponent<IDamageable>(out var target))
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if (!other.TryGetComponent<IDamageable>(out var target))
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target = other.GetComponentInParent<IDamageable>();
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target = other.GetComponentInParent<IDamageable>();
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if (target == null) return;
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if (target == null) return;
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target.TakeDamage(_damage);
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target.TakeDamage(Damage);
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}
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}
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}
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}
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@@ -22,6 +22,8 @@ public class HazardSkill : BossSkill
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[SerializeField] private float _activeDuration = 1.5f; // 피해 판정 유지 시간
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[SerializeField] private float _activeDuration = 1.5f; // 피해 판정 유지 시간
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[SerializeField] private float _recovery = 0.6f; // 판정 OFF 후 후딜
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[SerializeField] private float _recovery = 0.6f; // 판정 OFF 후 후딜
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[SerializeField] private GameObject _hazardHitboxOrigin;
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[SerializeField] private GameObject _hazardHitboxOrigin;
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[SerializeField] private int _hitBoxDamage = 15;
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private SkillSupport support;
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private SkillSupport support;
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private void Awake()
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private void Awake()
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@@ -52,6 +54,8 @@ protected override async Awaitable RunSkill(CancellationToken token)
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_animator.Play(_rightAnimationState);
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_animator.Play(_rightAnimationState);
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}
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}
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PredictHazards(dirChoice);
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// 선딜
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// 선딜
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await Awaitable.WaitForSecondsAsync(_windup, token);
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await Awaitable.WaitForSecondsAsync(_windup, token);
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@@ -66,20 +70,37 @@ protected override async Awaitable RunSkill(CancellationToken token)
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}
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}
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}
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}
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private void PredictHazards(int dirChoice)
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{
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SkillPredict[] predicts = dirChoice switch { 0 => support.DownHazardPredicts, 1=> support.RightHazardPredicts, _=> null};
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for (int i = 0; i < predicts.Length; i++)
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{
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if(predicts[i] != null)
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predicts[i].PredictVFX.Play();
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}
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}
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private void FireHazards(int dirChoice)
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private void FireHazards(int dirChoice)
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{
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{
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Transform[] _hazardPoss = dirChoice switch { 0 => support.DownHazardFirePos, 1=> support.RightHazardFirePos, _=> null};
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Transform[] hazardPoss = dirChoice switch { 0 => support.DownHazardFirePos, 1=> support.RightHazardFirePos, _=> null};
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Vector2 attackDir = dirChoice switch {0 => Vector2.down,1=>Vector2.right,_=>Vector2.left};
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Vector2 attackDir = dirChoice switch {0 => Vector2.down,1=>Vector2.right,_=>Vector2.left};
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if (_hazardPoss == null) return;
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if (hazardPoss == null) return;
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for (int i = 0; i < _hazardPoss.Length; i++)
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for (int i = 0; i < hazardPoss.Length; i++)
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{
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{
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GameObject hitbox = Instantiate(_hazardHitboxOrigin,_hazardPoss[i].transform);
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GameObject hitbox = Instantiate(_hazardHitboxOrigin,hazardPoss[i].transform);
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HazardHitbox hazardHitbox = hitbox.GetComponent<HazardHitbox>();
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if(hazardHitbox != null)
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{
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hazardHitbox.Damage = _hitBoxDamage;
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}
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Rigidbody2D hitbox_rb = hitbox.GetComponent<Rigidbody2D>();
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Rigidbody2D hitbox_rb = hitbox.GetComponent<Rigidbody2D>();
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if(hitbox_rb != null)
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if(hitbox_rb != null)
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{
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{
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hitbox_rb.linearVelocity = attackDir*50.0f;
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hitbox_rb.AddForce(attackDir*100.0f);
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}
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}
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Destroy(hitbox,5f);
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Destroy(hitbox,5f);
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6
Assets/02_Scripts/Enemy/Skills/SkillPredict.cs
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6
Assets/02_Scripts/Enemy/Skills/SkillPredict.cs
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@@ -0,0 +1,6 @@
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using UnityEngine;
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public class SkillPredict : MonoBehaviour
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{
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public ParticleSystem PredictVFX;
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}
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2
Assets/02_Scripts/Enemy/Skills/SkillPredict.cs.meta
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2
Assets/02_Scripts/Enemy/Skills/SkillPredict.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d57b92bb01d0bbf4cb3c27892c5ea5dd
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@@ -5,19 +5,40 @@ public class SkillSupport : MonoBehaviour
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[HideInInspector] public Transform[] DownHazardFirePos; // 위에서 아래로 포격
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[HideInInspector] public Transform[] DownHazardFirePos; // 위에서 아래로 포격
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[HideInInspector] public Transform[] RightHazardFirePos; // 왼쪽에서 오른쪽으로 포격
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[HideInInspector] public Transform[] RightHazardFirePos; // 왼쪽에서 오른쪽으로 포격
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[HideInInspector] public SkillPredict[] DownHazardPredicts;
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[HideInInspector] public SkillPredict[] RightHazardPredicts;
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void Start()
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void Start()
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{
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{
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GameObject[] shineDownStartPoss = GameObject.FindGameObjectsWithTag("ShineDownStartPos");
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GameObject[] shineDownStartPoss = GameObject.FindGameObjectsWithTag("ShineDownStartPos");
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GameObject[] shineRightStartPoss = GameObject.FindGameObjectsWithTag("ShineRightStartPos");
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GameObject[] shineRightStartPoss = GameObject.FindGameObjectsWithTag("ShineRightStartPos");
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DownHazardFirePos = new Transform[shineDownStartPoss.Length];
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DownHazardFirePos = new Transform[shineDownStartPoss.Length];
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DownHazardPredicts = new SkillPredict[shineDownStartPoss.Length];
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RightHazardFirePos = new Transform[shineRightStartPoss.Length];
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RightHazardFirePos = new Transform[shineRightStartPoss.Length];
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RightHazardPredicts = new SkillPredict[shineRightStartPoss.Length];
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for(int i=0;i<DownHazardFirePos.Length;i++)
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for(int i=0;i<DownHazardFirePos.Length;i++)
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{
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DownHazardFirePos[i] = shineDownStartPoss[i].transform;
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DownHazardFirePos[i] = shineDownStartPoss[i].transform;
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SkillPredict skillPredict = shineDownStartPoss[i].GetComponentInChildren<SkillPredict>();
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if(skillPredict != null)
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{
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DownHazardPredicts[i] = skillPredict;
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}
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}
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for(int i=0;i<RightHazardFirePos.Length;i++)
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for(int i=0;i<RightHazardFirePos.Length;i++)
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{
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RightHazardFirePos[i] = shineRightStartPoss[i].transform;
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RightHazardFirePos[i] = shineRightStartPoss[i].transform;
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SkillPredict skillPredict = shineRightStartPoss[i].GetComponentInChildren<SkillPredict>();
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if(skillPredict != null)
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{
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RightHazardPredicts[i] = skillPredict;
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}
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}
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}
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}
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}
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}
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8
Assets/08_Objects/BossSkills/HazardSkill/VFX.meta
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8
Assets/08_Objects/BossSkills/HazardSkill/VFX.meta
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@@ -0,0 +1,8 @@
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Assets/08_Objects/BossSkills/HazardSkill/VFX/HitBoxVFX.prefab
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Assets/08_Objects/BossSkills/HazardSkill/VFX/HitBoxVFX.prefab
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@@ -0,0 +1,7 @@
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Assets/08_Objects/BossSkills/HazardSkill/VFX/PredictVFX.prefab
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Assets/08_Objects/BossSkills/HazardSkill/VFX/PredictVFX.prefab
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Assets/Hovl Studio/AAA Projectiles Vol 1.meta
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Assets/Hovl Studio/AAA Projectiles Vol 1.meta
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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