EffectTest
Unity 2019. 4. 24. 00:111 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 | using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class EffectTest : MonoBehaviour { [SerializeField] private Button btnAttack; [SerializeField] private GameObject hero; [SerializeField] private GameObject monster; public GameObject objPool; public Material hitMaterial; private Material originMaterial; private Animator heroAnim; private Animator monsterAnim; private bool isAttacking; private Coroutine heroActionRoutine; private GameObject fx; private System.Action OnDamageMonster; private void Awake() { //FX로드 var loadFx = Resources.Load<GameObject>("Prefabs/Test/SwordHitRed"); //인스턴스화 this.fx = Instantiate<GameObject>(loadFx); fx.transform.SetParent(this.objPool.transform); fx.name = "SwordHitRed"; this.fx.SetActive(false); } private void Start() { //버튼 이벤트 등록 this.btnAttack.onClick.AddListener(() => { if (this.isAttacking == false) { //몬스터가 공격을 받을 시 this.OnDamageMonster = () => { StartCoroutine(this.MonsterGetDamage()); }; Debug.Log("어택!"); //영웅이 공격! attack_sword_01 실행 this.heroActionRoutine = StartCoroutine(HeroPlayAttackAnim()); } else { Debug.Log("공격불가"); } //attack_sword_01 애니메이션 실행 후 idle@loop실행 }); //애니메이션 컴포넌트 가져옴 this.heroAnim = this.hero.GetComponent<Animator>(); this.monsterAnim = this.monster.GetComponent<Animator>(); this.originMaterial = this.monster.transform.Find("StoneMonster").GetComponent<SkinnedMeshRenderer>().material; } private IEnumerator MonsterGetDamage() { this.monsterAnim.Play("Anim_Damage"); var length = this.GetAnimLength("Anim_Damage"); StartCoroutine(this.MonsterSwitchMaterial()); yield return new WaitForSeconds(length); this.monsterAnim.Play("Anim_Idle"); } private IEnumerator MonsterSwitchMaterial() { this.monster.transform.Find("StoneMonster").GetComponent<SkinnedMeshRenderer>().material = this.hitMaterial; yield return new WaitForSeconds(0.1f); this.monster.transform.Find("StoneMonster").GetComponent<SkinnedMeshRenderer>().material = this.originMaterial; } private IEnumerator HeroPlayAttackAnim() { this.isAttacking = true; this.heroAnim.Play("attack_sword_01"); var length = this.GetAnimLength("attack_sword_01"); yield return new WaitForSeconds(0.25f); Debug.Log("타격!!"); this.AddFx("SwordHitRed", this.monster.transform.Find("fsPoint").position); this.OnDamageMonster(); yield return new WaitForSeconds(length - 0.25f); this.isAttacking = false; Debug.Log("공격 완료!!!"); this.heroAnim.Play("idle@loop"); } private void AddFx(string effectName, Vector3 fxPos) { //만들어진 프리팹 인스턴스의 위치를 fxPos로 설정 this.fx.transform.SetParent(this.monster.transform.Find("HitFxPoint")); this.fx.transform.position = fxPos; this.fx.SetActive(true); var particle = this.fx.GetComponent<ParticleSystem>(); this.StartCoroutine(this.PlayFx(particle)); } private IEnumerator PlayFx(ParticleSystem particle) { particle.Play(); yield return new WaitForSeconds(particle.main.duration); this.fx.transform.SetParent(this.objPool.transform); this.fx.SetActive(false); } private float GetAnimLength(string animName) { float time = 0; RuntimeAnimatorController ac1 = heroAnim.runtimeAnimatorController; RuntimeAnimatorController ac2 = monsterAnim.runtimeAnimatorController; foreach (var data in ac1.animationClips) { Debug.Log(data.name); } for (int i = 0; i < ac1.animationClips.Length; i++) { if (ac1.animationClips[i].name == animName) { time = ac1.animationClips[i].length; } } if (time == 0) { foreach (var data in ac2.animationClips) { Debug.Log(data.name); } for (int i = 0; i < ac2.animationClips.Length; i++) { if (ac2.animationClips[i].name == animName) { time = ac2.animationClips[i].length; } } } return time; } } | cs |