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게임 프로그래밍
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미해결
재장전을 하고나면 정조준 값은 똑같은데 위치가 바꿔저요
21.03.18 08:19 작성 조회수 221
0
전체 코드:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunController : MonoBehaviour
{
[SerializeField]
private Gun currentGun;
private float currentFireRate;
private bool isReload = false;
private bool isFineSightMode = false;
[SerializeField]
private Vector3 originPos;
private AudioSource audioSource;
void Start()
{
audioSource = GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
GunFireRateCalc();
TryFire();
TryReload();
TryFineSight();
}
private void GunFireRateCalc()
{
if(currentFireRate > 0)
currentFireRate -= Time.deltaTime;
}
private void TryFire()
{
if (Input.GetButton("Fire1") && currentFireRate <= 0 && !isReload)
{
Fire();
}
}
private void Fire()
{
if(!isReload)
{
if(currentGun.currentBulletCount > 0)
Shoot();
else
StartCoroutine(ReloadCoroutine());
}
}
private void Shoot()
{
currentGun.currentBulletCount--;
currentFireRate = currentGun.fireRate;
PlaySE(currentGun.fire_Sound);
currentGun.muzzleFlash.Play();
Debug.Log("총알 발사함");
}
private void TryReload()
{
if(Input.GetKeyDown(KeyCode.R) && !isReload && currentGun.currentBulletCount < currentGun.reloadBulletCount)
{
StartCoroutine(ReloadCoroutine());
}
}
IEnumerator ReloadCoroutine()
{
if(currentGun.carryBulletCount > 0)
{
isReload = true;
currentGun.anim.SetTrigger("reload");
currentGun.carryBulletCount += currentGun.currentBulletCount;
currentGun.currentBulletCount = 0;
yield return new WaitForSeconds(currentGun.reloadTime);
if(currentGun.carryBulletCount >= currentGun.reloadBulletCount)
{
currentGun.currentBulletCount = currentGun.reloadBulletCount;
currentGun.carryBulletCount -= currentGun.reloadBulletCount;
}
else
{
currentGun.currentBulletCount = currentGun.carryBulletCount;
currentGun.carryBulletCount = 0;
}
isReload = false;
}
else
{
Debug.Log("소유한 총알이 없습니다.");
}
}
private void TryFineSight()
{
if(Input.GetButtonDown("Fire2"))
{
FineSight();
}
}
private void FineSight()
{
isFineSightMode = !isFineSightMode;
currentGun.anim.SetBool("FineSightMode", isFineSightMode);
if(isFineSightMode)
{
StopAllCoroutines();
StartCoroutine(fineSightActivateCoroutine());
}
else
{
StopAllCoroutines();
StartCoroutine(fineSightDeactivateCoroutine());
}
}
IEnumerator fineSightActivateCoroutine()
{
while(currentGun.transform.localPosition != currentGun.fineSightOriginPos)
{
currentGun.transform.localPosition = Vector3.Lerp(currentGun.transform.localPosition, currentGun.fineSightOriginPos, 0.2f);
yield return null;
}
}
IEnumerator fineSightDeactivateCoroutine()
{
while(currentGun.transform.localPosition != originPos)
{
currentGun.transform.localPosition = Vector3.Lerp(currentGun.transform.localPosition, originPos, 0.2f);
yield return null;
}
}
private void PlaySE(AudioClip _clip)
{
audioSource.clip = _clip;
audioSource.Play();
}
}
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