diff --git a/Assets/DogKnight/Animator/DogControl.controller b/Assets/DogKnight/Animator/DogControl.controller
index e870e29..7877743 100644
--- a/Assets/DogKnight/Animator/DogControl.controller
+++ b/Assets/DogKnight/Animator/DogControl.controller
@@ -20,7 +20,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.75
- m_HasExitTime: 0
+ m_HasExitTime: 1
m_HasFixedDuration: 1
m_InterruptionSource: 0
m_OrderedInterruption: 1
@@ -42,7 +42,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.70000005
- m_HasExitTime: 0
+ m_HasExitTime: 1
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m_OrderedInterruption: 1
@@ -64,7 +64,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.70000005
- m_HasExitTime: 0
+ m_HasExitTime: 1
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@@ -89,7 +89,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.75
- m_HasExitTime: 0
+ m_HasExitTime: 1
m_HasFixedDuration: 1
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m_OrderedInterruption: 1
@@ -108,25 +108,25 @@ AnimatorController:
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m_DefaultInt: 0
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+ m_Controller: {fileID: 9100000}
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m_Name: Base Layer
@@ -160,7 +160,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.75
- m_HasExitTime: 0
+ m_HasExitTime: 1
m_HasFixedDuration: 1
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@@ -353,7 +353,7 @@ AnimatorStateTransition:
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m_TransitionOffset: 0
m_ExitTime: 0.70000005
- m_HasExitTime: 0
+ m_HasExitTime: 1
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@@ -378,7 +378,7 @@ AnimatorStateTransition:
m_TransitionDuration: 0.25
m_TransitionOffset: 0
m_ExitTime: 0.75
- m_HasExitTime: 0
+ m_HasExitTime: 1
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diff --git a/Assets/Resources/UI.meta b/Assets/Resources/UI.meta
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diff --git a/Assets/Resources/UI/Popup.meta b/Assets/Resources/UI/Popup.meta
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diff --git a/Assets/Scenes/3.28_DogKnight.unity b/Assets/Scenes/3.28_DogKnight.unity
index 67eba50..1f40c7b 100644
--- a/Assets/Scenes/3.28_DogKnight.unity
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@@ -446,6 +185,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
_myName:
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+ _myHpMax: 0
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PrefabInstance:
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m_EditorClassIdentifier:
_myName:
_myHp: 0
+ _myHpMax: 0
_myDamage: 0
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diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs
index 20e73df..393e693 100644
--- a/Assets/Scripts/Character.cs
+++ b/Assets/Scripts/Character.cs
@@ -12,60 +12,46 @@ public class Character : MonoBehaviour, Observer
{
public string _myName;
public float _myHp;
+ // 1. Hp UI bar HpMax ߰
+ public float _myHpMax;
public float _myDamage;
protected int _gameRound;
- protected int _whoseTurn;
+ protected string _whoseTurn;
protected bool _isFinished;
- // 1. TurnUpdate: _gameRound, _whoseTurn update
public void TurnUpdate(int round, string turn)
{
-
+ this._gameRound = round;
+ this._whoseTurn = turn;
}
- // 2. FinishUpdate: _isFinished update
public void FinishUpdate(bool isFinish)
{
-
+ this._isFinished = isFinish;
}
- ///
- /// 3. Attack: ݽ Player Enemy ۼ
- /// class ̵ؼ ۼ
- /// 1) ʾҰ ڽ _myName _whoseTurn ġѴٸ,
- /// 2) AttackMotion() ȣؼ ִϸ̼
- /// 3) GetHit() ڽ _myDamage Ѱܼ ȣ
- ///
+
public virtual void Attack()
{
}
- ///
- /// 4. GetHit: ǰݽ 3 ϰ Ǵ ۼ
- /// class ̵ؼ ۼ
- /// 1) Ѱ damageŭ _myHp
- /// 2) _myHp 0 ۰ų ٸ, DeadMotion() ȣؼ ִϸ̼
- /// + Subject EndNotify() ȣ
- /// 3) ִٸ, GetHitMotion() ȣؼ ִϸ̼
- /// + Debug.Log($"{_myName} HP: {_myHp}"); ߰
- ///
public virtual void GetHit(float damage)
{
-
+ _myHp -= damage;
+ if (_myHp <= 0)
+ {
+ DeadMotion();
+ GameManager.Instance().EndNotify();
+ }
+ else
+ {
+ GetHitMotion();
+ Debug.Log($"{_myName} HP: {_myHp}");
+ }
}
- ///
- /// δ animation code, ʿ ( ǿ )
- /// Ʒó ҵ带 ʿ䵵 ̱
- /// Ǹ 4 ҵ带 ۼϿ.
- /// Attack, GetHit ̵, Ʒ ҵ常 ȣϸ animation
- /// 1. AttackMotion()
- /// 2. SpecialAttackMotion()
- /// 3. DeadMotion()
- /// 4. GetHitMotion()
- ///
protected Animator _animator;
protected virtual void Init()
@@ -102,4 +88,4 @@ IEnumerator DeadCoroutine()
yield return new WaitForSeconds(1f);
_animator.SetTrigger(AnimatorParameters.IsDead.ToString());
}
-}
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs
index 3a1636d..86d3e74 100644
--- a/Assets/Scripts/Enemy.cs
+++ b/Assets/Scripts/Enemy.cs
@@ -1,22 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
+using UnityEngine.UI;
public class Enemy : Character
{
- private Player _player;
+ // 1. _player -> GetCharacter
+ //private Player _player;
private float _randomHeal;
+ public GameObject _healUI;
- ///
- /// 1. Init: ʱȭ
- /// 1) Subject Observer
- /// 2) _myName, _myHp, _myDamage ʱȭ
- /// 3) _myName "Enemy"
- /// 4) _myHp, _myDamage 100, 10 ʱȭ ( )
- ///
protected override void Init()
{
base.Init();
+ _myName = "Enemy";
+ _myHpMax = 100;
+ _myHp = _myHpMax;
+ _myDamage = 15;
+ GameManager.Instance().AddCharacter(this.GetComponent());
}
private void Awake()
@@ -24,34 +25,45 @@ private void Awake()
Init();
}
- ///
- /// 1) _player Ҵ ȵƴٸ,
- /// 2) GameObject.FindWithTag ̿ؼ _player Ҵ
- ///
- private void Start()
+ public override void Attack()
{
-
+ if (_myName.Equals(_whoseTurn) && !_isFinished)
+ {
+ _myDamage += 3;
+ // 1. GetCharacter Player
+ if (_gameRound >= 10) _myDamage = GameManager.Instance().GetCharacter("Player")._myHp;
+ AttackMotion();
+ GameManager.Instance().GetCharacter("Player").GetHit(_myDamage);
+ }
}
- ///
- /// Attack:
- /// 1) _gameRound 3
- /// 2) _gameRound 10 Ǹ Player ̵
- ///
- public override void Attack()
+ public override void GetHit(float damage)
{
-
+ base.GetHit(damage);
+ if (_myHp > 0)
+ {
+ _randomHeal = Random.Range(0, 10);
+ if (_randomHeal < 5) // 50% Ȯ Heal
+ {
+ StartCoroutine(HealCoroutine());
+ }
+ }
}
///
- /// GetHit:
- /// 1) Player _randomAttack
- /// 2) 30% Ȯ ǰݽ 10 ü
- /// + Debug.Log($"{_myName} Heal!"); ߰
+ /// HealCoroutine:
+ /// 1) Player Enemy -> Hp -> UI ݿ
+ /// 2) Enemy Ȯ ȸ -> Hp -> UI ݿ
+ /// 3) ߰ yield return ѹ óż ǰ ϰ Heal ϴ UI ݿ ̷ .
///
- public override void GetHit(float damage)
+ ///
+ IEnumerator HealCoroutine()
{
-
+ yield return new WaitForSeconds(2.0f);
+ _myHp += 10;
+ Debug.Log($"{_myName} Heal!");
+ _healUI.SetActive(true);
+ yield return new WaitForSeconds(1.5f);
+ _healUI.SetActive(false);
}
-}
-
+}
\ No newline at end of file
diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs
deleted file mode 100644
index 0707dc6..0000000
--- a/Assets/Scripts/GameManager.cs
+++ /dev/null
@@ -1,56 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class GameManager : MonoBehaviour, Subject
-{
- // 1. Singleton Pattern: Instance() method
- private static GameManager _instance;
-
- // ʱȭ ٲ
- private int _gameRound = 0;
- private string _whoseTurn = "Enemy";
- private bool _isEnd = false;
-
- // delegate: TurnHandler, FinishHandler
-
- ///
- /// 2. RoundNotify:
- /// 1) Enemy̸ gameRound
- /// + Debug.Log($"GameManager: Round {gameRound}.");
- /// 2) TurnNotify() ȣ
- ///
- public void RoundNotify()
- {
-
- }
-
- ///
- /// 3. TurnNotify:
- /// 1) whoseTurn update
- /// + Debug.Log($"GameManager: {_whoseTurn} turn.");
- /// 2) _turnHandler ȣ
- ///
- public void TurnNotify()
- {
-
- }
-
- ///
- /// 4. EndNotify:
- /// 1) isEnd update
- /// + Debug.Log("GameManager: The End");
- /// + Debug.Log($"GameManager: {_whoseTurn} is Win!");
- /// 2) _finishHandler ȣ
- ///
- public void EndNotify()
- {
-
- }
-
- // 5. AddCharacter: _turnHandler, _finishHandler ҵ ߰
- public void AddCharacter(Character character)
- {
-
- }
-}
diff --git a/Assets/Scripts/Managers.meta b/Assets/Scripts/Managers.meta
new file mode 100644
index 0000000..2342b12
--- /dev/null
+++ b/Assets/Scripts/Managers.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 9f276d90e3e49f746b201854c0f2851d
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Managers/GameManager.cs b/Assets/Scripts/Managers/GameManager.cs
new file mode 100644
index 0000000..d67489d
--- /dev/null
+++ b/Assets/Scripts/Managers/GameManager.cs
@@ -0,0 +1,107 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class GameManager : MonoBehaviour, Subject
+{
+ private static GameManager _instance;
+ public static GameManager Instance()
+ {
+ return _instance;
+ }
+
+ private void Awake()
+ {
+ if (_instance == null)
+ {
+ _instance = this;
+ DontDestroyOnLoad(this.gameObject);
+ }
+ else
+ {
+ if (this != _instance)
+ {
+ Destroy(this.gameObject);
+ }
+ }
+ }
+
+ private int _gameRound = 0;
+ private string _whoseTurn = "Enemy";
+ private bool _isEnd = false;
+
+ // 1. SceneUI GameManager ֵ ij ųʸ
+ private Dictionary _characterList = new Dictionary();
+
+ private delegate void TurnHandler(int round, string turn);
+ private TurnHandler _turnHandler;
+ private delegate void FinishHandler(bool isFinish);
+ private FinishHandler _finishHandler;
+ // 2. UIHandler (̹ round, turn, isFinish ´)
+ private delegate void UIHandler(int round, string turn, bool isFinish);
+ private UIHandler _uiHandler;
+
+ public void RoundNotify()
+ {
+ if (!_isEnd)
+ {
+ if (_whoseTurn == "Enemy")
+ {
+ _gameRound++;
+ Debug.Log($"GameManager: Round {_gameRound}.");
+ }
+ TurnNotify();
+ }
+ }
+
+ public void TurnNotify()
+ {
+ _whoseTurn = _whoseTurn == "Enemy" ? "Player" : "Enemy";
+ Debug.Log($"GameManager: {_whoseTurn} turn.");
+ _turnHandler(_gameRound, _whoseTurn);
+ // 2. _uiHandler ȣ
+ _uiHandler(_gameRound, _whoseTurn, _isEnd);
+ }
+
+ public void EndNotify()
+ {
+ _isEnd = true;
+ _finishHandler(_isEnd);
+ // 2. _uiHandler ȣ
+ _uiHandler(_gameRound, _whoseTurn, _isEnd);
+ Debug.Log("GameManager: The End");
+ Debug.Log($"GameManager: {_whoseTurn} is Win!");
+ }
+
+ public void AddCharacter(Character character)
+ {
+ _turnHandler += new TurnHandler(character.TurnUpdate);
+ _finishHandler += new FinishHandler(character.FinishUpdate);
+ // 1. _characterList ߰
+ _characterList.Add(character._myName, character);
+ }
+
+ // 3. AddUI: SceneUI
+ public void AddUI(SceneUI ui)
+ {
+ _uiHandler -= ui.UIUpdate;
+ _uiHandler += ui.UIUpdate;
+ }
+
+ ///
+ /// 4. GetChracter: Ѱ name Character ִٸ ش ij ȯ
+ /// 1) _characterList ȸϸ
+ /// 2) if ContainsKey(name) ̿
+ /// 3) ٸ null ȯ
+ ///
+ public Character GetCharacter(string name)
+ {
+ if (_characterList.ContainsKey(name))
+ {
+ Character _character;
+ _characterList.TryGetValue(name, out _character);
+ return _character;
+ }
+ return null;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/Managers/GameManager.cs.meta
similarity index 100%
rename from Assets/Scripts/GameManager.cs.meta
rename to Assets/Scripts/Managers/GameManager.cs.meta
diff --git a/Assets/Scripts/Managers/UIManager.cs b/Assets/Scripts/Managers/UIManager.cs
new file mode 100644
index 0000000..5535408
--- /dev/null
+++ b/Assets/Scripts/Managers/UIManager.cs
@@ -0,0 +1,155 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+namespace XReal.XTown.UI
+{
+ public class UIManager : MonoBehaviour
+ {
+ // singleton, and UIManager must persist across scenes. right? I guess...
+ static UIManager _UIManager;
+ public static UIManager UI
+ {
+ get => _UIManager;
+ }
+ void Awake()
+ {
+ if (_UIManager == null)
+ {
+ _UIManager = this;
+ }
+ else if (_UIManager != this)
+ {
+ Destroy(gameObject);
+ }
+
+ DontDestroyOnLoad(gameObject);
+
+ ShowSceneUI("SceneUI");
+ }
+
+ // sorting order
+ int _order = 10;
+
+ // references to the two types of UI.
+ Stack _popupStack = new Stack();
+ public UIScene _sceneUI = null;
+
+ // used for sorting order of UI.
+ public GameObject Root
+ {
+ get
+ {
+ GameObject root = GameObject.Find("@UI_Root");
+ if (root == null) root = new GameObject { name = "@UI_Root" };
+
+ return root;
+ }
+ }
+
+ // displaying UIcanvas 'go'.
+ public void ShowCanvas(GameObject go, bool sort = true)
+ {
+ Canvas canvas = go.GetComponent