적군 구현
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@@ -1,9 +1,10 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class Player : MonoBehaviour
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public class Player : LivingEntity
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{
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private Camera _camera;
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private Queue<GameObject> _bulletPool = new Queue<GameObject>();
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@@ -17,9 +18,12 @@ public class Player : MonoBehaviour
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public float fireRate = 0.1f; // 총알 발사 간격 (0.1초마다 1발)
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private float _fireTimer; // 발사 타이머
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private bool _isShooting; // 발사 버튼을 누르고 있는지 여부
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private SpriteRenderer _spriteRenderer;
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void Start()
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private void Start()
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{
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health = 20.0f;
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_spriteRenderer = GetComponent<SpriteRenderer>();
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_camera = Camera.main;
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// 처음 클릭 시 즉시 발사되도록 타이머 초기화
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@@ -40,7 +44,7 @@ public class Player : MonoBehaviour
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private void FixedUpdate()
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{
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var readValue = InputManager.InputSystem.Player.Move.ReadValue<Vector2>();
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var moveDir = new Vector3(readValue.x, readValue.y, 0);
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var moveDir = new Vector3(readValue.x, readValue.y, 0).normalized;
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transform.position += moveDir * (Time.fixedDeltaTime * moveSpeed);
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backGround.transform.position = transform.position;
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}
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@@ -111,4 +115,21 @@ public class Player : MonoBehaviour
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InputManager.InputSystem.Player.Click.canceled -= OnShootCanceled;
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}
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}
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protected override void OnDamaged(float damage)
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{
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StartCoroutine(DamageEffect());
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}
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private IEnumerator DamageEffect()
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{
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var originalColor = _spriteRenderer.color;
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var alphaEdited = _spriteRenderer.color;
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alphaEdited.a = 0.5f;
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_spriteRenderer.color = alphaEdited;
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moveSpeed = 50;
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yield return new WaitForSeconds(0.5f); // 0.1초 동안 유지
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_spriteRenderer.color = originalColor; // 원래 색상으로 복원
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moveSpeed = 20;
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}
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}
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