그 보스 페이즈? 노션 보고 잘 만들어주세요

TMP는 깃에서 없애야 하는데 저 할 줄 모르니까
알아서 잘 해보시고
어자피 프로젝트 크기 5메가바이트도 안 넘으니까
굳이굳이 할 필요 없으심
즐
전 자러감ㅋㅋ
This commit is contained in:
김도환
2026-05-09 00:14:27 +09:00
parent f1213cd247
commit c5421de715
59 changed files with 817 additions and 242 deletions

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using System.Collections;
using System.Collections.Generic;
using Unicorn.Hitbox;
using UnityEngine;
using NotImplementedException = System.NotImplementedException;
namespace Unicorn.Boss
{
internal enum UnicornPhase
{
Start, P1, P2, P3, End
}
public class Tuna : LivingEntity
{
private UnicornPhase _unicornPhase = UnicornPhase.Start;
private Queue<GameObject> _p1Ps = new Queue<GameObject>();
private const float P1PC = 12;
public Transform projContainer;
public GameObject phase1Proj;
private void Start()
{
StartCoroutine(Started());
}
private IEnumerator Started()
{
while (_p1Ps.Count < 50)
{
for (var i = 0; i < 5 && _p1Ps.Count < 50; i++) //프레임당 5개씩 생성
{
var instantiate = Instantiate(phase1Proj, projContainer);
_p1Ps.Enqueue(instantiate);
instantiate.SetActive(false);
}
yield return new WaitForEndOfFrame();
}
StartCoroutine(Phase1());
}
private void FixedUpdate()
{
}
private IEnumerator Phase1()
{
_unicornPhase = UnicornPhase.P1;
for (int i = 0; i < 360 / P1PC; i++)
{
var dequeue = _p1Ps.Dequeue();
dequeue.SetActive(true);
dequeue.transform.position = transform.position;
var rotationEulerAngles = transform.rotation.eulerAngles;
rotationEulerAngles.z += (360 / P1PC) * i;
dequeue.transform.rotation = Quaternion.Euler(rotationEulerAngles);
_p1Ps.Enqueue(dequeue);
}
yield return new WaitForSeconds(5);
StartCoroutine(Phase1());
}
protected override void OnKnockback(DamageInfo info)
{
//No KnockBack
}
}
}

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fileFormatVersion: 2
guid: 0f3078fdd3458bf459c4463291b07499

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using Unicorn.Game.Hitbox;
using UnityEngine;
namespace Unicorn.Game
{
public class Enemy : LivingEntity
{
protected override void OnDamaged(DamageInfo info)
{
var dir = transform.position - info.hitPoint;
Rb.linearVelocity = dir.normalized * info.knockbackForce;
}
}
}

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fileFormatVersion: 2
guid: 63fc82d3df1a3164584e678e0f04f817

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@@ -1,11 +1,11 @@
using UnityEngine;
namespace Unicorn.Game.Hitbox
namespace Unicorn.Hitbox
{
public struct DamageInfo
{
public float damage;
public float knockbackForce;
public Vector3 hitPoint; // 넉백 방향 계산을 위해 필요
public float Damage;
public float KnockbackForce;
public Vector3 HitPoint; // 넉백 방향 계산을 위해 필요
}
}

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@@ -1,8 +0,0 @@
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damage: 3
knockbackForce: 15

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@@ -1,9 +1,9 @@
using UnityEngine;
namespace Unicorn.Game.Hitbox
namespace Unicorn.Hitbox
{
[CreateAssetMenu(fileName = "NewAttackData", menuName = "Unicorn/AttackData")]
public class UnicornAttackDataSO: ScriptableObject
public class UnicornAttackDataSObj: ScriptableObject
{
public float damage;
public float knockbackForce;

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@@ -1,19 +1,19 @@
using UnityEngine;
namespace Unicorn.Game.Hitbox
namespace Unicorn.Hitbox
{
public class UnicornHitbox : MonoBehaviour
{
public UnicornAttackDataSO attackData;
public UnicornAttackDataSObj attackData;
private void OnTriggerEnter2D(Collider2D other)
{
if (!other.TryGetComponent(out LivingEntity target)) return;
var info = new DamageInfo
{
damage = attackData.damage,
knockbackForce = attackData.knockbackForce,
hitPoint = transform.position
Damage = attackData.damage,
KnockbackForce = attackData.knockbackForce,
HitPoint = transform.position
};
target.Damage(info);

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@@ -1,45 +1,45 @@
using Unicorn.Game.Hitbox;
using Unicorn.Hitbox;
using UnityEngine;
using NotImplementedException = System.NotImplementedException;
namespace Unicorn.Game
namespace Unicorn
{
public partial class LivingEntity : MonoBehaviour
{
private Rigidbody2D _rb;
public float health = 20.0f;
private Rigidbody2D Rb { get; set; }
private bool _invulnerable = false;
private void Start()
{
_rb = TryGetComponent(out Rigidbody2D rb) ? rb : null;
Rb = TryGetComponent(out Rigidbody2D rb) ? rb : null;
}
private void OnTriggerEnter2D(Collider2D other)
{
if (_rb == null) return;
if (Rb == null) return;
var transformPosition = other.transform.position - transform.position;
_rb.linearVelocity = Vector2.zero;
_rb.AddForce(transformPosition.normalized * health, ForceMode2D.Impulse);
Rb.linearVelocity = Vector2.zero;
Rb.AddForce(transformPosition.normalized * health, ForceMode2D.Impulse);
}
public void Damage(DamageInfo info)
{
health -= info.damage;
if (_invulnerable) return;
health -= info.Damage;
OnDamaged(info);
if (health <= 0.0f) OnDeath();
}
protected virtual void OnDeath()
{
throw new NotImplementedException();
}
protected virtual void OnDeath() { }
public Rigidbody2D Rb => _rb;
protected virtual void OnDamaged(DamageInfo info)
protected virtual void OnDamaged(DamageInfo info) { }
protected virtual void OnKnockback(DamageInfo info)
{
throw new NotImplementedException();
var dir = transform.position - info.HitPoint;
Rb.AddForce(dir.normalized * info.KnockbackForce, ForceMode2D.Impulse);
}
}
}

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@@ -1,7 +1,7 @@
using Unicorn.Game.Hitbox;
using Unicorn.Hitbox;
using UnityEngine;
namespace Unicorn.Game.Player
namespace Unicorn.Player
{
public class Player: LivingEntity
{

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@@ -3,7 +3,7 @@ using Unicorn.System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Unicorn.Game.Player
namespace Unicorn.Player
{
public class PlayerAttack: MonoBehaviour
{

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@@ -3,7 +3,7 @@ using Unicorn.System;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Unicorn.Game.Player
namespace Unicorn.Player
{
public class PlayerMovement : MonoBehaviour
{