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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@@ -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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@@ -1,16 +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);