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
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@@ -1,11 +1,11 @@
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using UnityEngine;
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namespace Unicorn.Game.Hitbox
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namespace Unicorn.Hitbox
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{
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public struct DamageInfo
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{
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public float damage;
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public float knockbackForce;
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public Vector3 hitPoint; // 넉백 방향 계산을 위해 필요
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public float Damage;
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public float KnockbackForce;
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public Vector3 HitPoint; // 넉백 방향 계산을 위해 필요
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}
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}
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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guid: 64fa6e6de39c4aa418339d93d6f9c418
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,16 +0,0 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 4de4d4a74d5b4258863a8173560a93ab, type: 3}
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m_Name: ExampleAD
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m_EditorClassIdentifier: Assembly-CSharp::Unicorn.Game.Hitbox.UnicornAttackDataSO
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damage: 3
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knockbackForce: 15
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@@ -1,8 +0,0 @@
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fileFormatVersion: 2
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@@ -1,9 +1,9 @@
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using UnityEngine;
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namespace Unicorn.Game.Hitbox
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namespace Unicorn.Hitbox
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{
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[CreateAssetMenu(fileName = "NewAttackData", menuName = "Unicorn/AttackData")]
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public class UnicornAttackDataSO: ScriptableObject
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public class UnicornAttackDataSObj: ScriptableObject
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{
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public float damage;
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public float knockbackForce;
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@@ -1,19 +1,19 @@
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using UnityEngine;
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namespace Unicorn.Game.Hitbox
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namespace Unicorn.Hitbox
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{
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public class UnicornHitbox : MonoBehaviour
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{
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public UnicornAttackDataSO attackData;
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public UnicornAttackDataSObj attackData;
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private void OnTriggerEnter2D(Collider2D other)
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{
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if (!other.TryGetComponent(out LivingEntity target)) return;
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var info = new DamageInfo
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{
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damage = attackData.damage,
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knockbackForce = attackData.knockbackForce,
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hitPoint = transform.position
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Damage = attackData.damage,
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KnockbackForce = attackData.knockbackForce,
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HitPoint = transform.position
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};
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target.Damage(info);
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