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a/Assets/Scripts/AttackButton.cs +++ b/Assets/Scripts/AttackButton.cs @@ -5,9 +5,9 @@ public class AttackButton : MonoBehaviour { - /// - /// ���� �� �ǰ� �ִϸ��̼� ���� �� �� ������ AttackButton ��Ȱ��ȭ �ϴ� �ڵ� - /// ������ �ʿ� ���� + �ǵ帮�� �� �� + // + /// 공격 및 피격 애니메이션 실행 다 될 때까지 AttackButton 비활성화 하는 코드 + /// 이해할 필요 없음 + 건드리지 말 것 /// public void Active() { diff --git a/Assets/Scripts/Character.cs b/Assets/Scripts/Character.cs index 20e73df..4c8fbf5 100644 --- a/Assets/Scripts/Character.cs +++ b/Assets/Scripts/Character.cs @@ -2,7 +2,7 @@ using System.Collections.Generic; using UnityEngine; -// �ִϸ����� Ʈ���� �̸� ���������� ���� (������ �ʿ� ����) +// 애니메이팅 트리거 이름 열거형으로 저장 (이해할 필요 없음) public enum AnimatorParameters { IsAttack, IsSpecialAttack, GetHit, IsDead @@ -15,27 +15,28 @@ public class Character : MonoBehaviour, Observer 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) { - + _gameRound = round; + _whoseTurn = turn; } // 2. FinishUpdate: _isFinished update public void FinishUpdate(bool isFinish) { - + _isFinished = isFinish; } /// - /// 3. Attack: ���ݽ� ����� ���� �� Player�� Enemy �������� ����� ��� �ۼ� - /// ���� �� class���� �������̵��ؼ� �ۼ� - /// 1) ������ ������ �ʾҰ� �ڽ��� _myName�� _whoseTurn�� ��ġ�Ѵٸ�, - /// 2) AttackMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// 3) ������ GetHit()�� �ڽ��� _myDamage �Ѱܼ� ȣ�� + /// 3. Attack: 공격시 실행될 내용 중 Player와 Enemy 공통으로 실행될 기능 작성 + /// 이후 각 class에서 오버라이딩해서 작성 + /// 1) 게임이 끝나지 않았고 자신의 _myName와 _whoseTurn이 일치한다면, + /// 2) AttackMotion() 호출해서 애니메이션 실행 + /// 3) 상대방의 GetHit()에 자신의 _myDamage 넘겨서 호출 /// public virtual void Attack() { @@ -43,13 +44,13 @@ public virtual void Attack() } /// - /// 4. GetHit: �ǰݽ� ����� ���� 3���� �����ϰ� ����Ǵ� ��� �ۼ� - /// ���� �� class���� �������̵��ؼ� �ۼ� - /// 1) �Ѱ� ���� damage��ŭ _myHp ���� - /// 2) ���� _myHp�� 0���� �۰ų� ���ٸ�, DeadMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// + Subject�� EndNotify() ȣ�� - /// 3) ���� ����ִٸ�, GetHitMotion() ȣ���ؼ� �ִϸ��̼� ���� - /// + Debug.Log($"{_myName} HP: {_myHp}"); �߰� + /// 4. GetHit: 피격시 실행될 내용 3번과 동일하게 공통되는 기능 작성 + /// 이후 각 class에서 오버라이딩해서 작성 + /// 1) 넘겨 받은 damage만큼 _myHp 감소 + /// 2) 만약 _myHp가 0보다 작거나 같다면, DeadMotion() 호출해서 애니메이션 실행 + /// + Subject의 EndNotify() 호출 + /// 3) 아직 살아있다면, GetHitMotion() 호출해서 애니메이션 실행 + /// + Debug.Log($"{_myName} HP: {_myHp}"); 추가 /// public virtual void GetHit(float damage) { @@ -57,10 +58,10 @@ public virtual void GetHit(float damage) } /// - /// �� �����δ� animation ���� code, ������ �ʿ� ���� (������ ���ǿ��� �� ��) - /// ������ �Ʒ�ó�� ���� �޼ҵ带 ���� �ʿ䵵 ������ ����� ���� �����̱� ������ - /// ����� ���Ǹ� ���� 4���� �޼ҵ带 �ۼ��Ͽ���. - /// ���� Attack, GetHit �������̵���, �Ʒ��� �޼ҵ常 ȣ���ϸ� animation ����� + /// 이 밑으로는 animation 관련 code, 이해할 필요 없음 (다음주 세션에서 할 것) + /// 원래는 아래처럼 여러 메소드를 만들 필요도 없지만 배우지 않은 내용이기 때문에 + /// 사용의 편의를 위해 4가지 메소드를 작성하였음. + /// 위의 Attack, GetHit 오버라이딩시, 아래의 메소드만 호출하면 animation 실행됨 /// 1. AttackMotion() /// 2. SpecialAttackMotion() /// 3. DeadMotion() diff --git a/Assets/Scripts/Enemy.cs b/Assets/Scripts/Enemy.cs index 3a1636d..b331385 100644 --- a/Assets/Scripts/Enemy.cs +++ b/Assets/Scripts/Enemy.cs @@ -8,15 +8,19 @@ public class Enemy : Character private float _randomHeal; /// - /// 1. Init: �ʱ�ȭ ��� - /// 1) Subject�� Observer�� ��� - /// 2) _myName, _myHp, _myDamage �ʱ�ȭ - /// 3) _myName�� ������ "Enemy"�� �� �� - /// 4) _myHp, _myDamage�� 100, 10���� ���� �ʱ�ȭ (���� ����) + /// 1. Init: 초기화 기능 + /// 1) Subject에 Observer로 등록 + /// 2) _myName, _myHp, _myDamage 초기화 + /// 3) _myName은 무조건 "Enemy"로 할 것 + /// 4) _myHp, _myDamage는 100, 10으로 각각 초기화 (권장 사항) /// protected override void Init() { base.Init(); + GameManager.Instance().AddCharacter(this); + _myName = "Enemy"; + _myHp = 100; + _myDamage = 10; } private void Awake() @@ -25,33 +29,65 @@ private void Awake() } /// - /// 1) _player�� �Ҵ��� �ȵƴٸ�, - /// 2) GameObject.FindWithTag �̿��ؼ� _player �Ҵ� + /// 1) _player가 할당이 안됐다면, + /// 2) GameObject.FindWithTag 이용해서 _player 할당 /// private void Start() { - + if(_player == null) + { + _player = GameObject.FindWithTag("Player").GetComponent(); + } } /// /// Attack: - /// 1) _gameRound�� ���������� ������ 3�� ���� - /// 2) _gameRound�� 10�� �Ǹ� ������ Player�� ���̵��� ������ ���� + /// 1) _gameRound가 지날때마다 데미지 3씩 증가 + /// 2) _gameRound가 10이 되면 무조건 Player를 죽이도록 데미지 증가 /// public override void Attack() { - + _myDamage = 10 + (_gameRound-1) * 3; + if (_gameRound >= 10) + { + _myDamage = _player._myHp; + } + if (!_isFinished) + { + if (_myName == _whoseTurn) + { + AttackMotion(); + _player.GetHit(_myDamage); + } + } } /// /// GetHit: - /// 1) Player�� _randomAttack�� ������ ��� - /// 2) 30%�� Ȯ���� �ǰݽ� 10 ü�� ���� - /// + Debug.Log($"{_myName} Heal!"); �߰� + /// 1) Player의 _randomAttack과 동일한 기능 + /// 2) 30%의 확률로 피격시 10 체력 증가 + /// + Debug.Log($"{_myName} Heal!"); 추가 /// public override void GetHit(float damage) { - + _myHp -= damage; + if (_myHp <= 0) + { + DeadMotion(); + GameManager.Instance().EndNotify(); + } + else + { + GetHitMotion(); + int _randomHeal = Random.Range(0,10); + + if(_randomHeal < 3) + { + _myHp += 10; + Debug.Log($"{_myName} Heal!"); + } + Debug.Log($"{_myName} HP: {_myHp}"); + } } } diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index 0707dc6..9b7b649 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -7,50 +7,89 @@ public class GameManager : MonoBehaviour, Subject // 1. Singleton Pattern: Instance() method private static GameManager _instance; - // �ʱ�ȭ ���� �ٲ��� �� �� + public static GameManager Instance() + { + if(_instance == null) + { + _instance = FindObjectOfType(); + if(_instance == null) + { + GameObject container = new GameObject("GameManager"); + _instance = container.AddComponent(); + } + } + return _instance; + } + + // 초기화 설정 바꾸지 말 것 private int _gameRound = 0; private string _whoseTurn = "Enemy"; private bool _isEnd = false; - // delegate: TurnHandler, FinishHandler ���� - + // delegate: TurnHandler, FinishHandler ���� + delegate void TurnHandler(int round, string turn); + TurnHandler _turnHandler; + delegate void FinishHandler(bool isFinish); + FinishHandler _finishHandler; + /// /// 2. RoundNotify: - /// 1) ���� ���� Enemy�̸� ���� gameRound�� + /// 1) 현재 턴이 Enemy이면 다음 gameRound로 /// + Debug.Log($"GameManager: Round {gameRound}."); - /// 2) TurnNotify() ȣ�� + /// 2) TurnNotify() 호출 /// public void RoundNotify() { - + if(!_isEnd) + { + if(_whoseTurn == "Enemy") + { + _gameRound += 1; + Debug.Log($"GameManager: Round {_gameRound}."); + } + TurnNotify(); + } } /// /// 3. TurnNotify: /// 1) whoseTurn update /// + Debug.Log($"GameManager: {_whoseTurn} turn."); - /// 2) _turnHandler ȣ�� + /// 2) _turnHandler 호출 /// public void TurnNotify() { - + if (_whoseTurn == "Enemy") + { + _whoseTurn = "Player"; + } + else + { + _whoseTurn = "Enemy"; + } + Debug.Log($"GameManager: {_whoseTurn} turn."); + _turnHandler(_gameRound, _whoseTurn); } /// - /// 4. EndNotify: + /// 4. EndNotify: /// 1) isEnd update /// + Debug.Log("GameManager: The End"); /// + Debug.Log($"GameManager: {_whoseTurn} is Win!"); - /// 2) _finishHandler ȣ�� + /// 2) _finishHandler 호출 /// public void EndNotify() { - + _isEnd = true; + Debug.Log("GameManager: The End"); + Debug.Log($"GameManager: {_whoseTurn} is Win!"); + _finishHandler(_isEnd); } - // 5. AddCharacter: _turnHandler, _finishHandler ������ �޼ҵ� �߰� + // 5. AddCharacter: _turnHandler, _finishHandler 각각에 메소드 추가 public void AddCharacter(Character character) { - + _turnHandler += new TurnHandler(character.TurnUpdate); + _finishHandler += new FinishHandler(character.FinishUpdate); } } diff --git a/Assets/Scripts/Player.cs b/Assets/Scripts/Player.cs index 1b38df1..0794795 100644 --- a/Assets/Scripts/Player.cs +++ b/Assets/Scripts/Player.cs @@ -8,15 +8,19 @@ public class Player : Character private float _randomAttack; /// - /// 1. Init: �ʱ�ȭ ��� - /// 1) Subject�� Observer�� ��� - /// 2) _myName, _myHp, _myDamage �ʱ�ȭ - /// 3) _myName�� ������ "Player"�� �� �� - /// 4) _myHp, _myDamage�� 100, 20���� ���� �ʱ�ȭ (���� ����) + /// 1. Init: 초기화 기능 + /// 1) Subject에 Observer로 등록 + /// 2) _myName, _myHp, _myDamage 초기화 + /// 3) _myName은 무조건 "Player"로 할 것 + /// 4) _myHp, _myDamage는 100, 20으로 각각 초기화 (권장 사항) /// protected override void Init() { base.Init(); + GameManager.Instance().AddCharacter(this); + _myName = "Player"; + _myHp = 100; + _myDamage = 20; } private void Awake() @@ -25,31 +29,61 @@ private void Awake() } /// - /// 1) _enemy�� �Ҵ��� �ȵƴٸ�, - /// 2) GameObject.FindWithTag �̿��ؼ� _enemy �Ҵ� + /// 1) _enemy가 할당이 안됐다면, + /// 2) GameObject.FindWithTag 이용해서 _enemy 할당 /// private void Start() { - + if (_enemy == null) + { + _enemy = GameObject.FindWithTag("Enemy").GetComponent(); + } } /// /// Attack: - /// 1) Player�� 30%�� Ȯ���� ���ݷ��� �� ���� ������ ���� �� - /// 2) _randomAttack = Random.Range(0,10); ���� ���� ���� ���� - /// -> 0~9 ������ ���� �� �ϳ��� �������� �Ҵ����. - /// 3) _randomAttack �̿��ؼ� 30% Ȯ���� ���� ���ݷº��� 10 ���� ���� ���� - /// 4) �̶��� AttackMotion() ���� SpecialAttackMotion() ȣ���� �� - /// + Debug.Log($"{_myName} Special Attack!"); �߰� - /// 5) 70% Ȯ���� �ϴ� �Ϲ� ������ Character�� ���ִ� �ּ��� ���� + /// 1) Player는 30%의 확률로 공격력이 더 높은 공격을 가할 것 + /// 2) _randomAttack = Random.Range(0,10); 으로 랜덤 변수 생성 + /// -> 0~9 까지의 정수 중 하나를 랜덤으로 할당받음. + /// 3) _randomAttack 이용해서 30% 확률로 기존 공격력보다 10 높은 공격 실행 + /// 4) 이때는 AttackMotion() 말고 SpecialAttackMotion() 호출할 것 + /// + Debug.Log($"{_myName} Special Attack!"); 추가 + /// 5) 70% 확률로 하는 일반 공격은 Character에 써있는 주석과 동일 /// public override void Attack() { - + if(!_isFinished) + { + if (_myName == _whoseTurn) + { + int _randomAttack = Random.Range(0,10); + if(_randomAttack < 3) + { + SpecialAttackMotion(); + Debug.Log($"{_myName} Special Attack!"); + _enemy.GetHit(_myDamage*10); + } + else + { + AttackMotion(); + _enemy.GetHit(_myDamage); + } + } + } } public override void GetHit(float damage) { - + _myHp -= damage; + if(_myHp <= 0) + { + DeadMotion(); + GameManager.Instance().EndNotify(); + } + else + { + GetHitMotion(); + Debug.Log($"{_myName} HP: {_myHp}"); + } } } diff --git a/README.md b/README.md index e678493..2d2fa19 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,8 @@ # 3.28_DogKnight 3.28 Dev Junior Assignment Repository - DogKnight 스켈레톤 코드 -- 주석을 제외하고는 변형하지 말 것 -- 이 외의 추가적인 메소드나 변수는 추가 가능 +- 주석을 포함한 스켈레톤 코드는 변형하지 말 것 +- 이 외의 추가적인 메소드나 변수는 추가 가능 + 주석도 추가로 달아도 됨 - 구체적인 워크플로우는 스크립트 주석 및 notion 과제 설명란 참조 - Game 창에서 FullHD로 설정할 것 ![image](https://user-images.githubusercontent.com/95514277/160330756-4c0cb75b-c65a-4793-af37-318e90badb4c.png)