작업
시야감지 작업 완료 에너미 상태 완료 상태 변환 로직 완료 필요한건 todo 파일 보면서 확인 할 것 Todo 1. 에너미 추가학기 위한 path 하는 작업 하기
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<project version="4">
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<component name="AskMigrationStateService">
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@ -50,14 +50,16 @@
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|
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<HintPath>/Users/seankim/1.Program/7. Unity/Practice_Unity/Library/ScriptAssemblies/Unity.Collections.Editor.dll</HintPath>
|
<HintPath>/Users/ta9/DEV/Study/Practice_Unity/Library/ScriptAssemblies/Unity.Collections.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.ShaderGraph.Editor">
|
<Reference Include="Unity.ShaderGraph.Editor">
|
||||||
<HintPath>/Users/seankim/1.Program/7. Unity/Practice_Unity/Library/ScriptAssemblies/Unity.ShaderGraph.Editor.dll</HintPath>
|
<HintPath>/Users/ta9/DEV/Study/Practice_Unity/Library/ScriptAssemblies/Unity.ShaderGraph.Editor.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.RenderPipelines.Core.Editor.Shared">
|
<Reference Include="Unity.RenderPipelines.Core.Editor.Shared">
|
||||||
<HintPath>/Users/seankim/1.Program/7. Unity/Practice_Unity/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.Shared.dll</HintPath>
|
<HintPath>/Users/ta9/DEV/Study/Practice_Unity/Library/ScriptAssemblies/Unity.RenderPipelines.Core.Editor.Shared.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="Unity.InputSystem">
|
<Reference Include="Unity.InputSystem">
|
||||||
<HintPath>/Users/seankim/1.Program/7. Unity/Practice_Unity/Library/ScriptAssemblies/Unity.InputSystem.dll</HintPath>
|
<HintPath>/Users/ta9/DEV/Study/Practice_Unity/Library/ScriptAssemblies/Unity.InputSystem.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
<Reference Include="UnityEditor.UI">
|
<Reference Include="UnityEditor.UI">
|
||||||
<HintPath>/Users/seankim/1.Program/7. Unity/Practice_Unity/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
<HintPath>/Users/ta9/DEV/Study/Practice_Unity/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
|
|
||||||
3
Assets/Gemini.meta
Normal file
3
Assets/Gemini.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 50a089c5b7d440b0a812f34443806c57
|
||||||
|
timeCreated: 1758673257
|
||||||
|
|
@ -1,4 +1,4 @@
|
||||||
# Gemini To-Do List
|
# To-Do List
|
||||||
## 작성 규칙
|
## 작성 규칙
|
||||||
1. 날짜를 가장 상위에 작성한다.
|
1. 날짜를 가장 상위에 작성한다.
|
||||||
2. 할일 - 상태를 순서대로 작성한다.
|
2. 할일 - 상태를 순서대로 작성한다.
|
||||||
|
|
@ -10,10 +10,21 @@
|
||||||
3. `Movement_Ground.cs` 기능 확인 및 필요 기능 구현 - 대기
|
3. `Movement_Ground.cs` 기능 확인 및 필요 기능 구현 - 대기
|
||||||
---
|
---
|
||||||
2025-09-24
|
2025-09-24
|
||||||
1. `EnemyController.cs`의 `Init(EnemyData data)` 메서드 구현 - 대기
|
1. `EnemyController.cs`의 `Init(EnemyData data)` 메서드 구현 - 완료
|
||||||
2. `EnemyData` 및 `Status_Enemy` 정의 확인 및 필요 시 구현 - 대기
|
2. `EnemyData` 및 `Status_Enemy` 정의 확인 및 필요 시 구현 - 완료
|
||||||
3. `Assets/Scripts/AI/States/` 폴더 내에 상태 클래스들 생성 (`IdleState.cs`, `PatrolState.cs`, `ChaseState.cs`, `AttackState.cs`, `DieState.cs`) - 대기
|
3. `Assets/Scripts/AI/States/` 폴더 내에 상태 클래스들 생성 (`IdleState.cs`, `PatrolState.cs`, `ChaseState.cs`, `AttackState.cs`, `DieState.cs`) - 완료
|
||||||
4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인 (`MoveTo`, `Stop` 메서드) - 대기
|
4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인 (`MoveTo`, `Stop` 메서드) - 완료
|
||||||
|
---
|
||||||
|
2025-09-25
|
||||||
|
1. `Manager.cs` 싱글톤 이중 초기화 문제 해결 (제안된 포괄적 수정 적용) - 대기
|
||||||
|
2. `InputActions.Finalize()` 경고 원인 파악 및 해결 (로그 분석 및 `Manager.cs` 수정 후 재확인) - 대기
|
||||||
|
3. `DetectionSystem.cs` 시각 감지 로직 구현 (변수 오타 수정, `Awake()` 초기화, `LayerMask` 적용, `DStage` 및 `IsTargetInSight` setter 수정, `_targetTransitionDuration` 제거) - 대기
|
||||||
|
4. `DetectionSystem.cs` 청각 감지 로직 구현 - 대기
|
||||||
|
5. `Idle_State.cs` 행동 로직 구현 - 대기
|
||||||
|
6. `Patrol_State.cs` 행동 로직 구현 - 대기
|
||||||
|
7. `Chase_State.cs` 행동 로직 구현 - 대기
|
||||||
|
8. `Attack_State.cs` 행동 로직 구현 - 대기
|
||||||
|
9. `Die_State.cs` 행동 로직 구현 - 대기
|
||||||
|
|
||||||
-----------------------------------------------------------------------------------------------------------------------
|
-----------------------------------------------------------------------------------------------------------------------
|
||||||
# 상세
|
# 상세
|
||||||
|
|
@ -26,14 +37,14 @@ To-Do 리스트에 해야할 내용을 상세하게 작성한다.
|
||||||
- `private AI_State _currentState;` 변수를 추가하여 현재 상태를 관리합니다. (완료)
|
- `private AI_State _currentState;` 변수를 추가하여 현재 상태를 관리합니다. (완료)
|
||||||
- `public AI_State CurrentState { get; set; }` 프로퍼티를 구현하여 상태를 안전하게 전환합니다. (완료)
|
- `public AI_State CurrentState { get; set; }` 프로퍼티를 구현하여 상태를 안전하게 전환합니다. (완료)
|
||||||
- `Update()` 메서드를 `_currentState?.Update();` 한 줄로 수정하여, 현재 상태의 로직만 실행되도록 합니다. (완료)
|
- `Update()` 메서드를 `_currentState?.Update();` 한 줄로 수정하여, 현재 상태의 로직만 실행되도록 합니다. (완료)
|
||||||
- `EnemyData`를 외부에서 받아 `Status_Enemy`를 포함한 각종 능력치를 초기화하는 `Init(EnemyData data)` 메서드를 구현합니다. (대기)
|
- `EnemyData`를 외부에서 받아 `Status_Enemy`를 포함한 각종 능력치를 초기화하는 `Init(EnemyData data)` 메서드를 구현합니다. (완료)
|
||||||
|
|
||||||
### 2. `EnemyController.cs`의 `Init(EnemyData data)` 메서드 구현
|
### 2. `EnemyController.cs`의 `Init(EnemyData data)` 메서드 구현
|
||||||
- **목표:** `EnemyController`가 외부에서 주입된 `EnemyData`를 기반으로 초기화될 수 있도록 합니다.
|
- **목표:** `EnemyController`가 외부에서 주입된 `EnemyData`를 기반으로 초기화될 수 있도록 합니다.
|
||||||
- **세부 작업:**
|
- **세부 작업:**
|
||||||
- `EnemyData` 클래스의 정의를 확인합니다. (필요 시 생성)
|
- `EnemyData` 클래스의 정의를 확인합니다. (필요 시 생성) (완료)
|
||||||
- `Status_Enemy` 클래스의 정의를 확인합니다. (필요 시 생성)
|
- `Status_Enemy` 클래스의 정의를 확인합니다. (필요 시 생성) (완료)
|
||||||
- `public void Init(EnemyData data)` 메서드를 `EnemyController.cs`에 추가하고, `data`를 사용하여 `_type` 및 `_status`를 초기화합니다.
|
- `public void Init(EnemyData data)` 메서드를 `EnemyController.cs`에 추가하고, `data`를 사용하여 `_type` 및 `_status`를 초기화합니다. (완료)
|
||||||
- `_movement` 컴포넌트가 스포너에 의해 주입되는 방식에 따라 `_movement` 참조를 설정하는 로직을 추가합니다.
|
- `_movement` 컴포넌트가 스포너에 의해 주입되는 방식에 따라 `_movement` 참조를 설정하는 로직을 추가합니다.
|
||||||
|
|
||||||
### 3. 상태 (State) 클래스 생성
|
### 3. 상태 (State) 클래스 생성
|
||||||
|
|
@ -49,11 +60,11 @@ To-Do 리스트에 해야할 내용을 상세하게 작성한다.
|
||||||
### 4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인
|
### 4. `Movement` 기본 클래스/인터페이스 및 `Movement_Ground.cs` 기능 확인
|
||||||
- **목표:** 상태 클래스들이 적을 움직이는 데 필요한 기능이 `Movement` 기본 클래스/인터페이스와 `Movement_Ground`에 모두 준비되어 있는지 확인하고, 없다면 구현합니다.
|
- **목표:** 상태 클래스들이 적을 움직이는 데 필요한 기능이 `Movement` 기본 클래스/인터페이스와 `Movement_Ground`에 모두 준비되어 있는지 확인하고, 없다면 구현합니다.
|
||||||
- **세부 작업:**
|
- **세부 작업:**
|
||||||
- `Movement` 기본 클래스 또는 인터페이스의 정의를 확인합니다.
|
- `Movement` 기본 클래스 또는 인터페이스의 정의를 확인합니다. (완료)
|
||||||
- `Movement_Ground.cs` 코드를 분석합니다.
|
- `Movement_Ground.cs` 코드를 분석합니다. (완료)
|
||||||
- `PatrolState`와 `ChaseState`에서 사용할 기능이 있는지 확인합니다.
|
- `PatrolState`와 `ChaseState`에서 사용할 기능이 있는지 확인합니다. (완료)
|
||||||
- 특정 지점으로 이동시키는 `MoveTo(Vector3 destination)`
|
- 특정 지점으로 이동시키는 `MoveTo(Vector3 destination)` (완료)
|
||||||
- 이동을 멈추는 `Stop()`
|
- 이동을 멈추는 `Stop()` (완료)
|
||||||
- 만약 기능이 없다면, `NavMeshAgent`를 사용하는 등의 방식으로 해당 기능들을 구현할 것을 제안합니다.
|
- 만약 기능이 없다면, `NavMeshAgent`를 사용하는 등의 방식으로 해당 기능들을 구현할 것을 제안합니다.
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -68,4 +79,4 @@ To-Do 리스트에 해야할 내용을 상세하게 작성한다.
|
||||||
* **확인 필요:**
|
* **확인 필요:**
|
||||||
* 스포너에서 `Movement` 컴포넌트를 `GameObject`에 추가한 후 `EnemyController`가 `GetComponent<Movement>()`를 통해 참조를 가져올 것인지,
|
* 스포너에서 `Movement` 컴포넌트를 `GameObject`에 추가한 후 `EnemyController`가 `GetComponent<Movement>()`를 통해 참조를 가져올 것인지,
|
||||||
* 아니면 스포너가 `EnemyController` 인스턴스에 직접 `_movement`를 할당할 것인지 명확히 해야 합니다.
|
* 아니면 스포너가 `EnemyController` 인스턴스에 직접 `_movement`를 할당할 것인지 명확히 해야 합니다.
|
||||||
* `EnemyController`의 `Init(EnemyData data)` 메서드 내에서 `_movement` 참조를 설정하는 로직이 필요할 수 있습니다.
|
* `EnemyController`의 `Init(EnemyData data)` 메서드 내에서 `_movement` 참조를 설정하는 로직이 필요할 수 있습니다。
|
||||||
|
|
@ -9,7 +9,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 4778676094823477909}
|
- component: {fileID: 4778676094823477909}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Thigh
|
m_Name: B_L_Thigh
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -41,7 +41,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 4859304062926792237}
|
- component: {fileID: 4859304062926792237}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger21
|
m_Name: B_L_Finger21
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -73,7 +73,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8157045581365800638}
|
- component: {fileID: 8157045581365800638}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Finger21
|
m_Name: B_R_Finger21
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -106,7 +106,7 @@ GameObject:
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 5360434967777863390}
|
- component: {fileID: 5360434967777863390}
|
||||||
- component: {fileID: 4411371546788146881}
|
- component: {fileID: 4411371546788146881}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: Mesh-Knight-Weapon
|
m_Name: Mesh-Knight-Weapon
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -197,7 +197,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 7998685088300484659}
|
- component: {fileID: 7998685088300484659}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger32
|
m_Name: B_L_Finger32
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -228,7 +228,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 6978039536947415800}
|
- component: {fileID: 6978039536947415800}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Finger1
|
m_Name: B_R_Finger1
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -261,7 +261,7 @@ GameObject:
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 1450618590007692681}
|
- component: {fileID: 1450618590007692681}
|
||||||
- component: {fileID: 3936301313033158718}
|
- component: {fileID: 3936301313033158718}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: Knight
|
m_Name: Knight
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -318,7 +318,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 9178303082942139264}
|
- component: {fileID: 9178303082942139264}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger3
|
m_Name: B_L_Finger3
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -350,7 +350,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8191030318363791099}
|
- component: {fileID: 8191030318363791099}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger22
|
m_Name: B_L_Finger22
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -381,7 +381,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8003529987540003319}
|
- component: {fileID: 8003529987540003319}
|
||||||
m_Layer: 0
|
m_Layer: 10
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@ -445,7 +445,7 @@ GameObject:
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@ -698,7 +698,7 @@ GameObject:
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@ -730,7 +730,7 @@ GameObject:
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@ -762,7 +762,7 @@ GameObject:
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@ -794,7 +794,7 @@ GameObject:
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@ -825,7 +825,7 @@ GameObject:
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m_Name: B_R_Finger22
|
m_Name: B_R_Finger22
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1639,7 +1639,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 5804870161279023834}
|
- component: {fileID: 5804870161279023834}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_Spine1
|
m_Name: B_Spine1
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1673,7 +1673,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 1547980756263868922}
|
- component: {fileID: 1547980756263868922}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Thigh
|
m_Name: B_R_Thigh
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1705,7 +1705,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 3792170900997148379}
|
- component: {fileID: 3792170900997148379}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Finger42
|
m_Name: B_R_Finger42
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1736,7 +1736,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8102721084253173512}
|
- component: {fileID: 8102721084253173512}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger4
|
m_Name: B_L_Finger4
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1768,7 +1768,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8163662108971216726}
|
- component: {fileID: 8163662108971216726}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_Pelvis
|
m_Name: B_Pelvis
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1802,7 +1802,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 8171987272917210595}
|
- component: {fileID: 8171987272917210595}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Forearm
|
m_Name: B_L_Forearm
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1834,7 +1834,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 5022419479691398014}
|
- component: {fileID: 5022419479691398014}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_UpperArm
|
m_Name: B_R_UpperArm
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1866,7 +1866,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 5935596643350493947}
|
- component: {fileID: 5935596643350493947}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Foot
|
m_Name: B_L_Foot
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -1903,7 +1903,7 @@ GameObject:
|
||||||
- component: {fileID: 1131269847306242248}
|
- component: {fileID: 1131269847306242248}
|
||||||
- component: {fileID: 6582010247899559448}
|
- component: {fileID: 6582010247899559448}
|
||||||
- component: {fileID: 6535369135998422679}
|
- component: {fileID: 6535369135998422679}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: Player
|
m_Name: Player
|
||||||
m_TagString: Player
|
m_TagString: Player
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -2010,6 +2010,7 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: 72ac6332eec1047a49dd2a67785a1557, type: 3}
|
m_Script: {fileID: 11500000, guid: 72ac6332eec1047a49dd2a67785a1557, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier: Assembly-CSharp::PlayerController
|
m_EditorClassIdentifier: Assembly-CSharp::PlayerController
|
||||||
|
_rotationSpeed: 10
|
||||||
--- !u!114 &6535369135998422679
|
--- !u!114 &6535369135998422679
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|
@ -2043,7 +2044,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 3006635609086174951}
|
- component: {fileID: 3006635609086174951}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Finger31
|
m_Name: B_R_Finger31
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -2075,7 +2076,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 601112546836363042}
|
- component: {fileID: 601112546836363042}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Forearm
|
m_Name: B_R_Forearm
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -2107,7 +2108,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 7361479502577139924}
|
- component: {fileID: 7361479502577139924}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger0
|
m_Name: B_L_Finger0
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -2139,7 +2140,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 6198250055932624292}
|
- component: {fileID: 6198250055932624292}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_R_Finger11
|
m_Name: B_R_Finger11
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
@ -2171,7 +2172,7 @@ GameObject:
|
||||||
serializedVersion: 6
|
serializedVersion: 6
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 3245866075145704355}
|
- component: {fileID: 3245866075145704355}
|
||||||
m_Layer: 0
|
m_Layer: 10
|
||||||
m_Name: B_L_Finger12
|
m_Name: B_L_Finger12
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
|
|
|
||||||
|
|
@ -64,7 +64,7 @@ MonoBehaviour:
|
||||||
m_MoveRepeatDelay: 0.5
|
m_MoveRepeatDelay: 0.5
|
||||||
m_MoveRepeatRate: 0.1
|
m_MoveRepeatRate: 0.1
|
||||||
m_XRTrackingOrigin: {fileID: 0}
|
m_XRTrackingOrigin: {fileID: 0}
|
||||||
m_ActionsAsset: {fileID: -944628639613478452, guid: a9e30bcf6f9514a958beb76de3298015, type: 3}
|
m_ActionsAsset: {fileID: 0}
|
||||||
m_PointAction: {fileID: 7941888863669854430, guid: a9e30bcf6f9514a958beb76de3298015, type: 3}
|
m_PointAction: {fileID: 7941888863669854430, guid: a9e30bcf6f9514a958beb76de3298015, type: 3}
|
||||||
m_MoveAction: {fileID: 0}
|
m_MoveAction: {fileID: 0}
|
||||||
m_SubmitAction: {fileID: 0}
|
m_SubmitAction: {fileID: 0}
|
||||||
|
|
|
||||||
|
|
@ -1,14 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Combat : MonoBehaviour
|
|
||||||
{
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
213
Assets/Scripts/AI/DetectionSystem.cs
Normal file
213
Assets/Scripts/AI/DetectionSystem.cs
Normal file
|
|
@ -0,0 +1,213 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DetectionSystem : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum DetectionStage
|
||||||
|
{
|
||||||
|
Stage0,
|
||||||
|
Stage1,
|
||||||
|
Stage2,
|
||||||
|
Stage3
|
||||||
|
}
|
||||||
|
|
||||||
|
[SerializeField] private DetectionStage _dStage = DetectionStage.Stage0;
|
||||||
|
public DetectionStage DStage { get { return _dStage; } private set { _dStage = value; } }
|
||||||
|
public event Action<DetectionStage> OnDetectionStageChanged;
|
||||||
|
|
||||||
|
[Header("Target")]
|
||||||
|
[SerializeField] private LayerMask _targetLayers;
|
||||||
|
[SerializeField] private Transform _targetCharacter; // 타겟 캐릭터
|
||||||
|
[SerializeField] private Vector3 _lastKnownPosition; // 마지막으로 알려진 위치
|
||||||
|
[SerializeField] private Vector3 _suspiciousPosition; // 의심스러운 위치
|
||||||
|
|
||||||
|
|
||||||
|
[Header("Sight Detection")]
|
||||||
|
[SerializeField] private float _fieldOfViewAngle = 120f; // 시야각
|
||||||
|
[SerializeField] private float _maxSightDistance = 40f; // 최대 거리
|
||||||
|
[SerializeField] private float _detectionDistance = 20f; // 감지 거리
|
||||||
|
[SerializeField] private float _recognitionDistance = 15f; // 인식 거리
|
||||||
|
[SerializeField] private LayerMask _obstacleLayers; // 장애물 레이어
|
||||||
|
|
||||||
|
[Header("Hearing Detection")]
|
||||||
|
[SerializeField] private float _maxAudioDistanse = 25f; // 청각 감지 최대 거리
|
||||||
|
|
||||||
|
private bool _isTargetInSight = false; // 타겟이 시야에 있는지 여부
|
||||||
|
private float _currentTransitionTimer = 0f;
|
||||||
|
private float _targetTransitionDuration = 0f;
|
||||||
|
|
||||||
|
public Transform TargetCharacter { get => _targetCharacter; set => _targetCharacter = value; }
|
||||||
|
public Vector3 LastKnownPosition { get => _lastKnownPosition; set => _lastKnownPosition = value; }
|
||||||
|
public Vector3 SuspiciousPosition { get => _suspiciousPosition; set => _suspiciousPosition = value; }
|
||||||
|
public bool IsTargetInSight { get => _isTargetInSight; set => _isTargetInSight = value; }
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (TargetCharacter == null)
|
||||||
|
{
|
||||||
|
Collider[] hitColliders = Physics.OverlapSphere(transform.position, _maxSightDistance, _targetLayers);
|
||||||
|
Transform closestTarget = null;
|
||||||
|
float minDistance = Mathf.Infinity;
|
||||||
|
|
||||||
|
foreach (var hitCollider in hitColliders)
|
||||||
|
{
|
||||||
|
float distance = Vector3.Distance(transform.position, hitCollider.transform.position);
|
||||||
|
if (distance < minDistance)
|
||||||
|
{
|
||||||
|
minDistance = distance;
|
||||||
|
closestTarget = hitCollider.transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (closestTarget != null)
|
||||||
|
{
|
||||||
|
TargetCharacter = closestTarget;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.LogWarning("No target found within sight distance.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
SightDetection();
|
||||||
|
UpdateDetectionStage();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateDetectionStage(DetectionStage newStage)
|
||||||
|
{
|
||||||
|
if (_dStage != newStage)
|
||||||
|
{
|
||||||
|
_dStage = newStage;
|
||||||
|
OnDetectionStageChanged?.Invoke(_dStage);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void SightDetection()
|
||||||
|
{
|
||||||
|
_isTargetInSight = false;
|
||||||
|
if (TargetCharacter == null) return;
|
||||||
|
|
||||||
|
Vector3 directionToTarget = (TargetCharacter.position - transform.position).normalized;
|
||||||
|
float distanceToTarget = Vector3.Distance(TargetCharacter.position, transform.position);
|
||||||
|
float angleToTarget = Vector3.Angle(transform.forward, directionToTarget);
|
||||||
|
|
||||||
|
if (angleToTarget < _fieldOfViewAngle / 2f) // 나누기 2 하는 이유 : 시야각이 중심 기준 좌로 60/ 우로 60으로 측정했기 떄문임
|
||||||
|
{
|
||||||
|
if (distanceToTarget <= _maxSightDistance) // 최대 거리 확인 : 역전환 3->2 갈떄 사용
|
||||||
|
{
|
||||||
|
RaycastHit hit;
|
||||||
|
Vector3 rayOrigin = transform.position + Vector3.up * 0.5f;
|
||||||
|
// 레이캐스팅 필터링을 위해 레이어 2개 사용 (장애물, 타겟)
|
||||||
|
if (Physics.Raycast(rayOrigin, directionToTarget, out hit, distanceToTarget,
|
||||||
|
_obstacleLayers | _targetLayers))
|
||||||
|
{
|
||||||
|
// 타겟인가?
|
||||||
|
if (hit.transform == TargetCharacter)
|
||||||
|
{
|
||||||
|
IsTargetInSight = true;
|
||||||
|
LastKnownPosition = TargetCharacter.position; // 마지막 본 위치 확인
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
IsTargetInSight = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
IsTargetInSight = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateDetectionStage()
|
||||||
|
{
|
||||||
|
DetectionStage stage = _dStage;
|
||||||
|
_currentTransitionTimer += Time.deltaTime;
|
||||||
|
|
||||||
|
switch (_dStage)
|
||||||
|
{
|
||||||
|
case DetectionStage.Stage0:
|
||||||
|
// 타겟이라 불릴만한게 최대 거리에 들어왔는가?
|
||||||
|
if (IsTargetInSight && Vector3.Distance(TargetCharacter.position, transform.position) <=
|
||||||
|
_detectionDistance)
|
||||||
|
{
|
||||||
|
if (_currentTransitionTimer >= 0.5f)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage1);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else _currentTransitionTimer = 0f;
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DetectionStage.Stage1:
|
||||||
|
// 타겟이라 불릴만한게 감지 거리에 들어왔는가?
|
||||||
|
if (IsTargetInSight && Vector3.Distance(TargetCharacter.position, transform.position) <=
|
||||||
|
_detectionDistance)
|
||||||
|
{
|
||||||
|
if (_currentTransitionTimer >= 1f)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage2);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 이제 역전환 조건 추가하기
|
||||||
|
if (_currentTransitionTimer >= 3f)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage0);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DetectionStage.Stage2:
|
||||||
|
// 타겟이라 불릴만한게 인식 거리에 들어왔는가?
|
||||||
|
if(IsTargetInSight && Vector3.Distance(TargetCharacter.position, transform.position) <= _recognitionDistance)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage3);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 이제 역전환 조건 추가하기
|
||||||
|
if (_currentTransitionTimer >= 5f)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage1);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DetectionStage.Stage3:
|
||||||
|
if (!IsTargetInSight ||
|
||||||
|
Vector3.Distance(TargetCharacter.position, transform.position) <= _maxSightDistance)
|
||||||
|
{
|
||||||
|
// 전환 조건이 아닌 역전환 조건만 추가
|
||||||
|
if (_currentTransitionTimer >= 3f)
|
||||||
|
{
|
||||||
|
UpdateDetectionStage(DetectionStage.Stage2);
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// 시야내로 돌아왔다? 타이머 리셋
|
||||||
|
_currentTransitionTimer = 0f;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
2
Assets/Scripts/AI/DetectionSystem.cs.meta
Normal file
2
Assets/Scripts/AI/DetectionSystem.cs.meta
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 79b20267422c94b67ad8649e8fa4f07d
|
||||||
171
Assets/Scripts/AI/Logic.md
Normal file
171
Assets/Scripts/AI/Logic.md
Normal file
|
|
@ -0,0 +1,171 @@
|
||||||
|
# Enemy AI Logic
|
||||||
|
|
||||||
|
## 1. 개요
|
||||||
|
|
||||||
|
이 문서는 게임 내 적 AI 시스템의 설계 원칙과 구현 방법을 설명한다.
|
||||||
|
적 AI는 플레이어에게 도전적이면서도 예측 가능한 패턴을 제공하여 게임 플레이 경험을 향상시키는 것을 목표로 한다.
|
||||||
|
|
||||||
|
## 2. AI 아키텍처
|
||||||
|
|
||||||
|
### 2.1 상태 기계(State Machine)
|
||||||
|
적 AI는 기본적으로 상태 기계 패턴을 사용하여 구현되며 다음과 같은 주요 상태를 포함한다:
|
||||||
|
- **대기(Idle)**: 특별한 행동 없이 주변을 관찰 및 가벼운 주변 배회 이동
|
||||||
|
- **순찰(Patrol)**: 정해진 경로를 따라 이동
|
||||||
|
- **추적(Chase)**: 플레이어를 감지하고 추적
|
||||||
|
- **공격(Attack)**: 플레이어에게 공격 실행
|
||||||
|
- **도망(Retreat)**: 체력이 낮을 때 안전한 위치로 이동
|
||||||
|
|
||||||
|
### 2.2 결정 트리
|
||||||
|
상태 전환은 다음 조건에 따라 결정됩니다:
|
||||||
|
- 감지 시스템
|
||||||
|
- 플레이어와의 거리
|
||||||
|
- 시야각 내 플레이어 존재 여부
|
||||||
|
- 현재 체력 상태
|
||||||
|
- 마지막 공격 후 경과 시간
|
||||||
|
|
||||||
|
## 3. 감지 시스템
|
||||||
|
### 3.1 단계
|
||||||
|
- 감지 시스템에 따라 상태가 정해지며 총 4단계로 정의한다.
|
||||||
|
- 1. 0단계 : 아무런 이상 없이 감지가 되지 않는 상태
|
||||||
|
- 2. 1단계 : 이상은 감지 하였으나 타겟이 특정되지 않은 상태
|
||||||
|
- 3. 2단계 : 이상 위치를 파악한 상태
|
||||||
|
- 4. 3단계 : 이상 타겟을 특정한 상태
|
||||||
|
|
||||||
|
### 3.1 시야 감지
|
||||||
|
- Enemy의 시야에 따른 감지 범위 설정
|
||||||
|
- 시야각: 전방 120도
|
||||||
|
- 최대 거리: 30 ~ 40미터 (난이도에 따라 조정)
|
||||||
|
- 감지 거리: 15 ~ 20미터 (난이도에 따라 조정)
|
||||||
|
- 인식 거리: 0 ~ 15미터 (난이도에 따라 조정)
|
||||||
|
- 장애물 고려: 시야 차단 검사
|
||||||
|
- 시야에 따른 감지 단계 전환:
|
||||||
|
- 0단계 -> 1단계: 0.5 ~ 1초 동안 감지 거리 내에 캐릭터 오브젝트가 시야 안에 들어옴 (적대 관계인지 아닌지 파악)
|
||||||
|
- 1단계 -> 2단계: 1초 이상 감지 거리 내에 캐릭터 오브젝트가 시야 안에 들어옴
|
||||||
|
- 2단계 -> 3단계: 인식거리 내에 캐릭터 오브젝트가 시야 안에 들어옴
|
||||||
|
- 역전환 조건:
|
||||||
|
- 3단계 -> 2단계: 타겟이 최대 거리 밖으로 벗어난 상태가 3초 이상 지속되며 관찰했던 타겟의 위치를 기억
|
||||||
|
- 2단계 -> 1단계: 이상의 최종 위치로 이동 후 주변(반경 5미터 이내) 순찰 후 5초간 타겟이 발견되지 않음
|
||||||
|
- 1단계 -> 0단계: 원래 위치로 이동 후 3초간 아무런 이상이 발견되지 않음
|
||||||
|
|
||||||
|
### 3.2 청각 감지
|
||||||
|
- 플레이어 행동 소음 수준에 따른 감지 범위 설정
|
||||||
|
- 감지 거리: 10 ~ 25미터 (난이도에 따라 조정)
|
||||||
|
- 소음 발생 지수
|
||||||
|
- 장애물 고려: 청각 차단 검사
|
||||||
|
- 소음의 지수는 캐릭터 오브젝트의 움직이는 속도와 행동에 따라 결정된다.
|
||||||
|
- 측정 기준 수치 : 걷기 : 0~3의 속도 / 달리기 : 3 이상 /
|
||||||
|
- 일반적인 걷기: ((1 * 소음 방지 지수(기본 1)) * 캐릭터의 이동 속도) - 장애물 지수(장애물이 있으면 1, 없으면 0) = 0 ~ 3
|
||||||
|
- 달리기 : ((1.2 * 소음 방지 지수(기본 1)) * 캐릭터의 이동 속도) - 장애물 지수(장애물이 있으면 1, 없으면 0) = 3.6 이상
|
||||||
|
- 공격 : ((1.5 * 소음 방지 지수(기본 1)) * 5) - 장애물 지수(장애물이 있으면 1, 없으면 0) = 7.5
|
||||||
|
- 소음 수준: (캐릭터 오브젝트의 소음 발생 지수에 따라 결정)
|
||||||
|
- 무소음: 0 ~ 1
|
||||||
|
- 약한 소음: 1 ~ 2.5
|
||||||
|
- 보통 소음: 2.5 ~ 4
|
||||||
|
- 큰 소음: 4 이상
|
||||||
|
- 소리에 따른 감지단계 전환:
|
||||||
|
- 0단계 -> 1단계: 약한 소음 이상이 감지 거리 내에 들어옴
|
||||||
|
- 1단계 -> 2단계: 보통 소음 이상이 감지 거리 내에 들어옴
|
||||||
|
- 2단계 -> 3단계: 큰 소음이 감지 거리 내에 들어옴
|
||||||
|
- 역전환 조건:
|
||||||
|
- 3단계 -> 2단계: 타겟이 최대 거리 밖으로 벗어난 상태가 3초 이상 지속되며 관찰했던 타겟의 위치를 기억
|
||||||
|
- 2단계 -> 1단계: 이상의 최종 위치로 이동 후 주변(반경 5미터 이내) 순찰 후 5초간 타겟이 발견되지 않음
|
||||||
|
- 1단계 -> 0단계: 원래 위치로 이동 후 3초간 아무런 이상이 발견되지 않음
|
||||||
|
|
||||||
|
## 4. 행동 패턴
|
||||||
|
### 4.1 상태
|
||||||
|
- 행동 패턴은 각 AI가 가지는 상태에 따라서 그 동작이 결정된다.
|
||||||
|
- 상태는 행동 패턴의 대기, 순찰, 전투 등과는 다른 개념이다.
|
||||||
|
- 상태의 종류는 다음과 같다:
|
||||||
|
- 일반(Normal): AI의 행동에 개입하는 어떠한 이상이나 타겟이 없는 상태로 주어진 행동 패턴에 맞는 활동을 수행한다.
|
||||||
|
- 감지(Detected): AI가 이상을 감지한 상태로 아직은 타겟을 파악하지는 못하였기에 주어진 행동 패턴에 맞는 활동을 수행하나 언제든 다음 상태로 넘어갈 수 있는 상태이다.
|
||||||
|
- 인식(Aware): AI가 이상을 인식한 상태이지만 아직도 타겟은 특정 캐릭터 관련 오브젝트가 아니라 이상이 발생한 위치이다. 이 상태에서는 주어진 행동 패턴에서 인식 상태에 맞는 활동을 수행한다.
|
||||||
|
- 탐지(Alerted): AI가 타겟을 탐지한 상태로 이때 타겟을 향해 상호작용을 진행한다. 주어진 행동 패턴에서 탐지 상태에 맞는 활동을 수행한다.
|
||||||
|
- 상태의 전환은 감지 시스템과 캐릭터 오브젝트의 상황에 따라 결정된다.
|
||||||
|
|
||||||
|
### 4.2 대기(Idle) 로직
|
||||||
|
- 주변을 천천히 관찰하며 가벼운 주변 배회 이동을 한다.
|
||||||
|
- 상태의 전환은 감지 시스템에 의해 결정된다.
|
||||||
|
- 감지 0단계는 일반 상태, 감지 1단계는 감지 상태, 감지 2단계는 인식 상태, 감지 3단계는 탐지 상태로 전환된다.
|
||||||
|
- 각 상태별 대기 행동:
|
||||||
|
- 일반 상태: 정해진 반경 내 랜덤 이동 (반경 2미터 이내), 주기적인 방향 전환, 주변 환경 관찰
|
||||||
|
- 감지 상태: 의심 방향으로 돌리기, 이동 속도 감소, 주의 집중도 증가
|
||||||
|
- 인식 상태: 의심 지점으로 이동, 주변 5미터 반경 탐색, 방어 태세 준비
|
||||||
|
- 탐지 상태: 타겟 방향으로 신속 이동, 공격 준비 태세, 전투 로직 활성화
|
||||||
|
|
||||||
|
### 4.3 순찰(Patrol) 로직
|
||||||
|
- 정해진 경로를 따라 순찰하며 지점 도달 시 주변을 관찰한다.
|
||||||
|
- 무작위 대기 행동 추가로 자연스러운 움직임 구현
|
||||||
|
- 상태의 전환은 감지 시스템에 의해 결정된다.
|
||||||
|
- 감지 0단계는 일반 상태, 감지 1단계는 감지 상태, 감지 2단계는 인식 상태, 감지 3단계는 탐지 상태로 전환된다.
|
||||||
|
- 각 상태별 순찰 행동:
|
||||||
|
- 일반 상태: 정해진 경로를 따라 순찰, 지점 도달 시 주변 관찰(2~4초)
|
||||||
|
- 감지 상태: 의심 방향으로 돌리기, 이동 속도 감소, 주의 집중도 증가
|
||||||
|
- 인식 상태: 의심 지점으로 이동, 주변 5미터 반경 탐색, 방어 태세 준비
|
||||||
|
- 탐지 상태: 타겟 방향으로 신속 이동, 공격 준비 태세, 전투 로직 활성화
|
||||||
|
|
||||||
|
### 4.3 전투(Attack) 로직
|
||||||
|
- 근접 공격: 플레이어와 2미터 이내일 때 실행
|
||||||
|
- 원거리 공격: 5-10미터 거리에서 실행
|
||||||
|
- 공격 쿨타임: 1-3초 (난이도에 따라 조정)
|
||||||
|
- 상태의 전환은 감지 시스템에 의해 결정된다.
|
||||||
|
- 감지 0단계는 일반 상태, 감지 1단계는 감지 상태, 감지 2단계는 인식 상태, 감지 3단계는 탐지 상태로 전환된다.
|
||||||
|
- 각 상태별 전투 행동:
|
||||||
|
- 일반 상태: 비전투 태세 유지, 주변 경계
|
||||||
|
- 감지 상태: 방어 태세 준비, 이동 속도 감소, 이전에 하던 행동으로 전환
|
||||||
|
- 인식 상태: 타겟 위치로 신속 이동, 공격 준비
|
||||||
|
- 탐지 상태: 타겟 추적 및 공격 실행, 회피 및 방어 동작 포함
|
||||||
|
|
||||||
|
### 4.4 추적(Chase) 로직
|
||||||
|
- 플레이어를 감지하면 추적 상태로 전환
|
||||||
|
- 추적 속도: 기본 이동 속도(걷기)의 1.2배
|
||||||
|
- 추적 중 플레이어가 시야에서 벗어나면 마지막 위치로 이동 후 주변 탐색
|
||||||
|
- 상태의 전환은 감지 시스템에 의해 결정된다.
|
||||||
|
- 감지 0단계는 일반 상태, 감지 1단계는 감지 상태, 감지 2단계는 인식 상태, 감지 3단계는 탐지 상태로 전환된다.
|
||||||
|
- 각 상태별 추적 행동:
|
||||||
|
- 일반 상태: 비전투 태세 유지, 주변 경계
|
||||||
|
- 감지 상태: 방어 태세 준비, 이동 속도 감소, 이전에 하던 행동으로 전환
|
||||||
|
- 인식 상태: 타겟 위치로 신속 이동, 공격 준비
|
||||||
|
- 탐지 상태: 타겟 추적 및 공격 실행, 회피 및 방어 동작 포함
|
||||||
|
|
||||||
|
### 4.5 도망(Retreat) 로직
|
||||||
|
- 체력이 20% 이하로 떨어지면 도망 상태로 전환
|
||||||
|
- 도망 속도: 기본 이동 속도의 1.2배
|
||||||
|
- 안전한 위치(예: 아군 근처, 엄폐물 뒤)로 이동
|
||||||
|
- 도망 중 플레이어가 시야에서 벗어나면 일정 시간 후 원래 위치로 복귀
|
||||||
|
- 상태의 전환은 감지 시스템에 의해 결정된다.
|
||||||
|
- 감지 0단계는 일반 상태, 감지 1단계는 감지 상태, 감지 2단계는 인식 상태, 감지 3단계는 탐지 상태로 전환된다.
|
||||||
|
- 각 상태별 도망 행동:
|
||||||
|
- 일반 상태: 비전투 태세 유지, 주변 경계
|
||||||
|
- 감지 상태: 방어 태세 준비, 이동 속도 감소, 이전에 하던 행동으로 전환
|
||||||
|
- 인식 상태: 타겟 위치로 신속 이동, 공격 준비
|
||||||
|
- 탐지 상태: 타겟 추적 및 공격 실행, 회피 및 방어 동작 포함
|
||||||
|
|
||||||
|
## 5. 경로 탐색
|
||||||
|
|
||||||
|
### 5.1 NavMesh 활용
|
||||||
|
- Unity NavMesh 시스템을 활용한 경로 계산
|
||||||
|
- 장애물 회피를 위한 NavMeshObstacle 활용
|
||||||
|
- 동적 장애물 감지 시 경로 재계산(0.5초 간격)
|
||||||
|
|
||||||
|
### 5.2 특수 이동
|
||||||
|
|
||||||
|
## 6. 성능 최적화
|
||||||
|
|
||||||
|
### 6.1 LOD 시스템
|
||||||
|
- 거리에 따른 AI 복잡도 조절
|
||||||
|
- 30미터 이상: 간소화된 행동 패턴 사용
|
||||||
|
- 50미터 이상: 시각적 업데이트만 수행
|
||||||
|
|
||||||
|
### 6.2 계산 분산
|
||||||
|
- 감지 로직 업데이트: 0.2초마다 실행
|
||||||
|
- 경로 재계산: 필요시에만 수행(최소 0.5초 간격)
|
||||||
|
|
||||||
|
## 7. 확장성
|
||||||
|
|
||||||
|
### 7.1 AI 난이도 조정
|
||||||
|
- 감지 범위, 반응 속도, 공격력 등 조정 가능한 파라미터 제공
|
||||||
|
- 난이도별 프리셋 구성
|
||||||
|
|
||||||
|
### 7.2 새로운 AI 유형 추가
|
||||||
|
- 기본 AI 컨트롤러를 상속받아 확장
|
||||||
|
- 커스텀 상태 및 전환 조건 정의 방법
|
||||||
3
Assets/Scripts/AI/Logic.md.meta
Normal file
3
Assets/Scripts/AI/Logic.md.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 9d387a7663384037bd518295ed7ed704
|
||||||
|
timeCreated: 1758678073
|
||||||
|
|
@ -1,14 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Movement : MonoBehaviour
|
|
||||||
{
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
8
Assets/Scripts/AI/State.meta
Normal file
8
Assets/Scripts/AI/State.meta
Normal file
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ad832524ab368476f9b18fecc181333d
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
|
@ -3,10 +3,16 @@ using UnityEngine;
|
||||||
public abstract class AI_State
|
public abstract class AI_State
|
||||||
{
|
{
|
||||||
protected EnemyController _owner;
|
protected EnemyController _owner;
|
||||||
|
protected Transform _transform;
|
||||||
|
protected Movement_Base _movement;
|
||||||
|
protected Status _status;
|
||||||
|
|
||||||
public AI_State(EnemyController owner)
|
public AI_State(EnemyController owner)
|
||||||
{
|
{
|
||||||
_owner = owner;
|
_owner = owner;
|
||||||
|
_transform = owner.transform;
|
||||||
|
_movement = owner.Movement;
|
||||||
|
_status = owner.Status;
|
||||||
}
|
}
|
||||||
|
|
||||||
public virtual void Enter() { }
|
public virtual void Enter() { }
|
||||||
22
Assets/Scripts/AI/State/Attack_State.cs
Normal file
22
Assets/Scripts/AI/State/Attack_State.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Attack_State : AI_State
|
||||||
|
{
|
||||||
|
public Attack_State(EnemyController owner) : base(owner)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
// Debug.Log("Entering State");
|
||||||
|
// _movement.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Debug.Log("Exiting State");
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/AI/State/Attack_State.cs.meta
Normal file
3
Assets/Scripts/AI/State/Attack_State.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e398ed64c5214fd58494c3a8d3717c3a
|
||||||
|
timeCreated: 1758676470
|
||||||
22
Assets/Scripts/AI/State/Chase_State.cs
Normal file
22
Assets/Scripts/AI/State/Chase_State.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Chase_State : AI_State
|
||||||
|
{
|
||||||
|
public Chase_State(EnemyController owner) : base(owner)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
// Debug.Log("Entering State");
|
||||||
|
// _movement.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Debug.Log("Exiting State");
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/AI/State/Chase_State.cs.meta
Normal file
3
Assets/Scripts/AI/State/Chase_State.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 100f7e810aad49daa2c00341c6ca4de1
|
||||||
|
timeCreated: 1758676441
|
||||||
22
Assets/Scripts/AI/State/Die_State.cs
Normal file
22
Assets/Scripts/AI/State/Die_State.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Die_State : AI_State
|
||||||
|
{
|
||||||
|
public Die_State(EnemyController owner) : base(owner)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
// Debug.Log("Entering State");
|
||||||
|
// _movement.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Debug.Log("Exiting State");
|
||||||
|
}
|
||||||
|
}
|
||||||
3
Assets/Scripts/AI/State/Die_State.cs.meta
Normal file
3
Assets/Scripts/AI/State/Die_State.cs.meta
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 18f563a9ff9041008bfac1bc00155500
|
||||||
|
timeCreated: 1758676536
|
||||||
22
Assets/Scripts/AI/State/Idle_State.cs
Normal file
22
Assets/Scripts/AI/State/Idle_State.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Idle_State : AI_State
|
||||||
|
{
|
||||||
|
public Idle_State(EnemyController owner) : base(owner)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
// Debug.Log("Entering Idle State");
|
||||||
|
// _movement.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Debug.Log("Exiting Idle State");
|
||||||
|
}
|
||||||
|
}
|
||||||
22
Assets/Scripts/AI/State/Patrol_State.cs
Normal file
22
Assets/Scripts/AI/State/Patrol_State.cs
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class Patrol_State : AI_State
|
||||||
|
{
|
||||||
|
public Patrol_State(EnemyController owner) : base(owner)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
public override void Enter()
|
||||||
|
{
|
||||||
|
// Debug.Log("Entering State");
|
||||||
|
// _movement.Stop();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
public override void Exit()
|
||||||
|
{
|
||||||
|
// Debug.Log("Exiting State");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -36,20 +36,33 @@ public class Status : MonoBehaviour
|
||||||
|
|
||||||
public float MoveSpeed { get { return _moveSpeed; } set { _moveSpeed = value; } }
|
public float MoveSpeed { get { return _moveSpeed; } set { _moveSpeed = value; } }
|
||||||
public float AtkSpeed { get { return _atkSpeed; } set { _atkSpeed = value; } }
|
public float AtkSpeed { get { return _atkSpeed; } set { _atkSpeed = value; } }
|
||||||
|
|
||||||
private void Awake()
|
public virtual void Init(Status status)
|
||||||
{
|
{
|
||||||
_level = 1;
|
Level = status.Level;
|
||||||
|
Hp = status.Hp;
|
||||||
|
MaxHp = status.MaxHp;
|
||||||
|
Mp = status.Mp;
|
||||||
|
MaxMp = status.MaxMp;
|
||||||
|
Attack = status.Attack;
|
||||||
|
Defense = status.Defense;
|
||||||
|
MoveSpeed = status.MoveSpeed;
|
||||||
|
AtkSpeed = status.AtkSpeed;
|
||||||
|
|
||||||
_hp = 100;
|
|
||||||
_maxHp = 100;
|
|
||||||
_mp = 50;
|
|
||||||
_maxMp = 50;
|
|
||||||
|
|
||||||
_attack = 10;
|
|
||||||
_defense = 5;
|
|
||||||
|
|
||||||
_moveSpeed = 3.0f;
|
|
||||||
_atkSpeed = 1.0f;
|
|
||||||
}
|
}
|
||||||
|
// private void Awake()
|
||||||
|
// {
|
||||||
|
// _level = 1;
|
||||||
|
//
|
||||||
|
// _hp = 100;
|
||||||
|
// _maxHp = 100;
|
||||||
|
// _mp = 50;
|
||||||
|
// _maxMp = 50;
|
||||||
|
//
|
||||||
|
// _attack = 10;
|
||||||
|
// _defense = 5;
|
||||||
|
//
|
||||||
|
// _moveSpeed = 3.0f;
|
||||||
|
// _atkSpeed = 1.0f;
|
||||||
|
// }
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,16 +1,29 @@
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
public class Status_Enemy: Status
|
public class Status_Enemy: Status
|
||||||
{
|
{
|
||||||
|
[SerializeField]
|
||||||
protected float _scanRange;
|
protected float _scanRange;
|
||||||
|
[SerializeField]
|
||||||
protected float _atkRange;
|
protected float _atkRange;
|
||||||
|
[SerializeField]
|
||||||
protected float _patrolSpeed;
|
protected float _patrolSpeed;
|
||||||
|
[SerializeField]
|
||||||
protected float _chaseSpeed;
|
protected float _chaseSpeed;
|
||||||
|
|
||||||
public float ScanRange { get { return _scanRange; } set { _scanRange = value; } }
|
public float ScanRange { get { return _scanRange; } set { _scanRange = value; } }
|
||||||
public float AttackRange { get { return _atkRange; } set { _atkRange = value; } }
|
public float AttackRange { get { return _atkRange; } set { _atkRange = value; } }
|
||||||
public float PatrolSpeed { get { return _patrolSpeed; } set { _patrolSpeed = value; } }
|
public float PatrolSpeed { get { return _patrolSpeed; } set { _patrolSpeed = value; } }
|
||||||
public float ChaseSpeed { get { return _chaseSpeed; } set { _chaseSpeed = value; } }
|
public float ChaseSpeed { get { return _chaseSpeed; } set { _chaseSpeed = value; } }
|
||||||
|
|
||||||
|
public void Init(Status_Enemy data)
|
||||||
|
{
|
||||||
|
base.Init(data);
|
||||||
|
|
||||||
|
ScanRange = data.ScanRange;
|
||||||
|
AttackRange = data.AttackRange;
|
||||||
|
PatrolSpeed = data.PatrolSpeed;
|
||||||
|
ChaseSpeed = data.ChaseSpeed;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -14,6 +14,15 @@ public class Status_Player : Status
|
||||||
public int Exp { get { return _exp; } set { _exp = value; } }
|
public int Exp { get { return _exp; } set { _exp = value; } }
|
||||||
public int MaxExp { get { return _maxExp; } set { _maxExp = value; } }
|
public int MaxExp { get { return _maxExp; } set { _maxExp = value; } }
|
||||||
public int Gold { get { return _gold; } set { _gold = value; } }
|
public int Gold { get { return _gold; } set { _gold = value; } }
|
||||||
|
|
||||||
|
public void Init(Status_Player data)
|
||||||
|
{
|
||||||
|
base.Init(data);
|
||||||
|
|
||||||
|
Exp = data.Exp;
|
||||||
|
MaxExp = data.MaxExp;
|
||||||
|
Gold = data.Gold;
|
||||||
|
}
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -8,11 +8,11 @@ using EnemyType = Define.EnemyType;
|
||||||
//EnemyController는 몬스터의 '뇌' 역할을 하며, 상태 머신 패턴을 기반으로 동작하고, 외부에서 데이터를 주입받아 초기화되는 구조로 설계하기
|
//EnemyController는 몬스터의 '뇌' 역할을 하며, 상태 머신 패턴을 기반으로 동작하고, 외부에서 데이터를 주입받아 초기화되는 구조로 설계하기
|
||||||
public class EnemyController : MonoBehaviour
|
public class EnemyController : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Movement _movement;
|
private Movement_Base _movement;
|
||||||
private Status _status;
|
private Status _status;
|
||||||
[SerializeField] private EnemyType _type = EnemyType.Unknown;
|
[SerializeField] private EnemyType _type = EnemyType.Unknown;
|
||||||
|
|
||||||
public Movement Movement => _movement;
|
public Movement_Base Movement => _movement;
|
||||||
public Status Status => _status;
|
public Status Status => _status;
|
||||||
public EnemyType Type => _type;
|
public EnemyType Type => _type;
|
||||||
|
|
||||||
|
|
@ -33,8 +33,8 @@ public class EnemyController : MonoBehaviour
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
_movement = gameObject.GetComponent<Movement_Base>();
|
||||||
_status = gameObject.GetOrAddComponent<Status_Enemy>();
|
_status = gameObject.GetComponent<Status_Enemy>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
|
|
@ -42,6 +42,13 @@ public class EnemyController : MonoBehaviour
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Init(EnemyData data)
|
||||||
|
{
|
||||||
|
_type = data.E_Type;
|
||||||
|
if(_status is Status_Enemy statusEnemy && data.status != null)
|
||||||
|
statusEnemy.Init(data.status);
|
||||||
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (CurrentState != null)
|
if (CurrentState != null)
|
||||||
|
|
|
||||||
|
|
@ -5,10 +5,22 @@ using UnityEngine;
|
||||||
public class SpawnController : MonoBehaviour
|
public class SpawnController : MonoBehaviour
|
||||||
{
|
{
|
||||||
private Dictionary<string, EnemyData> _enemyDatas;
|
private Dictionary<string, EnemyData> _enemyDatas;
|
||||||
|
|
||||||
|
[SerializeField] private string _enemyPrefabPath; // 스폰할 프리팹
|
||||||
|
[SerializeField] private string _enemyDataPath; // 스폰할 프리팹
|
||||||
|
[SerializeField] private LayerMask _spawnedTargetLayers; // 스포너 Inspector에서 설정
|
||||||
|
[SerializeField] private LayerMask _spawnedObstacleLayers; // 스포너 Inspector에서 설정
|
||||||
|
int monsterCount = 0;
|
||||||
|
|
||||||
|
public string EnemyPrefabPath { get { return _enemyPrefabPath; } set { _enemyPrefabPath = value; }}
|
||||||
|
public string EnemyDataPath { get { return _enemyDataPath; } set { _enemyDataPath = value; }}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
_enemyDatas =
|
_enemyDatas =
|
||||||
Manager.Data.LoadToDict<EnemyDataLoader, string, EnemyData>("Data/E_Test1", (enemy) => enemy.name);
|
Manager.Data.LoadToDict<EnemyDataLoader, string, EnemyData>(EnemyDataPath, (enemy) => enemy.name);
|
||||||
|
|
||||||
|
//"Data/E_Test1"
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -17,20 +29,20 @@ public class SpawnController : MonoBehaviour
|
||||||
// GameObject enemy = Manager.Resource.Instantiate("Prefabs/Characters/Test_Enemy");
|
// GameObject enemy = Manager.Resource.Instantiate("Prefabs/Characters/Test_Enemy");
|
||||||
// enemy.AddComponent<EnemyController>();
|
// enemy.AddComponent<EnemyController>();
|
||||||
// enemy.transform.position = new Vector3(0,0,10);
|
// enemy.transform.position = new Vector3(0,0,10);
|
||||||
int monsterCount = 5;
|
|
||||||
|
}
|
||||||
|
// Prefabs/Characters/{_enemyPrefab.name}
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
float radius = 2.0f;
|
float radius = 2.0f;
|
||||||
for (int i = 0; i < monsterCount; i++)
|
if (EnemyPrefabPath == null ) return;
|
||||||
|
for (; monsterCount < 5; monsterCount++)
|
||||||
{
|
{
|
||||||
float angle = i * Mathf.PI * 2 / monsterCount;
|
float angle = monsterCount * Mathf.PI * 2 / 5;
|
||||||
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius + new Vector3(0, 0, 10);
|
Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * radius + new Vector3(0, 0, 10);
|
||||||
GameObject enemy = Manager.Resource.Instantiate("Prefabs/Characters/Test_Enemy");
|
GameObject enemy = Manager.Resource.Instantiate(EnemyPrefabPath);
|
||||||
enemy.AddComponent<EnemyController>();
|
enemy.AddComponent<EnemyController>();
|
||||||
enemy.transform.position = pos;
|
enemy.transform.position = pos;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -91,7 +91,7 @@ public class InputManager: IManager
|
||||||
|
|
||||||
public void Clear()
|
public void Clear()
|
||||||
{
|
{
|
||||||
_action.UI.Disable();
|
_action.Dispose();
|
||||||
InputAction = null;
|
InputAction = null;
|
||||||
PointAction = null;
|
PointAction = null;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
using System;
|
||||||
using Animation;
|
using Animation;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
@ -11,13 +12,32 @@ interface IManager
|
||||||
public class Manager : MonoBehaviour, IManager
|
public class Manager : MonoBehaviour, IManager
|
||||||
{
|
{
|
||||||
static Manager s_instance;
|
static Manager s_instance;
|
||||||
static Manager Instance {get { Init(); return s_instance;}}
|
|
||||||
|
static Manager Instance
|
||||||
|
{
|
||||||
InputManager _input = new InputManager();
|
get
|
||||||
DataManager _data = new DataManager();
|
{
|
||||||
PoolManager _pool = new PoolManager();
|
if (s_instance == null)
|
||||||
ResourceManager _resource = new ResourceManager();
|
{
|
||||||
|
GameObject obj = GameObject.Find("@Manager");
|
||||||
|
if (obj == null)
|
||||||
|
{
|
||||||
|
obj = new GameObject { name = "@Manager" };
|
||||||
|
obj.AddComponent<Manager>();
|
||||||
|
}
|
||||||
|
s_instance = obj.GetComponent<Manager>();
|
||||||
|
DontDestroyOnLoad(obj);
|
||||||
|
s_instance.Init();
|
||||||
|
}
|
||||||
|
return s_instance;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
private InputManager _input;
|
||||||
|
private DataManager _data;
|
||||||
|
private PoolManager _pool;
|
||||||
|
private ResourceManager _resource;
|
||||||
|
|
||||||
public static InputManager Input { get { return Instance._input; } }
|
public static InputManager Input { get { return Instance._input; } }
|
||||||
public static DataManager Data { get { return Instance._data; } }
|
public static DataManager Data { get { return Instance._data; } }
|
||||||
|
|
@ -25,34 +45,37 @@ public class Manager : MonoBehaviour, IManager
|
||||||
public static ResourceManager Resource { get { return Instance._resource; } }
|
public static ResourceManager Resource { get { return Instance._resource; } }
|
||||||
|
|
||||||
|
|
||||||
static void Init()
|
private void Init()
|
||||||
{
|
{
|
||||||
if (s_instance == null)
|
s_instance._input = new InputManager();
|
||||||
{
|
s_instance._data = new DataManager();
|
||||||
GameObject obj = GameObject.Find("@Manager");
|
s_instance._pool = new PoolManager();
|
||||||
if (obj == null)
|
s_instance._resource = new ResourceManager();
|
||||||
{
|
|
||||||
obj = new GameObject { name = "@Manager" };
|
s_instance._input.Init();
|
||||||
obj.AddComponent<Manager>();
|
s_instance._pool.Init();
|
||||||
}
|
|
||||||
DontDestroyOnLoad(obj);
|
|
||||||
s_instance = obj.GetComponent<Manager>();
|
|
||||||
|
|
||||||
s_instance._input.Init();
|
|
||||||
s_instance._pool.Init();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
Init();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
_input.OnUpdate();
|
_input.OnUpdate();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnApplicationQuit()
|
||||||
|
{
|
||||||
|
Clear();
|
||||||
|
}
|
||||||
|
|
||||||
// 클리어는 모든 것을 초기화 하는 역할로 자주 사용 되기에 그냥 전역적으로 사용 가능하게 함
|
// 클리어는 모든 것을 초기화 하는 역할로 자주 사용 되기에 그냥 전역적으로 사용 가능하게 함
|
||||||
public static void Clear()
|
public static void Clear()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,4 @@
|
||||||
|
using Unity.VisualScripting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public class GameScene : BaseScene
|
public class GameScene : BaseScene
|
||||||
|
|
@ -21,6 +22,12 @@ public class GameScene : BaseScene
|
||||||
{
|
{
|
||||||
GameObject spawner = Manager.Resource.Instantiate("Prefabs/UI/Spawner", GameObject.Find("@Scene").transform);
|
GameObject spawner = Manager.Resource.Instantiate("Prefabs/UI/Spawner", GameObject.Find("@Scene").transform);
|
||||||
spawner.AddComponent<SpawnController>();
|
spawner.AddComponent<SpawnController>();
|
||||||
|
spawn.EnemyPrefabPath = "Prefabs/Characters/Test_Enemy";
|
||||||
|
spawn.EnemyDataPath = "Data/E_Test1";
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Clear()
|
public override void Clear()
|
||||||
|
|
|
||||||
1792
Assets/_Recovery/0 (9).unity
Normal file
1792
Assets/_Recovery/0 (9).unity
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/_Recovery/0 (9).unity.meta
Normal file
7
Assets/_Recovery/0 (9).unity.meta
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4c365bc24d3884571a2855363354a880
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Binary file not shown.
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BIN
Library/Artifacts/00/002da19da9a294b387db35abddebc1f9
Normal file
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Library/Artifacts/00/002da19da9a294b387db35abddebc1f9
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Library/Artifacts/00/00c9c32d5c696b09dc63de3945876ed9
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Library/Artifacts/00/00c9c32d5c696b09dc63de3945876ed9
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|
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Library/Artifacts/02/0253684d75beca04fbd513254aeaef9e
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Library/Artifacts/02/0253684d75beca04fbd513254aeaef9e
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Library/Artifacts/03/03ec95702b908e3b222bcf699f66a375
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Library/Artifacts/03/03ec95702b908e3b222bcf699f66a375
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Library/Artifacts/05/051d53167c49a4004713445d1c20086a
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Library/Artifacts/05/051d53167c49a4004713445d1c20086a
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Library/Artifacts/0c/0c4ca10933cdb9de76d50868e922b1fd
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Library/Artifacts/0c/0c4ca10933cdb9de76d50868e922b1fd
Normal file
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Library/Artifacts/0e/0e5dd4736460dcddf014ea99b2c11763
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Library/Artifacts/0e/0e5dd4736460dcddf014ea99b2c11763
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Library/Artifacts/10/10ebc16c764211a1349e6492e1c39a87
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Library/Artifacts/18/1842ba512bf65d0b98dd480bd9db2239
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Library/Artifacts/1b/1bb6d13e0325d6ec43064ff081217d31
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Library/Artifacts/24/24b56953709394773ea3b0ce3cccbab6
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Library/Artifacts/24/24b56953709394773ea3b0ce3cccbab6
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Library/Artifacts/42/426901586fc3d28490b6fcaf3f440b3e
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Library/Artifacts/42/426901586fc3d28490b6fcaf3f440b3e
Normal file
Binary file not shown.
BIN
Library/Artifacts/49/493e59cc5065c7ec193d9a91e46bf38a
Normal file
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Library/Artifacts/49/493e59cc5065c7ec193d9a91e46bf38a
Normal file
Binary file not shown.
BIN
Library/Artifacts/4c/4cc2af7d8b9d5194cb9b19d41b80b37a
Normal file
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Library/Artifacts/4c/4cc2af7d8b9d5194cb9b19d41b80b37a
Normal file
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BIN
Library/Artifacts/4e/4ef2ed60b2fcef8e5fcc62538d2e9bc7
Normal file
BIN
Library/Artifacts/4e/4ef2ed60b2fcef8e5fcc62538d2e9bc7
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.7 KiB |
BIN
Library/Artifacts/56/56b637163b8935258ba96a6ea2581910
Normal file
BIN
Library/Artifacts/56/56b637163b8935258ba96a6ea2581910
Normal file
Binary file not shown.
BIN
Library/Artifacts/58/58f0bcb4c72a1c4749a25e60aa22a165
Normal file
BIN
Library/Artifacts/58/58f0bcb4c72a1c4749a25e60aa22a165
Normal file
Binary file not shown.
BIN
Library/Artifacts/5b/5b4469eabd2806b3156a61c0d55b2dbd
Normal file
BIN
Library/Artifacts/5b/5b4469eabd2806b3156a61c0d55b2dbd
Normal file
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Library/Artifacts/64/64677c6d7ca622e15362cfce9750201b
Normal file
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Library/Artifacts/64/64677c6d7ca622e15362cfce9750201b
Normal file
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BIN
Library/Artifacts/64/649488709aae33535e9c9734ae7df152
Normal file
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Library/Artifacts/64/649488709aae33535e9c9734ae7df152
Normal file
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BIN
Library/Artifacts/68/6817f25c8d32e4766e4dde35d351b909
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Library/Artifacts/68/6817f25c8d32e4766e4dde35d351b909
Normal file
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BIN
Library/Artifacts/73/73829c10a6ab803ef54bdd386a37c5ef
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Library/Artifacts/73/73829c10a6ab803ef54bdd386a37c5ef
Normal file
Binary file not shown.
BIN
Library/Artifacts/78/782e1f97c55a3f0a2018b9e611a7aa9e
Normal file
BIN
Library/Artifacts/78/782e1f97c55a3f0a2018b9e611a7aa9e
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 2.7 KiB |
BIN
Library/Artifacts/7f/7f6ecd3f4b6fac7032fc4971b4fda739
Normal file
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Library/Artifacts/7f/7f6ecd3f4b6fac7032fc4971b4fda739
Normal file
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BIN
Library/Artifacts/84/8407d784a6e03a3231932d6bb7cb1a72
Normal file
BIN
Library/Artifacts/84/8407d784a6e03a3231932d6bb7cb1a72
Normal file
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BIN
Library/Artifacts/86/86508f975b94901962621e9637c479e2
Normal file
BIN
Library/Artifacts/86/86508f975b94901962621e9637c479e2
Normal file
Binary file not shown.
BIN
Library/Artifacts/86/86e7c5b539c271091289fbb064dfaf1d
Normal file
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Library/Artifacts/86/86e7c5b539c271091289fbb064dfaf1d
Normal file
Binary file not shown.
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BIN
Library/Artifacts/98/983f529cb766fd95bfe84e1abf60fa5e
Normal file
BIN
Library/Artifacts/98/983f529cb766fd95bfe84e1abf60fa5e
Normal file
Binary file not shown.
BIN
Library/Artifacts/9a/9a736a56d2bab1c935d49a156008849d
Normal file
BIN
Library/Artifacts/9a/9a736a56d2bab1c935d49a156008849d
Normal file
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BIN
Library/Artifacts/9f/9f3b3cac130638f6da15294ac60255c5
Normal file
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Library/Artifacts/9f/9f3b3cac130638f6da15294ac60255c5
Normal file
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BIN
Library/Artifacts/a3/a3e51efe70616fd18a8c391fde01abdf
Normal file
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Library/Artifacts/a3/a3e51efe70616fd18a8c391fde01abdf
Normal file
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BIN
Library/Artifacts/a6/a68c3f2818dd876953f7b889a0ad4eb3
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Library/Artifacts/a6/a68c3f2818dd876953f7b889a0ad4eb3
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Library/Artifacts/ae/ae0708c48cf1a69162d7d3b80b7d054b
Normal file
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Library/Artifacts/ae/ae0708c48cf1a69162d7d3b80b7d054b
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Library/Artifacts/ae/aed4f49fdf018747104e3a0c53fe7684
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Library/Artifacts/ae/aed4f49fdf018747104e3a0c53fe7684
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Library/Artifacts/b7/b79a1a501980503b681be13de10167a4
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Library/Artifacts/b7/b79a1a501980503b681be13de10167a4
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Library/Artifacts/bb/bbc0e4cf5b7037eab624b6de560a0acd
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Library/Artifacts/bb/bbc0e4cf5b7037eab624b6de560a0acd
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BIN
Library/Artifacts/c7/c7b1598e2073225837ee6b9637756618
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Library/Artifacts/c7/c7b1598e2073225837ee6b9637756618
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Library/Artifacts/d1/d10122d4cba70d2f359ba345d27340bd
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Library/Artifacts/d1/d10122d4cba70d2f359ba345d27340bd
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Library/Artifacts/d4/d45d7d14ef9dd51c3847b082acabae36
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Library/Artifacts/d4/d45d7d14ef9dd51c3847b082acabae36
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Library/Artifacts/d7/d744454460f928e74797fa3403adef38
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Library/Artifacts/d7/d744454460f928e74797fa3403adef38
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Library/Artifacts/e1/e1d483eef2f5603475c0eb2df22b284b
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Library/Artifacts/e1/e1d483eef2f5603475c0eb2df22b284b
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Library/Artifacts/e2/e2f930f74fc6f5b0882b22d24a2e60d4
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Library/Artifacts/e2/e2f930f74fc6f5b0882b22d24a2e60d4
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Library/Artifacts/eb/eb8e9c064d10b5f3890d42a2c0979feb
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Library/Artifacts/eb/eb8e9c064d10b5f3890d42a2c0979feb
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Library/Artifacts/ec/ecb920fbcda78e1d668864e6e57c826c
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Library/Artifacts/ec/ecb920fbcda78e1d668864e6e57c826c
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Library/Artifacts/ee/eefe0365dcf62c8aef37166286d629e9
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Library/Artifacts/ee/eefe0365dcf62c8aef37166286d629e9
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|
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Library/Artifacts/f1/f10953d96b1f260256ba78b5b77453cb
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Library/Artifacts/f1/f10953d96b1f260256ba78b5b77453cb
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Library/Artifacts/f3/f3fa74a0244c508a6cd0b81f716282fe
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Library/Artifacts/f3/f3fa74a0244c508a6cd0b81f716282fe
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Library/Artifacts/f4/f4c0e9d2d2489ac97e1c63ea749fdce5
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Library/Artifacts/f4/f4c0e9d2d2489ac97e1c63ea749fdce5
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Reference in New Issue
Block a user