Merge branch 'dev' of https://github.com/2aurore/Gameton-06 into dev
This commit is contained in:
commit
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35 files changed
+202
-71
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- monsterPrefabA: {fileID: 9096056522544909490, guid: 53f5c583c440aa546bde473536a2ead1, type: 3}
|
||||||
monsterPrefabB: {fileID: 5532926939721588456, guid: b4cf92d97c6e476458cfc19779d644d0, type: 3}
|
monsterPrefabB: {fileID: 5532926939721588456, guid: b4cf92d97c6e476458cfc19779d644d0, type: 3}
|
||||||
@@ -34135,6 +34250,7 @@ MonoBehaviour:
|
|||||||
- monsterPrefabA: {fileID: 0}
|
- monsterPrefabA: {fileID: 0}
|
||||||
monsterPrefabB: {fileID: 0}
|
monsterPrefabB: {fileID: 0}
|
||||||
bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3}
|
bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3}
|
||||||
|
waveCounter: {fileID: 0}
|
||||||
--- !u!4 &2141442126
|
--- !u!4 &2141442126
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@@ -34147,7 +34263,9 @@ Transform:
|
|||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
m_ConstrainProportionsScale: 0
|
||||||
m_Children: []
|
m_Children:
|
||||||
|
- {fileID: 1536652428}
|
||||||
|
- {fileID: 1974803045}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1660057539 &9223372036854775807
|
--- !u!1660057539 &9223372036854775807
|
||||||
@@ -34163,5 +34281,5 @@ SceneRoots:
|
|||||||
- {fileID: 541272685}
|
- {fileID: 541272685}
|
||||||
- {fileID: 480895542}
|
- {fileID: 480895542}
|
||||||
- {fileID: 2141442126}
|
- {fileID: 2141442126}
|
||||||
- {fileID: 1536652428}
|
- {fileID: 2017562215}
|
||||||
- {fileID: 1974803045}
|
- {fileID: 1727802694}
|
||||||
@@ -4961,7 +4961,7 @@ GameObject:
|
|||||||
- component: {fileID: 480895542}
|
- component: {fileID: 480895542}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: TON.Player
|
m_Name: TON.Player
|
||||||
m_TagString: Untagged
|
m_TagString: Player
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
m_StaticEditorFlags: 0
|
m_StaticEditorFlags: 0
|
||||||
|
|||||||
@@ -13,27 +13,19 @@ namespace TON
|
|||||||
public string name;
|
public string name;
|
||||||
// 몬스터 레벨
|
// 몬스터 레벨
|
||||||
public int level;
|
public int level;
|
||||||
// 몬스터 타입 ex : melee, ranged
|
|
||||||
public string monsterType;
|
|
||||||
// 몬스터 체력
|
// 몬스터 체력
|
||||||
public int hp;
|
public int hp;
|
||||||
// 기본 공격력
|
// 기본 공격력
|
||||||
public int attackPower;
|
public int attackPower;
|
||||||
// 기본 방어력
|
// 기본 방어력
|
||||||
public int defencePower;
|
public int defencePower;
|
||||||
// 몬스터 스킬 ID 1
|
// 몬스터 스킬 ID
|
||||||
public int monsterSkillID;
|
public int monsterSkillID;
|
||||||
// 몬스터 스킬 ID 2
|
// 골드
|
||||||
public int monsterSkillIDTwo;
|
public int Gold;
|
||||||
// 패트롤 범위
|
// 경험치
|
||||||
public float patrolRange;
|
public int Exp;
|
||||||
// 인식 범위
|
// 점수
|
||||||
public float detectionRange;
|
public int Score;
|
||||||
// 추적 범위
|
|
||||||
public float chaseRange;
|
|
||||||
public float moveSpeed;
|
|
||||||
// 공격 범위
|
|
||||||
public float attackRange;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -10,7 +10,7 @@ namespace TON
|
|||||||
[SerializeField] private GameObject _target; // 몬스터의 타겟
|
[SerializeField] private GameObject _target; // 몬스터의 타겟
|
||||||
[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
|
[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
|
||||||
[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
|
[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
|
||||||
[SerializeField] private TextMeshProUGUI _textState;
|
// [SerializeField] private TextMeshProUGUI _textState;
|
||||||
[SerializeField] public int id; // 몬스터의 ID
|
[SerializeField] public int id; // 몬스터의 ID
|
||||||
public float defencePower;
|
public float defencePower;
|
||||||
public float defenceIntention = 30; // 몬스터 방어력 변수
|
public float defenceIntention = 30; // 몬스터 방어력 변수
|
||||||
@@ -20,9 +20,11 @@ namespace TON
|
|||||||
public float currentHP { get; private set; } // 몬스터 현재 체력
|
public float currentHP { get; private set; } // 몬스터 현재 체력
|
||||||
private float hpMaxWidth;
|
private float hpMaxWidth;
|
||||||
|
|
||||||
|
private PlayerData _playerData;
|
||||||
private MonsterData _monsterData;
|
private MonsterData _monsterData;
|
||||||
private Animator _animator; // 몬스터 애니메이터
|
private Animator _animator; // 몬스터 애니메이터
|
||||||
private string currentAnimationState; // 현재 애니메이션 상태
|
private string currentAnimationState; // 현재 애니메이션 상태
|
||||||
|
private float moveSpeed = 2f;
|
||||||
|
|
||||||
StateMachine _stateMachine;
|
StateMachine _stateMachine;
|
||||||
private SkillPattern _skillPattern;
|
private SkillPattern _skillPattern;
|
||||||
@@ -33,6 +35,10 @@ namespace TON
|
|||||||
public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
|
public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
|
||||||
public bool IsSkillAttackable => _skillPattern.IsAttackable;
|
public bool IsSkillAttackable => _skillPattern.IsAttackable;
|
||||||
|
|
||||||
|
public int Gold = 0;
|
||||||
|
public int Exp = 0;
|
||||||
|
public int Score = 0;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
_animator = GetComponent<Animator>(); // 애니메이터 컴포넌트 초기화
|
_animator = GetComponent<Animator>(); // 애니메이터 컴포넌트 초기화
|
||||||
@@ -45,8 +51,6 @@ namespace TON
|
|||||||
|
|
||||||
_skillPattern = new Monster1SkillPattern(_monsterData, this);
|
_skillPattern = new Monster1SkillPattern(_monsterData, this);
|
||||||
|
|
||||||
id = _monsterData.id;
|
|
||||||
|
|
||||||
_direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향)
|
_direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향)
|
||||||
|
|
||||||
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
|
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
|
||||||
@@ -62,8 +66,11 @@ namespace TON
|
|||||||
{
|
{
|
||||||
currentHP = _monsterData.hp;
|
currentHP = _monsterData.hp;
|
||||||
defencePower = _monsterData.defencePower;
|
defencePower = _monsterData.defencePower;
|
||||||
|
Gold = _monsterData.Gold;
|
||||||
|
Exp = _monsterData.Exp;
|
||||||
|
Score = _monsterData.Score;
|
||||||
|
|
||||||
Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
|
// Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -71,6 +78,11 @@ namespace TON
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void RewardData()
|
||||||
|
{
|
||||||
|
StageManager.Singleton.SetRewardData(Gold, Exp, Score);
|
||||||
|
}
|
||||||
|
|
||||||
public void ChangeAnimationState(string newState)
|
public void ChangeAnimationState(string newState)
|
||||||
{
|
{
|
||||||
if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
|
if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
|
||||||
@@ -94,7 +106,7 @@ namespace TON
|
|||||||
float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
|
float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
|
||||||
currentHP -= damage;
|
currentHP -= damage;
|
||||||
|
|
||||||
UpdateHPBar();
|
UpdateHPBar(currentHP);
|
||||||
|
|
||||||
if (prevHP > 0 && currentHP <= 0)
|
if (prevHP > 0 && currentHP <= 0)
|
||||||
{
|
{
|
||||||
@@ -107,7 +119,7 @@ namespace TON
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateHPBar()
|
private void UpdateHPBar(float currentHP)
|
||||||
{
|
{
|
||||||
if (_hpBarImage != null)
|
if (_hpBarImage != null)
|
||||||
{
|
{
|
||||||
@@ -118,15 +130,14 @@ namespace TON
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Attack(GameObject player)
|
public void Attack()
|
||||||
{
|
{
|
||||||
// 데미지 계산 (현재 임시 값)
|
// 데미지 계산 (현재 임시 값)
|
||||||
DamageCalculator damageCalculator = new DamageCalculator();
|
DamageCalculator damageCalculator = new DamageCalculator();
|
||||||
|
|
||||||
float baseAttack = _monsterData.attackPower; // 기본 공격력
|
float baseAttack = _monsterData.attackPower; // 기본 공격력
|
||||||
float equipmentAttack = 0; // 장비 공격력
|
float equipmentAttack = 0; // 장비 공격력
|
||||||
// float defense = _monsterData.defencePower; // 방어력 비율
|
float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력
|
||||||
float defense = PlayerDataManager.Singleton.defensiveIntention; // 캐릭터 방어력
|
|
||||||
|
|
||||||
// 기본 데미지 계산 (치명타 없음)
|
// 기본 데미지 계산 (치명타 없음)
|
||||||
float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
|
float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
|
||||||
@@ -134,12 +145,6 @@ namespace TON
|
|||||||
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
|
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PlayerAttack()
|
|
||||||
{
|
|
||||||
var target = GameObject.FindGameObjectWithTag("Player");
|
|
||||||
Attack(target);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetOppositionDirection()
|
public void SetOppositionDirection()
|
||||||
{
|
{
|
||||||
_direction *= -1; // 이동 방향 반전
|
_direction *= -1; // 이동 방향 반전
|
||||||
@@ -148,7 +153,7 @@ namespace TON
|
|||||||
|
|
||||||
public void Move()
|
public void Move()
|
||||||
{
|
{
|
||||||
transform.Translate(_direction * _monsterData.moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
|
transform.Translate(_direction * moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Chasing()
|
public void Chasing()
|
||||||
@@ -157,17 +162,21 @@ namespace TON
|
|||||||
UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산
|
UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산
|
||||||
_spriteRenderer.flipX = target.transform.position.x < transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
|
_spriteRenderer.flipX = target.transform.position.x < transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
|
||||||
|
|
||||||
transform.Translate(direction.normalized * _monsterData.moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
|
transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MonsterSkillLaunch()
|
public void MonsterSkillLaunch()
|
||||||
|
{
|
||||||
|
if (_monsterData.monsterSkillID != 0)
|
||||||
{
|
{
|
||||||
var target = GameObject.FindGameObjectWithTag("Player");
|
var target = GameObject.FindGameObjectWithTag("Player");
|
||||||
_skillPattern.Attack(target);
|
_skillPattern.Attack(target);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void DestroyMonster()
|
public void DestroyMonster()
|
||||||
{
|
{
|
||||||
|
RewardData();
|
||||||
Destroy(gameObject); // 몬스터 파괴
|
Destroy(gameObject); // 몬스터 파괴
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Assets.PixelFantasy.PixelMonsters.Common.Scripts;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
@@ -8,6 +9,7 @@ namespace TON
|
|||||||
{
|
{
|
||||||
public class MonsterSpawner : MonoBehaviour
|
public class MonsterSpawner : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
private MonsterBase _monsterBase;
|
||||||
public Transform[] spawnPoints; // 스폰 위치 배열
|
public Transform[] spawnPoints; // 스폰 위치 배열
|
||||||
|
|
||||||
private List<GameObject> monsterPool; // 몬스터 오브젝트 풀
|
private List<GameObject> monsterPool; // 몬스터 오브젝트 풀
|
||||||
@@ -76,6 +78,9 @@ namespace TON
|
|||||||
private void StartNextWave()
|
private void StartNextWave()
|
||||||
{
|
{
|
||||||
currentWave++;
|
currentWave++;
|
||||||
|
|
||||||
|
StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달.
|
||||||
|
|
||||||
if (currentWave > TOTAL_WAVES)
|
if (currentWave > TOTAL_WAVES)
|
||||||
{
|
{
|
||||||
// Debug.Log("모든 웨이브 완료!");
|
// Debug.Log("모든 웨이브 완료!");
|
||||||
|
|||||||
@@ -24,42 +24,43 @@ namespace TON
|
|||||||
public class Monster1SkillPattern : SkillPattern
|
public class Monster1SkillPattern : SkillPattern
|
||||||
{
|
{
|
||||||
private float _skill1CoolTime;
|
private float _skill1CoolTime;
|
||||||
private float _skill2CoolTime;
|
// private float _skill2CoolTime;
|
||||||
|
|
||||||
private MonsterSkillData _monsterSkillData;
|
private MonsterSkillData _monsterSkillData;
|
||||||
private MonsterSkillData _monsterSkillDataTwo;
|
// private MonsterSkillData _monsterSkillDataTwo;
|
||||||
|
|
||||||
private MonsterSkill _skill1;
|
private MonsterSkill _skill1;
|
||||||
private MonsterSkill _skill2;
|
// private MonsterSkill _skill2;
|
||||||
|
|
||||||
private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값
|
private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값
|
||||||
|
|
||||||
public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase)
|
public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase)
|
||||||
{
|
{
|
||||||
_monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID);
|
_monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID);
|
||||||
if (_monsterData.monsterSkillIDTwo > -1)
|
// if (_monsterData.monsterSkillIDTwo > -1)
|
||||||
{
|
// {
|
||||||
_monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo);
|
// _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo);
|
||||||
}
|
// }
|
||||||
|
|
||||||
if (_monsterSkillData != null && _monsterSkillDataTwo != null)
|
// if (_monsterSkillData != null && _monsterSkillDataTwo != null)
|
||||||
|
if (_monsterSkillData != null)
|
||||||
{
|
{
|
||||||
|
|
||||||
Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료");
|
Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료");
|
||||||
Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료");
|
// Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료");
|
||||||
|
|
||||||
// 프리팹을 연결한 코드
|
// 프리팹을 연결한 코드
|
||||||
_skill1 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillData.skillName}");
|
_skill1 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillData.skillName}");
|
||||||
_skill2 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}");
|
// _skill2 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}");
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다.");
|
Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다.");
|
||||||
Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다.");
|
// Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다.");
|
||||||
}
|
}
|
||||||
|
|
||||||
_skill1CoolTime = Time.realtimeSinceStartup;
|
_skill1CoolTime = Time.realtimeSinceStartup;
|
||||||
_skill2CoolTime = Time.realtimeSinceStartup;
|
// _skill2CoolTime = Time.realtimeSinceStartup;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -84,11 +85,11 @@ namespace TON
|
|||||||
IsAttackable = true;
|
IsAttackable = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown)
|
// if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown)
|
||||||
{
|
// {
|
||||||
// TODO : 범위 체크
|
// // TODO : 범위 체크
|
||||||
IsAttackable = true;
|
// IsAttackable = true;
|
||||||
}
|
// }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -153,7 +153,6 @@ namespace TON
|
|||||||
|
|
||||||
_monsterBase = monsterBase;
|
_monsterBase = monsterBase;
|
||||||
_monsterBase.ChangeAnimationState(AniWalk);
|
_monsterBase.ChangeAnimationState(AniWalk);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
@@ -182,7 +181,6 @@ namespace TON
|
|||||||
|
|
||||||
// 추적 상태
|
// 추적 상태
|
||||||
return this;
|
return this;
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -226,7 +224,7 @@ namespace TON
|
|||||||
private void Attack()
|
private void Attack()
|
||||||
{
|
{
|
||||||
_monsterBase.ChangeAnimationState(AniAttack);
|
_monsterBase.ChangeAnimationState(AniAttack);
|
||||||
_monsterBase.PlayerAttack();
|
_monsterBase.Attack();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Exit()
|
public void Exit()
|
||||||
|
|||||||
Reference in new issue
Block a user