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+ private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { _monsterBase.IsAttacking = true; + _monsterBase.IsFinishAttack = false; // 공격 시작 시 FinishAttack 초기화 } } - + private void OnTriggerExit2D(Collider2D other) { if (other.CompareTag("Player")) { _monsterBase.IsAttacking = false; - _monsterBase.IsFinishAttack = true; // 공격 종료 상태로 설정 + _monsterBase.IsFinishAttack = true; } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index 92b0c3cf..84636a43 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -33,7 +33,7 @@ namespace TON public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부 public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부 public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부 - public bool IsSkillAttackable => _skillPattern.IsAttackable; + public bool IsSkillAttackable; public int Gold = 0; public int Exp = 0; @@ -51,7 +51,11 @@ namespace TON InitializeMonsterData(); // 몬스터 데이터 로드 및 적용 - _skillPattern = new Monster1SkillPattern(_monsterData, this); + if (_monsterData.monsterSkillID != 0) + { + _skillPattern = new MonsterSkillPattern(_monsterData, this); + IsSkillAttackable = _skillPattern.IsAttackable; + } _direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향) @@ -62,7 +66,6 @@ namespace TON // CharacterBase 참조 설정 _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); - // HP 바 초기화 // HP 바 초기화 if (_hpBarImage != null) { @@ -70,8 +73,6 @@ namespace TON hpMaxWidth = rectTransform.sizeDelta.x; // 초기 최대 너비 저장 _maxHP = _monsterData.hp; currentHP = _maxHP; - - Debug.Log($"Initial HP Bar Width: {hpMaxWidth}, Max HP: {_maxHP}"); } } @@ -162,12 +163,6 @@ namespace TON // 변경된 크기 적용 rectTransform.sizeDelta = sizeDelta; - - Debug.Log($"Current HP: {currentHP}, Max HP: {_maxHP}, Ratio: {hpRatio}, Bar Width: {sizeDelta.x}"); - } - else - { - Debug.LogWarning("HP Bar Image is not assigned!"); } } @@ -185,7 +180,7 @@ namespace TON _characterBase.ApplyDamage(damage); - Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 + // Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } public void SetOppositionDirection() @@ -201,8 +196,8 @@ namespace TON public void Chasing() { - var target = GameObject.FindGameObjectWithTag("Player"); - UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 + var target = GameObject.Find("TON.Player").GetComponentInChildren(); + 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 transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동 @@ -222,5 +217,10 @@ namespace TON RewardData(); Destroy(gameObject); // 몬스터 파괴 } + + public SkillPattern GetSkillPattern() + { + return _skillPattern; + } } } \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs index 75ab6468..c3969078 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs @@ -5,12 +5,13 @@ namespace TON public class MonsterSkill : MonoBehaviour { public float speed = 5f; - public float damage = 1; - + public float damage = 0f; + Vector2 direction; Transform playerTransform; // 플레이어의 Transform을 저장할 변수 [SerializeField] private SpriteRenderer _spriteRenderer; // 스킬의 스프라이트 렌더러 - + private MonsterBase _monsterBase; + private CharacterBase _characterBase; public Vector2 Direction { set { direction = value.normalized; } @@ -20,11 +21,11 @@ namespace TON { _spriteRenderer = GetComponent(); - GameObject player = GameObject.FindGameObjectWithTag("Player"); - - if (player != null) + _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); + + if (_characterBase != null) { - playerTransform = player.transform; + playerTransform = _characterBase.transform; } else { @@ -42,10 +43,22 @@ namespace TON private void OnTriggerEnter2D(Collider2D collision) { - if (collision.CompareTag("Player") || collision.CompareTag("Ground")) + if (collision.CompareTag("Player")) { + // 플레이어에게 직접 데미지 적용 + _characterBase?.ApplyDamage(damage); Destroy(gameObject); } + else if (collision.CompareTag("Ground")) + { + // 지형에 부딪히면 스킬 오브젝트만 파괴 + Destroy(gameObject); + } + } + + public void SetSkillDamage(float skillDamage) + { + damage += skillDamage; } void SetDirection() diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index 41ceee57..68739a9e 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -14,65 +14,81 @@ namespace TON } public bool IsAttackable { get; set; } + + public abstract bool IsSkillInCooldown(); public abstract void Attack(GameObject target); - public abstract void Update(); } - public class Monster1SkillPattern : SkillPattern + public class MonsterSkillPattern : SkillPattern { - private float _skillCoolTime; - + private float _lastSkillTime; private MonsterSkillData _monsterSkillData; - private MonsterSkill _skill; + private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); - private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값 - - public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) + public MonsterSkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) { _monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID); - - + _lastSkillTime = -_monsterSkillData.cooldown; // 시작시 스킬 사용 가능하도록 + IsAttackable = true; if (_monsterSkillData != null) { - - Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); - - // 프리팹을 연결한 코드 + // Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); _skill = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); } - else - { - Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다."); - } - - _skillCoolTime = _monsterSkillData.cooldown; } public override void Attack(GameObject target) { if (target == null) return; - // 스킬 스프라이트 방향 플레이어 바라보게 _monsterBase.GetComponent().flipX = target.transform.position.x < _monsterBase.transform.position.x; - // 몬스터의 현재 위치에서 offset만큼 아래에 스킬 생성 Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset; - - // 프리팹을 지정된 위치에 생성 + Object.Instantiate(_skill, spawnPosition, Quaternion.identity); + SkillAttack(_monsterSkillData.damage); + + // 스킬 사용 후 쿨다운 시작 + _lastSkillTime = Time.time; + IsAttackable = false; + + // Debug.Log($"스킬 사용, 쿨다운 시작: {_monsterSkillData.cooldown}초"); + } + + public void SkillAttack(float skillDamage) + { + // 데미지 계산 (현재 임시 값) + DamageCalculator damageCalculator = new DamageCalculator(); + + float baseAttack = _monsterData.attackPower * skillDamage; // 기본 공격력 * 스킬 데미지 + float equipmentAttack = 0; // 장비 공격력 + float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력 + + // 기본 데미지 계산 (치명타 없음) + float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); + + _skill.SetSkillDamage(damage); + + // Debug.Log($" 몬스터 스킬 공격! 최종 데미지: {damage}"); // 데미지 출력 } public override void Update() { - if (Time.realtimeSinceStartup - _skillCoolTime >= _monsterSkillData.cooldown) + // 스킬 쿨다운 체크 + if (!IsAttackable && Time.time - _lastSkillTime >= _monsterSkillData.cooldown) { - // TODO : 범위 체크 IsAttackable = true; + // Debug.Log("스킬 쿨다운 완료"); } } + + public override bool IsSkillInCooldown() + { + return !IsAttackable; + } } }