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_monsterBase.IsFisnishAttack = true; // 공격 종료 상태로 설정 + _monsterBase.IsFinishAttack = true; // 공격 종료 상태로 설정 } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs index 6d8a05b8..6ed36ca7 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; namespace TON @@ -8,8 +6,6 @@ namespace TON { [SerializeField] private MonsterBase _monsterBase; - // private bool _isDetect; - private GameObject skillPrefab; private void OnTriggerEnter2D(Collider2D other) { diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.Debug.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.Debug.cs index e4b624b5..f2a0c6e8 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.Debug.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.Debug.cs @@ -1,5 +1,3 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; namespace TON diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index d30c0199..aaa501a6 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -1,6 +1,5 @@ using TMPro; using UnityEngine; -using UnityEngine.UI; using Vector2 = UnityEngine.Vector2; using Vector3 = UnityEngine.Vector3; @@ -8,52 +7,39 @@ namespace TON { public partial class MonsterBase : MonoBehaviour, IDamage { - [SerializeField] - public int id; // 몬스터의 ID + [SerializeField] private GameObject _target; // 몬스터의 타겟 + [SerializeField] private Collider2D _collider; // 몬스터의 콜라이더 + [SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러 + [SerializeField] private TextMeshProUGUI _textState; + [SerializeField] public int id; // 몬스터의 ID public float defencePower; - [SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러 - - private MonsterData _monsterData; - private MonsterSkillData _monsterSkillData; - private MonsterSkillData _monsterSkillDataTwo; - private Animator _animator; // 몬스터 애니메이터 - - StateMachine _stateMachine; - - private SkillPattern _skillPattern; - - // [SerializeField] private TextMeshProUGUI _textState; - - private Vector3 _direction; // 몬스터의 이동 방향 - public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부 - public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부 - public bool IsFisnishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부 - public bool IsSkillAttackable => _skillPattern.IsAttackable; - - [SerializeField] private GameObject _target; // 몬스터의 타겟 - - [SerializeField] private Collider2D _collider; // 몬스터의 콜라이더 - - // 애니메이션 관련 선언 - private string currentAnimationState; // 현재 애니메이션 상태 - - // hp바 public GameObject _hpBarImage; // HP 바 이미지 private float _maxHP; private float currentHP; private float hpMaxWidth; - // 첫 번째 프레임 전에 호출됩니다. + private MonsterData _monsterData; + private Animator _animator; // 몬스터 애니메이터 + private string currentAnimationState; // 현재 애니메이션 상태 + + StateMachine _stateMachine; + private SkillPattern _skillPattern; + + private Vector3 _direction; // 몬스터의 이동 방향 + 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; + private void Start() { _animator = GetComponent(); // 애니메이터 컴포넌트 초기화 - // _stateMachine = new StateMachine(new IdleState(), this, _textState); - _stateMachine = new StateMachine(new IdleState(), this); + _stateMachine = new StateMachine(new IdleState(), this, _textState); + // _stateMachine = new StateMachine(new IdleState(), this); - // 몬스터 데이터 로드 및 적용 - InitializeMonsterData(); + InitializeMonsterData(); // 몬스터 데이터 로드 및 적용 _skillPattern = new Monster1SkillPattern(_monsterData, this); @@ -64,11 +50,8 @@ namespace TON _spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립 _collider = GetComponent(); // 콜라이더 컴포넌트 초기화 - - // hpMaxWidth = _hpBarImage.GetComponent().sizeDelta.x; } - // TODO : 불러온 값 변수에 대응하게 수정 private void InitializeMonsterData() { _monsterData = MonsterDataManager.Singleton.GetMonsterData(id); @@ -85,12 +68,10 @@ namespace TON Debug.LogError($"몬스터 ID {id}에 대한 데이터를 찾을 수 없습니다."); } } - - // 애니메이션 상태를 변경하는 메서드 + public void ChangeAnimationState(string newState) { - // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음 - if (currentAnimationState == newState) return; + if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음 _animator.Play(newState); // 새로운 애니메이션 상태 실행 } @@ -103,17 +84,14 @@ namespace TON public void FinishAttack() { - IsFisnishAttack = true; + IsFinishAttack = true; } - // 피해를 적용하는 메서드 public void ApplyDamage(float damage) { - // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리 - float prevHP = currentHP; + float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리 currentHP -= damage; - // HP 바 업데이트 UpdateHPBar(); if (prevHP > 0 && currentHP <= 0) @@ -126,7 +104,6 @@ namespace TON } } - // HP 바 업데이트 private void UpdateHPBar() { if (_hpBarImage != null) @@ -138,11 +115,8 @@ namespace TON } } - // 타겟을 공격하는 메서드 public void Attack(GameObject player) { - // ChangeAnimationState(AniAttack); // 공격 애니메이션으로 변경 - // 데미지 계산 (현재 임시 값) DamageCalculator damageCalculator = new DamageCalculator(); @@ -177,18 +151,13 @@ namespace TON { var target = GameObject.FindGameObjectWithTag("Player"); UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 - // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정 - _spriteRenderer.flipX = target.transform.position.x < transform.position.x; + _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 } public void MonsterSkillLaunch() { - - // _spriteRenderer.flipX = target.transform.position.x < transform.position.x; - // newSkill.transform.position = transform.position + new Vector3(0, 1f, 0); - // newSkill.GetComponent().Direction = new Vector2(0, 1); var target = GameObject.FindGameObjectWithTag("Player"); _skillPattern.Attack(target); } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs index f70b44ec..e649adba 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterDataManager.cs @@ -1,13 +1,8 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TON { - using System.Collections.Generic; - using System.IO; - using UnityEngine; - public class MonsterDataManager : SingletonBase { // 전체 몬스터 데이터 리스트 diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs index 44391c5d..75ab6468 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs @@ -1,6 +1,3 @@ -using System.Collections; -using System.Collections.Generic; -using Unity.VisualScripting; using UnityEngine; namespace TON @@ -17,16 +14,12 @@ namespace TON public Vector2 Direction { set { direction = value.normalized; } - - } - // Start is called before the first frame update void Start() { _spriteRenderer = GetComponent(); - // 플레이어 태그로 플레이어 오브젝트를 찾아서 Transform 컴포넌트를 가져옴 GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) @@ -42,7 +35,6 @@ namespace TON SetDirection(); // 발사 방향 설정 } - // Update is called once per frame void Update() { transform.Translate(direction * speed * Time.deltaTime); @@ -59,20 +51,17 @@ namespace TON void SetDirection() { if (playerTransform == null) return; // 플레이어가 없으면 방향 설정 불가 - - // MonsterSkill과 Player의 위치 차이 계산 - Vector2 toPlayer = playerTransform.position - transform.position; + + Vector2 toPlayer = playerTransform.position - transform.position; // MonsterSkill과 Player의 위치 차이 계산 // 플레이어의 왼쪽/오른쪽 판별 if (toPlayer.x < 0) { - // 플레이어가 왼쪽에 있으면 왼쪽 방향으로 발사 - direction = new Vector2(-1, 0); + direction = new Vector2(-1, 0); // 플레이어가 왼쪽에 있으면 왼쪽 방향으로 발사 } else { - // 플레이어가 오른쪽에 있으면 오른쪽 방향으로 발사 - direction = new Vector2(1, 0); + direction = new Vector2(1, 0); // 플레이어가 오른쪽에 있으면 오른쪽 방향으로 발사 _spriteRenderer.flipX = true; // 왼쪽 방향일 때 좌우 반전 } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkillDataManager.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkillDataManager.cs index d0e293ba..4e084e99 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkillDataManager.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkillDataManager.cs @@ -1,13 +1,8 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TON { - using System.Collections.Generic; - using System.IO; - using UnityEngine; - public class MonsterSkillDataManager : SingletonBase { // 전체 몬스터 스킬 데이터 리스트 diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index 2d02f921..6b5988d4 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -1,4 +1,3 @@ -using System.Collections; using System.Collections.Generic; using UnityEngine; diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index 73fa913a..d97711d4 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -1,6 +1,3 @@ -using System.Collections; -using System.Collections.Generic; -using Assets.PixelFantasy.PixelMonsters.Common.Scripts; using UnityEngine; namespace TON diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs index 65e7e075..69d58942 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -8,11 +8,10 @@ namespace TON private Animator animator; private IState _state; private MonsterBase _monsterBase; - private TextMeshProUGUI _textState; - // public StateMachine(IState state, MonsterBase monsterBase, TextMeshProUGUI textState) - public StateMachine(IState state, MonsterBase monsterBase) + public StateMachine(IState state, MonsterBase monsterBase, TextMeshProUGUI textState) + // public StateMachine(IState state, MonsterBase monsterBase) { // 초기 상태 객체 생성 _monsterBase = monsterBase;; @@ -20,8 +19,8 @@ namespace TON _state = state; _state.Enter(_monsterBase); - // _textState = textState; - // _textState.text = _state.ToString(); + _textState = textState; + _textState.text = _state.ToString(); } public void Update() @@ -43,7 +42,7 @@ namespace TON _state = state; _state.Enter(_monsterBase); - // _textState.text = _state.ToString(); + _textState.text = _state.ToString(); } } @@ -57,7 +56,6 @@ namespace TON // 트리거 조건일 경우 다음 상태로 전환 IState CheckTransition(); - } public class IdleState : IState @@ -75,7 +73,6 @@ namespace TON private float _duration = 2; private float _currentDuration; - public void Enter(MonsterBase monsterBase) { _monsterBase = monsterBase; @@ -132,7 +129,6 @@ namespace TON return this; // TODO : 데미지 받을 때 - // 추적 범위에 들어왔을 때 if (_monsterBase.IsDetect) { @@ -176,9 +172,7 @@ namespace TON return new IdleState(); if (_monsterBase.IsSkillAttackable) - { return new MonsterSkillState(); - } // Attack으로 변경 if (_monsterBase.IsAttacking) @@ -202,7 +196,7 @@ namespace TON public void Enter(MonsterBase monsterBase) { _monsterBase = monsterBase; - _monsterBase.IsFisnishAttack = false; + _monsterBase.IsFinishAttack = false; _lastAttackTime = -_attackDelayTime; // 처음 진입시 바로 공격하도록 설정 } @@ -240,7 +234,7 @@ namespace TON public IState CheckTransition() { - if(_monsterBase.IsFisnishAttack == true) + if(_monsterBase.IsFinishAttack == true) return new IdleState(); return this;