This commit is contained in:
aube.lee
2025-02-09 12:23:35 +09:00
10 changed files with 287 additions and 132 deletions

View File

@@ -19,7 +19,7 @@ namespace TON
private void Update()
{
bool isMoving = false;
// bool isMoving = false;
if (Input.GetKey(KeyCode.RightArrow))
{
@@ -27,7 +27,7 @@ namespace TON
position.x += 5.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = false;
}
@@ -37,7 +37,7 @@ namespace TON
position.x -= 5.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = true;
}
@@ -47,7 +47,7 @@ namespace TON
position.y += 10.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = true;
}

View File

@@ -25190,7 +25190,7 @@ PrefabInstance:
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@@ -25199,7 +25199,7 @@ PrefabInstance:
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@@ -50707,7 +50707,7 @@ Rigidbody2D:
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m_UseAutoMass: 0
m_Mass: 1
m_Mass: 0.0001
m_LinearDrag: 0
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m_GravityScale: 1

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
@@ -13,7 +14,7 @@ namespace TON
public int id; // 적 고유 ID
public float currentHP = 100; // HP
public string name; // 몬스터 명 or 프리팹 명
// public string name; // 몬스터 명 or 프리팹 명
public string monsterType; // 몬스터 타입 ex : melee, ranged
@@ -58,6 +59,15 @@ namespace TON
// TODO: 몬스터 방어력 임시값
defencePower = 10f;
// // 몬스터 데이터 로드
// MonsterData monsterData = MonsterDataManager.Instance.monsterDataDict[monsterID];
//
// // 몬스터 데이터 적용
// Debug.Log("몬스터 이름: " + monsterData.name);
// Debug.Log("공격력: " + monsterData.attackPower);
// Debug.Log("체력: " + monsterData.health);
// Debug.Log("속도: " + monsterData.speed);
}
// Update is called once per frame
@@ -67,8 +77,6 @@ namespace TON
// todo : 충돌 했으면 attack 전환 (바로 그냥 공격하게 따라가지 말고)
// todo : 시야를 벗어났으면 idle 전환
_isDetect = false;
if (_isWalking)
{
// walking 상태에서 walkingTime을 초과할 경우 idle 애니메이션 재생
@@ -97,14 +105,7 @@ namespace TON
_isWalking = true;
}
}
// if (_isHit)
// {
// _animator.SetBool("Attack", _isDetect);
//
// _isWalking = false;
//
// }
_animator.SetBool("Walk", _isWalking); // 걷기 애니메이션
}
@@ -132,17 +133,18 @@ namespace TON
if (prevHP > 0 && currentHP <= 0)
{
_animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
// _animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
Destroy(gameObject); // 몬스터 파괴
}
else if (prevHP > 0 && currentHP > 0)
{
_animator.SetBool("Hit", true); // 피격 애니메이션
// _animator.SetBool("Hit", true); // 피격 애니메이션
}
}
void MonsterAttack(GameObject player)
{
_animator.SetTrigger("Attack");
// 임시 반영 수정 예정
DamageCalculator damageCalculator = new DamageCalculator();
@@ -158,20 +160,24 @@ namespace TON
private void OnCollisionEnter2D(Collision2D other)
{
_isDetect = true;
if (other.collider.CompareTag("Player"))
{
_animator.SetBool("Attack", true); // 공격 애니메이션 재생
_isDetect = true;
_animator.SetTrigger("Attack");
if (_isDetect)
{
_isWalking = false;
}
MonsterAttack(other.gameObject); // 플레이어에게 공격
Debug.Log("감지됨");
}
}
if (!other.collider.CompareTag("Player"))
{
_isDetect = false;
}
private void OnCollisionExit2D(Collision2D other)
{
_isDetect = false;
_isWalking = true;
}
}
}

View File

@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class MonsterData
{
// 몬스터 아이디
public int id;
// 몬스터 명 or 프리팹 명?
public string name;
// 몬스터 타입 ex : melee, ranged
public string monsterType;
// 몬스터 체력
public int hp;
// 기본 공격력
public int attackPower;
// 기본 방어력
public int defensivePower;
public MonsterData(int id, string monsterType, string name, int hp, int attackPower, int defensivePower)
{
id = this.id;
monsterType = this.monsterType == "monster" ? "melle" : "ranged";
name = this.name;
hp = this.hp;
attackPower = this.attackPower;
defensivePower = this.defensivePower;
}
}
}

View File

@@ -0,0 +1,11 @@
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guid: 3baf3e61ce1aff24b90ec264fa763bd0
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View File

@@ -0,0 +1,79 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class MonsterDataManager : MonoBehaviour
{
public static MonsterDataManager Instance { get; private set; }
public Dictionary<int, MonsterData> monsterDataDict = new Dictionary<int, MonsterData>();
// void Awake()
// {
// if (Instance == null)
// {
// Instance = this;
// }
// else
// {
// Destroy(gameObject);
// return;
// }
//
// LoadMonsterData("monster_data.csv"); // CSV 파일 이름
// }
// void LoadMonsterData(string fileName)
// {
// List<string[]> data = ReadCSV(fileName);
//
// // 첫 번째 행은 헤더이므로 건너뜀
// for (int i = 1; i < data.Count; i++)
// {
// string[] row = data[i];
// MonsterData monsterData = new MonsterData();
//
// monsterData.id = int.Parse(row[0]);
// monsterData.name = row[1];
// monsterData.attackPower = int.Parse(row[2]);
// monsterData.health = int.Parse(row[3]);
// monsterData.speed = float.Parse(row[4]);
//
// monsterDataDict.Add(monsterData.id, monsterData);
// }
// }
//
// List<string[]> ReadCSV(string fileName)
// {
// List<string[]> data = new List<string[]>();
// TextAsset textAsset = Resources.Load<TextAsset>(fileName); // Resources 폴더에서 파일 로드
//
// using (StringReader reader = new StringReader(textAsset.text))
// {
// while (!reader.EndOfStream)
// {
// string line = reader.ReadLine();
// string[] row = line.Split(',');
// data.Add(row);
// }
// }
//
// return data;
// }
}
}
// 몬스터 데이터 클래스
public class MonsterData
{
public int id;
public string name;
public int attackPower;
public int health;
public float speed;
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class MonsterSkillData
{
public int id; // 몬스터 id
public string skillType; // 스킬 타입(공격, 근거리, 원거리)
public int damage; // 스킬 피해량
public float coolTime; // 스킬 쿨타임
public float skillRange; // 스킬 범위(콜라이더 조정)
}
}

View File

@@ -0,0 +1,11 @@
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@@ -1,5 +1,30 @@
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