skill cooltime 적용 로직 테스트 코드

This commit is contained in:
aube.lee
2025-02-08 14:49:06 +09:00
parent d4bafd6cec
commit 57eb4abea3
9 changed files with 118 additions and 165 deletions

View File

@@ -5,17 +5,41 @@ using UnityEngine;
namespace TON
{
[System.Serializable]
public abstract class SkillBase
public abstract class SkillBase : PoolAble
{
public float SkillCoolDown => SkillData.coolDown;
public float CurrentCoolDown { get; protected set; }
public SkillData SkillData { get; private set; }
public PlayerData playerData;
private DamageCalculator damageCalculator = new DamageCalculator();
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
public void Init(SkillData skillData)
{
SkillData = skillData;
playerData = PlayerDataManager.Singleton.player;
}
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
}
void Update()
{
UpdateSkill(Time.deltaTime);
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= destoryTime)
{
ReleaseObject();
}
}
public void UpdateSkill(float deltaTime)
@@ -25,7 +49,25 @@ namespace TON
}
public abstract void ExecuteSkill(CharacterBase actor);
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
// 기본 데미지 계산
// TODO: 장비 공격력 반영 필요
// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
// 몬스터 방어력
float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * SkillData.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
}
}
}
}