스킬 데미지 계산 로직 반영

This commit is contained in:
aube.lee
2025-02-07 17:27:42 +09:00
parent 5968ae7a73
commit 5818ca2670
5 changed files with 60 additions and 19 deletions

View File

@@ -9,15 +9,19 @@ namespace TON
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
public float attackPower;
public float damage;
public string id = "K0003";
[SerializeField]
private float damage;
private string id = "K0003";
private DamageCalculator damageCalculator = new DamageCalculator();
private PlayerData playerData;
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
damage = SkillDataManager.Singleton.GetSkillData(id).damage;
attackPower = PlayerDataManager.Singleton.player.attackPower;
playerData = PlayerDataManager.Singleton.player;
}
void Update()
@@ -35,7 +39,17 @@ namespace TON
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
collision.GetComponent<IDamage>().ApplyDamage(damage * attackPower);
// 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 * this.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
}
}

View File

@@ -10,15 +10,19 @@ namespace TON
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
public float attackPower;
public float damage;
public string id = "K0001";
[SerializeField]
private float damage;
private string id = "K0001";
private DamageCalculator damageCalculator = new DamageCalculator();
private PlayerData playerData;
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
damage = SkillDataManager.Singleton.GetSkillData(id).damage;
attackPower = PlayerDataManager.Singleton.player.attackPower;
playerData = PlayerDataManager.Singleton.player;
}
void Update()
@@ -36,7 +40,17 @@ namespace TON
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
collision.GetComponent<IDamage>().ApplyDamage(damage * attackPower);
// 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 * this.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
}
}

View File

@@ -9,15 +9,18 @@ namespace TON
private float elapsedTime; // 경과 시간 저장 변수
public float destoryTime = 2f;
public float attackPower;
public float damage;
public string id = "K0002";
[SerializeField]
private float damage;
private string id = "K0002";
private DamageCalculator damageCalculator = new DamageCalculator();
private PlayerData playerData;
void OnEnable()
{
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화
damage = SkillDataManager.Singleton.GetSkillData(id).damage;
attackPower = PlayerDataManager.Singleton.player.attackPower;
playerData = PlayerDataManager.Singleton.player;
}
void Update()
@@ -35,7 +38,17 @@ namespace TON
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
collision.GetComponent<IDamage>().ApplyDamage(damage * attackPower);
// 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 * this.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
}
}