몬스터 스킬 제거

This commit is contained in:
Mingu Kim
2025-03-03 01:39:46 +09:00
parent 8c00971304
commit 5880c7b932
12 changed files with 24 additions and 392 deletions

View File

@@ -1,94 +0,0 @@
using UnityEngine;
namespace TON
{
public abstract class SkillPattern
{
protected MonsterData _monsterData;
protected MonsterBase _monsterBase;
protected SkillPattern(MonsterData monsterData, MonsterBase monsterBase)
{
_monsterData = monsterData;
_monsterBase = monsterBase;
}
public bool IsAttackable { get; set; }
public abstract bool IsSkillInCooldown();
public abstract void Attack(GameObject target);
public abstract void Update();
}
public class MonsterSkillPattern : SkillPattern
{
private float _lastSkillTime;
private MonsterSkillData _monsterSkillData;
private MonsterSkill _skill;
private Vector3 _skillOffset = new Vector3(0, -0.5f, 0);
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($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료");
_skill = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillData.skillName}");
}
}
public override void Attack(GameObject target)
{
if (target == null) return;
_monsterBase.GetComponent<SpriteRenderer>().flipX = target.transform.position.x < _monsterBase.transform.position.x;
Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset;
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()
{
// 스킬 쿨다운 체크
if (!IsAttackable && Time.time - _lastSkillTime >= _monsterSkillData.cooldown)
{
IsAttackable = true;
// Debug.Log("스킬 쿨다운 완료");
}
}
public override bool IsSkillInCooldown()
{
return !IsAttackable;
}
}
}