캐릭터 기본 공격 로직 적용을 위한 몬스터 방어력 변수 적용

This commit is contained in:
aube.lee
2025-02-07 17:01:57 +09:00
parent ab2fd3d02e
commit 5968ae7a73
2 changed files with 17 additions and 10 deletions

View File

@@ -28,7 +28,10 @@ namespace TON
// 기본 데미지 계산
// TODO: 장비 공격력 반영 필요
// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, playerData.defensivePower);
// 몬스터 방어력
float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, monsterDefencePower);
// 치명타 적용 (캐릭터는 적용)
damage = damageCalculator.ApplyCriticalDamage(damage, true);

View File

@@ -33,6 +33,8 @@ namespace TON
[SerializeField]
private GameObject _target;
public float defencePower;
// Start is called before the first frame update
void Start()
{
@@ -44,6 +46,8 @@ namespace TON
_spriteRenderer.flipX = !(_direction.x > 0);
// TODO: 몬스터 방어력 세팅 임시값
defencePower = 10f;
}
// Update is called once per frame