몬스터 스킬 코드 추가

This commit is contained in:
Mingu Kim
2025-02-15 16:13:46 +09:00
parent 648452a153
commit 5d142c6652
12 changed files with 567 additions and 103 deletions

View File

@@ -59,7 +59,7 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: -671183861281683873}
m_Position: {x: 200, y: 0, z: 0}
m_Position: {x: 290, y: 60, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []

View File

@@ -33,7 +33,7 @@ AnimatorStateMachine:
m_ChildStates:
- serializedVersion: 1
m_State: {fileID: 6731845507815215767}
m_Position: {x: 200, y: 0, z: 0}
m_Position: {x: 350, y: 80, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions: []
m_EntryTransitions: []

View File

@@ -12,13 +12,16 @@ GameObject:
- component: {fileID: 2313231889635043601}
- component: {fileID: 8906552074109778006}
- component: {fileID: 6070165933855076790}
- component: {fileID: 6952956518810006418}
- component: {fileID: 1967762321234574692}
- component: {fileID: 8413106534327317216}
m_Layer: 0
m_Name: SmallFire
m_TagString: Untagged
m_TagString: MonsterSkill
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!4 &6011198421323057472
Transform:
m_ObjectHideFlags: 0
@@ -136,9 +139,65 @@ CircleCollider2D:
m_CallbackLayers:
serializedVersion: 2
m_Bits: 4294967295
m_IsTrigger: 0
m_IsTrigger: 1
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
serializedVersion: 2
m_Radius: 0.16
--- !u!50 &6952956518810006418
Rigidbody2D:
serializedVersion: 4
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8753046487433099813}
m_BodyType: 1
m_Simulated: 1
m_UseFullKinematicContacts: 0
m_UseAutoMass: 0
m_Mass: 1
m_LinearDrag: 0
m_AngularDrag: 0.05
m_GravityScale: 0
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_Interpolate: 0
m_SleepingMode: 1
m_CollisionDetection: 0
m_Constraints: 0
--- !u!114 &1967762321234574692
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8753046487433099813}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 190405d8d5d2c0e4683121e913af8457, type: 3}
m_Name:
m_EditorClassIdentifier:
speed: 10
damage: 1
--- !u!111 &8413106534327317216
Animation:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8753046487433099813}
m_Enabled: 1
serializedVersion: 3
m_Animation: {fileID: 0}
m_Animations: []
m_WrapMode: 0
m_PlayAutomatically: 1
m_AnimatePhysics: 0
m_CullingType: 0

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 0c496a90807181740b307cab80502f12
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,204 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &4487626989189845864
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2967262963877044795}
- component: {fileID: 4707592987925002032}
- component: {fileID: 3973976493912083445}
- component: {fileID: 1551178407196302141}
- component: {fileID: 8982412197521433167}
- component: {fileID: 2406791496712764415}
- component: {fileID: 1339834176233971923}
m_Layer: 0
m_Name: SmallFire
m_TagString: MonsterSkill
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2967262963877044795
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 9.6, y: -6.82, z: 0}
m_LocalScale: {x: 2, y: 2, z: 2}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!212 &4707592987925002032
SpriteRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_Enabled: 1
m_CastShadows: 0
m_ReceiveShadows: 0
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 0
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_Sprite: {fileID: 21300000, guid: dde1ef27cf5df374489b1b4a97f2b654, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
m_DrawMode: 0
m_Size: {x: 0.32, y: 0.2}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
m_MaskInteraction: 0
m_SpriteSortPoint: 0
--- !u!95 &3973976493912083445
Animator:
serializedVersion: 5
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 9100000, guid: 49f40d358006916488d6781f3ccffff6, type: 2}
m_CullingMode: 0
m_UpdateMode: 0
m_ApplyRootMotion: 0
m_LinearVelocityBlending: 0
m_StabilizeFeet: 0
m_WarningMessage:
m_HasTransformHierarchy: 1
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!58 &1551178407196302141
CircleCollider2D:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_Enabled: 1
m_Density: 1
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_ForceSendLayers:
serializedVersion: 2
m_Bits: 4294967295
m_ForceReceiveLayers:
serializedVersion: 2
m_Bits: 4294967295
m_ContactCaptureLayers:
serializedVersion: 2
m_Bits: 4294967295
m_CallbackLayers:
serializedVersion: 2
m_Bits: 4294967295
m_IsTrigger: 1
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: 0, y: 0}
serializedVersion: 2
m_Radius: 0.16
--- !u!50 &8982412197521433167
Rigidbody2D:
serializedVersion: 4
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_BodyType: 1
m_Simulated: 1
m_UseFullKinematicContacts: 0
m_UseAutoMass: 0
m_Mass: 1
m_LinearDrag: 0
m_AngularDrag: 0.05
m_GravityScale: 0
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_Interpolate: 0
m_SleepingMode: 1
m_CollisionDetection: 0
m_Constraints: 0
--- !u!114 &2406791496712764415
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 190405d8d5d2c0e4683121e913af8457, type: 3}
m_Name:
m_EditorClassIdentifier:
speed: 1
damage: 1
_spriteRenderer: {fileID: 0}
--- !u!111 &1339834176233971923
Animation:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 4487626989189845864}
m_Enabled: 1
serializedVersion: 3
m_Animation: {fileID: 0}
m_Animations: []
m_WrapMode: 0
m_PlayAutomatically: 1
m_AnimatePhysics: 0
m_CullingType: 0

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 0cc74a53f6c5c944b86daaa75d4bc576
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -64294,6 +64294,38 @@ Sprite:
m_PhysicsShape: []
m_Bones: []
m_SpriteID:
--- !u!1 &1704178534 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 8753046487433099813, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
m_PrefabInstance: {fileID: 3463084450120326597}
m_PrefabAsset: {fileID: 0}
--- !u!50 &1704178535
Rigidbody2D:
serializedVersion: 4
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1704178534}
m_BodyType: 1
m_Simulated: 1
m_UseFullKinematicContacts: 0
m_UseAutoMass: 0
m_Mass: 1
m_LinearDrag: 0
m_AngularDrag: 0.05
m_GravityScale: 1
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_Interpolate: 0
m_SleepingMode: 1
m_CollisionDetection: 0
m_Constraints: 0
--- !u!114 &1709543420
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -77173,10 +77205,22 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 90
objectReference: {fileID: 0}
- target: {fileID: 6302599676933473050, guid: 38634a6f4f9850d47baa381790643b17, type: 3}
propertyPath: m_SortingLayer
value: 1
objectReference: {fileID: 0}
- target: {fileID: 6302599676933473050, guid: 38634a6f4f9850d47baa381790643b17, type: 3}
propertyPath: m_SortingLayerID
value: -2014068629
objectReference: {fileID: 0}
- target: {fileID: 7658488480574400878, guid: 38634a6f4f9850d47baa381790643b17, type: 3}
propertyPath: m_Name
value: DropObject
objectReference: {fileID: 0}
- target: {fileID: 7658488480574400878, guid: 38634a6f4f9850d47baa381790643b17, type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
@@ -77192,11 +77236,11 @@ PrefabInstance:
m_Modifications:
- target: {fileID: 6011198421323057472, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_LocalPosition.x
value: 2.343256
value: 7.507
objectReference: {fileID: 0}
- target: {fileID: 6011198421323057472, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_LocalPosition.y
value: -6.64587
value: -6.405
objectReference: {fileID: 0}
- target: {fileID: 6011198421323057472, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_LocalPosition.z
@@ -77230,14 +77274,25 @@ PrefabInstance:
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 6070165933855076790, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_IsTrigger
value: 1
objectReference: {fileID: 0}
- target: {fileID: 8753046487433099813, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_Name
value: SmallFire
objectReference: {fileID: 0}
- target: {fileID: 8753046487433099813, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_AddedComponents:
- targetCorrespondingSourceObject: {fileID: 8753046487433099813, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
insertIndex: -1
addedObject: {fileID: 1704178535}
m_SourcePrefab: {fileID: 100100000, guid: 4ef2548480d47e244b87f430bbfbf910, type: 3}
--- !u!1001 &5291620879968733237
PrefabInstance:
@@ -77659,11 +77714,11 @@ SceneRoots:
- {fileID: 2131259786}
- {fileID: 431020306}
- {fileID: 1932526043}
- {fileID: 3463084450120326597}
- {fileID: 3241122426496265767}
- {fileID: 5448443593561372940}
- {fileID: 8606440973891989337}
- {fileID: 6430030730871762109}
- {fileID: 3463084450120326597}
- {fileID: 3102516619230165340}
- {fileID: 7890886326164678664}
- {fileID: 656779510139692607}

View File

@@ -9,14 +9,21 @@ namespace TON
[SerializeField]
private MonsterBase _monsterBase;
// private bool _isDetect;
private GameObject skill;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
skill = _monsterBase.smallFirePrefab;
GameObject newSkill = Instantiate<GameObject>(skill);
newSkill.transform.position = other.transform.position;
// newSkill.GetComponent<skill>().Direction = new Vector2(1, 0);
// _monsterBase.SetTransition(new AttackState());
// 플레이어 감지하면 따라가기
_monsterBase.SetTransition(new ChasingState());
// _monsterBase.SetTransition(new ChasingState());
Debug.Log("감지됨");
}

View File

@@ -68,6 +68,8 @@ namespace TON
public float cooldown; // 스킬 쿨다운
public float range; // 스킬 범위
public string animationName; // 스킬 애니메이션 이름
public GameObject smallFirePrefab;
// 첫 번째 프레임 전에 호출됩니다.
private void Start()
@@ -213,7 +215,7 @@ namespace TON
public void PlayerAttack()
{
var target = GameObject.FindGameObjectWithTag("Player");
Attack(target);
Attack(target);
}
public void SetOppositionDirection()

View File

@@ -0,0 +1,82 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
namespace TON
{
public class MonsterSkill : MonoBehaviour
{
public float speed = 3;
public float damage = 1;
Vector2 direction;
Transform playerTransform; // 플레이어의 Transform을 저장할 변수
[SerializeField] private SpriteRenderer _spriteRenderer; // 스킬의 스프라이트 렌더러
public Vector2 Direction
{
set { direction = value.normalized; }
}
// Start is called before the first frame update
void Start()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
// 플레이어 태그로 플레이어 오브젝트를 찾아서 Transform 컴포넌트를 가져옴
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
playerTransform = player.transform;
}
else
{
Debug.LogError("Player 오브젝트를 찾을 수 없습니다. 태그를 확인하세요.");
return; // 플레이어 없으면 이후 로직 실행 중지
}
SetDirection(); // 발사 방향 설정
}
// Update is called once per frame
void Update()
{
transform.Translate(direction * speed * Time.deltaTime);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Player") || collision.CompareTag("Ground"))
{
Destroy(gameObject);
}
}
void SetDirection()
{
if (playerTransform == null) return; // 플레이어가 없으면 방향 설정 불가
// MonsterSkill과 Player의 위치 차이 계산
Vector2 toPlayer = playerTransform.position - transform.position;
// 플레이어의 왼쪽/오른쪽 판별
if (toPlayer.x < 0)
{
// 플레이어가 왼쪽에 있으면 왼쪽 방향으로 발사
direction = new Vector2(-1, 0);
}
else
{
// 플레이어가 오른쪽에 있으면 오른쪽 방향으로 발사
direction = new Vector2(1, 0);
_spriteRenderer.flipX = true; // 왼쪽 방향일 때 좌우 반전
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 190405d8d5d2c0e4683121e913af8457
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -200,113 +200,142 @@ namespace TON
}
}
public class HitState : State
public class MonsterSkillState : State
{
private const string AniHit = "Hit"; // 격 애니메이션
private const string AniAttack = "Attack"; // 격 애니메이션
public GameObject smallFirePrefab;
private MonsterBase _monsterBase;
private float _hitStunDuration = 0.5f; // 피격 경직 시간
private float _hitStartTime;
public void Enter(MonsterBase monsterBase)
{
_monsterBase = monsterBase;
_hitStartTime = Time.time;
_monsterBase.ChangeAnimationState(AniHit);
Debug.Log($"피격 상태 진입! 현재 HP: {_monsterBase.currentHP}");
smallFirePrefab = _monsterBase.smallFirePrefab;
}
public void Update()
{
// 피격 경직 시간이 지나면 이전 상태로 복귀
if (Time.time >= _hitStartTime + _hitStunDuration)
{
// HP가 0 이하면 죽음 상태로 전환
if (_monsterBase.currentHP <= 0)
{
_monsterBase.SetTransition(new DeadState());
}
else
{
// 플레이어가 공격 범위 내에 있으면 공격 상태로, 아니면 추적 상태로
var target = GameObject.FindGameObjectWithTag("Player");
if (target != null)
{
float distanceToTarget =
Vector2.Distance(_monsterBase.transform.position, target.transform.position);
if (distanceToTarget <= _monsterBase.attackRange)
{
_monsterBase.SetTransition(new AttackState());
}
else
{
_monsterBase.SetTransition(new ChasingState());
}
}
}
}
_monsterBase.ChangeAnimationState(AniAttack);
}
public void Exit()
{
}
public void CheckTransition()
{
}
}
public class DeadState : State
{
private const string AniDead = "Death"; // 죽음 애니메이션
private MonsterBase _monsterBase;
private float _deathAnimationDuration = 1f; // 죽음 애니메이션 재생 시간
private float _deathStartTime;
private bool _hasTriggeredDeath = false;
public void Enter(MonsterBase monsterBase)
{
_monsterBase = monsterBase;
_deathStartTime = Time.time;
_monsterBase.ChangeAnimationState(AniDead);
// 죽음 처리 시작
StartDeathProcess();
}
private void StartDeathProcess()
{
if (_hasTriggeredDeath) return;
_hasTriggeredDeath = true;
// 콜라이더 비활성화
if (_monsterBase.GetComponent<Collider2D>() != null)
{
_monsterBase.GetComponent<Collider2D>().enabled = false;
}
Debug.Log($"몬스터 사망: {_monsterBase.name}");
// 여기에 경험치 드롭, 아이템 드롭 등의 로직 추가 가능
}
public void Update()
{
// 죽음 애니메이션이 끝나면 오브젝트 제거
if (Time.time >= _deathStartTime + _deathAnimationDuration)
{
GameObject.Destroy(_monsterBase.gameObject);
}
}
public void Exit()
{
}
public void CheckTransition()
{
// 죽음 상태에서는 다른 상태로 전환되지 않음
}
}
//
// public class HitState : State
// {
// private const string AniHit = "Hit"; // 피격 애니메이션
// private MonsterBase _monsterBase;
// private float _hitStunDuration = 0.5f; // 피격 경직 시간
// private float _hitStartTime;
//
// public void Enter(MonsterBase monsterBase)
// {
// _monsterBase = monsterBase;
// _hitStartTime = Time.time;
// _monsterBase.ChangeAnimationState(AniHit);
//
// Debug.Log($"피격 상태 진입! 현재 HP: {_monsterBase.currentHP}");
// }
//
// public void Update()
// {
// // 피격 경직 시간이 지나면 이전 상태로 복귀
// if (Time.time >= _hitStartTime + _hitStunDuration)
// {
// // HP가 0 이하면 죽음 상태로 전환
// if (_monsterBase.currentHP <= 0)
// {
// _monsterBase.SetTransition(new DeadState());
// }
// else
// {
// // 플레이어가 공격 범위 내에 있으면 공격 상태로, 아니면 추적 상태로
// var target = GameObject.FindGameObjectWithTag("Player");
// if (target != null)
// {
// float distanceToTarget =
// Vector2.Distance(_monsterBase.transform.position, target.transform.position);
// if (distanceToTarget <= _monsterBase.attackRange)
// {
// _monsterBase.SetTransition(new AttackState());
// }
// else
// {
// _monsterBase.SetTransition(new ChasingState());
// }
// }
// }
// }
// }
//
// public void Exit()
// {
// }
//
// public void CheckTransition()
// {
// }
// }
//
// public class DeadState : State
// {
// private const string AniDead = "Death"; // 죽음 애니메이션
// private MonsterBase _monsterBase;
// private float _deathAnimationDuration = 1f; // 죽음 애니메이션 재생 시간
// private float _deathStartTime;
// private bool _hasTriggeredDeath = false;
//
// public void Enter(MonsterBase monsterBase)
// {
// _monsterBase = monsterBase;
// _deathStartTime = Time.time;
// _monsterBase.ChangeAnimationState(AniDead);
//
// // 죽음 처리 시작
// StartDeathProcess();
// }
//
// private void StartDeathProcess()
// {
// if (_hasTriggeredDeath) return;
//
// _hasTriggeredDeath = true;
//
// // 콜라이더 비활성화
// if (_monsterBase.GetComponent<Collider2D>() != null)
// {
// _monsterBase.GetComponent<Collider2D>().enabled = false;
// }
//
// Debug.Log($"몬스터 사망: {_monsterBase.name}");
//
// // 여기에 경험치 드롭, 아이템 드롭 등의 로직 추가 가능
// }
//
// public void Update()
// {
// // 죽음 애니메이션이 끝나면 오브젝트 제거
// if (Time.time >= _deathStartTime + _deathAnimationDuration)
// {
// GameObject.Destroy(_monsterBase.gameObject);
// }
// }
//
// public void Exit()
// {
// }
//
// public void CheckTransition()
// {
// // 죽음 상태에서는 다른 상태로 전환되지 않음
// }
// }
}