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currentHP = _monsterData.hp; + _maxHP = _monsterData.hp; + currentHP = _maxHP; defencePower = _monsterData.defencePower; Gold = _monsterData.Gold; Exp = _monsterData.Exp; @@ -93,7 +111,11 @@ namespace TON private void Update() { _stateMachine.Update(); - _skillPattern.Update(); + + if (_monsterData.monsterSkillID != 0) + { + _skillPattern.Update(); + } } public void FinishAttack() @@ -123,10 +145,29 @@ namespace TON { if (_hpBarImage != null) { - float minHPBarWidth = 5f; // 최소 HP 바 길이 (원하는 값으로 설정) - float hpBarWidth = Mathf.Max(currentHP / _maxHP * hpMaxWidth, minHPBarWidth); // 최소 길이 적용 - - _hpBarImage.GetComponent().sizeDelta = new Vector2(hpBarWidth, _hpBarImage.GetComponent().sizeDelta.y); + // 현재 HP가 0 이하로 내려가지 않도록 보정 + currentHP = Mathf.Max(0, currentHP); + + // HP 비율 계산 (0~1 사이 값) + float hpRatio = currentHP / _maxHP; + + // RectTransform 컴포넌트 가져오기 + RectTransform rectTransform = _hpBarImage.GetComponent(); + + // 현재 크기 가져오기 + Vector2 sizeDelta = rectTransform.sizeDelta; + + // x 크기를 HP 비율에 따라 조정 + sizeDelta.x = hpMaxWidth * hpRatio; + + // 변경된 크기 적용 + rectTransform.sizeDelta = sizeDelta; + + Debug.Log($"Current HP: {currentHP}, Max HP: {_maxHP}, Ratio: {hpRatio}, Bar Width: {sizeDelta.x}"); + } + else + { + Debug.LogWarning("HP Bar Image is not assigned!"); } } @@ -142,6 +183,8 @@ namespace TON // 기본 데미지 계산 (치명타 없음) float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); + _characterBase.ApplyDamage(damage); + Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index b990d1f5..2b611c06 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -19,6 +19,9 @@ namespace TON private const int TOTAL_WAVES = 10; private const int NORMAL_MONSTER_COUNT = 6; + private float initialDelay = 5f; // 게임 시작 후 첫 웨이브 시작까지의 대기 시간 + private bool gameStarted = false; + private float nextWaveDelay = 5f; // 다음 웨이브 시작 전 대기 시간 private bool isWaitingForNextWave = false; @@ -44,12 +47,39 @@ namespace TON availableSpawnPoints = new List(); activeMonsters = new List(); + // 5초 후에 첫 웨이브 시작 + StartCoroutine(StartGameWithDelay()); + } + + private IEnumerator StartGameWithDelay() + { + // 초기 카운트다운 표시 + float timer = initialDelay; + while (timer > 0) + { + if (waveCounter != null) + { + waveCounter.text = Mathf.CeilToInt(timer).ToString(); + } + timer -= Time.deltaTime; + yield return null; + } + + if (waveCounter != null) + { + waveCounter.text = null; + } + + gameStarted = true; StartNextWave(); } // Update is called once per frame void Update() { + // 게임이 시작되지 않았다면 업데이트 건너뛰기 + if (!gameStarted) return; + // 활성화된 몬스터 리스트에서 파괴된 몬스터 제거 activeMonsters.RemoveAll(monster => monster == null); @@ -77,10 +107,10 @@ namespace TON private void StartNextWave() { - currentWave++; - StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. + currentWave++; + if (currentWave > TOTAL_WAVES) { // Debug.Log("모든 웨이브 완료!"); @@ -130,9 +160,26 @@ namespace TON { foreach (Transform spawnPoint in spawnPoints) { - GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); - monsterPool.Add(normalMonster); - activeMonsters.Add(normalMonster); + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); } } } @@ -143,9 +190,26 @@ namespace TON { foreach (Transform spawnPoint in spawnPoints) { - GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); - monsterPool.Add(normalMonster); - activeMonsters.Add(normalMonster); + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index ee5483e7..41ceee57 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -23,45 +23,34 @@ namespace TON public class Monster1SkillPattern : SkillPattern { - private float _skill1CoolTime; - // private float _skill2CoolTime; - - private MonsterSkillData _monsterSkillData; - // private MonsterSkillData _monsterSkillDataTwo; + private float _skillCoolTime; - private MonsterSkill _skill1; - // private MonsterSkill _skill2; + private MonsterSkillData _monsterSkillData; + + private MonsterSkill _skill; private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값 public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) { _monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID); - // if (_monsterData.monsterSkillIDTwo > -1) - // { - // _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo); - // } - // if (_monsterSkillData != null && _monsterSkillDataTwo != null) + + if (_monsterSkillData != null) { Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); - // Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료"); // 프리팹을 연결한 코드 - _skill1 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); - // _skill2 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}"); + _skill = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); } else { Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다."); - // Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다."); } - - _skill1CoolTime = Time.realtimeSinceStartup; - // _skill2CoolTime = Time.realtimeSinceStartup; + _skillCoolTime = _monsterSkillData.cooldown; } public override void Attack(GameObject target) @@ -74,58 +63,16 @@ namespace TON Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset; // 프리팹을 지정된 위치에 생성 - Object.Instantiate(_skill1, spawnPosition, Quaternion.identity); + Object.Instantiate(_skill, spawnPosition, Quaternion.identity); } public override void Update() { - if (Time.realtimeSinceStartup - _skill1CoolTime >= _monsterSkillData.cooldown) + if (Time.realtimeSinceStartup - _skillCoolTime >= _monsterSkillData.cooldown) { // TODO : 범위 체크 IsAttackable = true; } - - // if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown) - // { - // // TODO : 범위 체크 - // IsAttackable = true; - // } } } - - // public class Monster2AttackPattern : AttackPattern - // { - // - // - // public Monster2AttackPattern(MonsterBase monsterBase) : base(monsterBase) - // { - // - // } - // - // public override void Attack() - // { - // - // Skill1(); - // - // Skill2(); - // - // MeleeAttack(); - // - // } - // - // private void Skill1() - // { - // - // } - // - // private void Skill2() - // { - // - // } - // - // private void MeleeAttack() - // { - // _monsterBase.PlayerAttack(); - // } - // } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs index 877b4e92..9ff38be6 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -245,7 +245,7 @@ namespace TON private const string AniAttack = "Attack"; // 공격 애니메이션 private MonsterBase _monsterBase; private float _skillAttackAnimationDuration = 0.5f; // 공격 애니메이션 지속 시간 - private float _skillAttackDelayTime = 2f; // 공격 딜레이 시간 + private float _skillAttackDelayTime = 10f; // 공격 딜레이 시간 private float _lastSkillAttackTime; // 마지막 공격 시간 private bool _isSkillAttacking;