몬스터 공격시 캐릭터 데미지 대상 지정 및 몬스터 피격 시 HP바 감소
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Gold: 0
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@@ -75271,6 +75793,63 @@ Sprite:
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m_PhysicsShape: []
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m_Bones: []
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m_Bones: []
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@@ -76341,6 +76920,10 @@ PrefabInstance:
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propertyPath: m_Name
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value: MonsterBase
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value: MonsterBase
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m_AddedGameObjects: []
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m_AddedGameObjects: []
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@@ -76864,3 +77447,13 @@ SceneRoots:
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- {fileID: 6994367162197659328}
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- {fileID: 9115962474533691980}
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- {fileID: 290283583}
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- {fileID: 1423548762}
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|||||||
@@ -7,6 +7,11 @@ namespace TON
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private MonsterBase _monsterBase;
|
private MonsterBase _monsterBase;
|
||||||
|
|
||||||
|
public void SetMonsterBase(MonsterBase monsterBase)
|
||||||
|
{
|
||||||
|
_monsterBase = monsterBase;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D other)
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
{
|
{
|
||||||
if (other.CompareTag("Player"))
|
if (other.CompareTag("Player"))
|
||||||
|
|||||||
@@ -7,6 +7,11 @@ namespace TON
|
|||||||
[SerializeField]
|
[SerializeField]
|
||||||
private MonsterBase _monsterBase;
|
private MonsterBase _monsterBase;
|
||||||
|
|
||||||
|
public void SetMonsterBase(MonsterBase monsterBase)
|
||||||
|
{
|
||||||
|
_monsterBase = monsterBase;
|
||||||
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D other)
|
private void OnTriggerEnter2D(Collider2D other)
|
||||||
{
|
{
|
||||||
if (other.CompareTag("Player"))
|
if (other.CompareTag("Player"))
|
||||||
|
|||||||
@@ -38,6 +38,8 @@ namespace TON
|
|||||||
public int Gold = 0;
|
public int Gold = 0;
|
||||||
public int Exp = 0;
|
public int Exp = 0;
|
||||||
public int Score = 0;
|
public int Score = 0;
|
||||||
|
|
||||||
|
private CharacterBase _characterBase;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
@@ -56,6 +58,21 @@ namespace TON
|
|||||||
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
|
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
|
||||||
|
|
||||||
_collider = GetComponent<Collider2D>(); // 콜라이더 컴포넌트 초기화
|
_collider = GetComponent<Collider2D>(); // 콜라이더 컴포넌트 초기화
|
||||||
|
|
||||||
|
// CharacterBase 참조 설정
|
||||||
|
_characterBase = GameObject.Find("TON.Player").GetComponentInChildren<CharacterBase>();
|
||||||
|
|
||||||
|
// HP 바 초기화
|
||||||
|
// HP 바 초기화
|
||||||
|
if (_hpBarImage != null)
|
||||||
|
{
|
||||||
|
RectTransform rectTransform = _hpBarImage.GetComponent<RectTransform>();
|
||||||
|
hpMaxWidth = rectTransform.sizeDelta.x; // 초기 최대 너비 저장
|
||||||
|
_maxHP = _monsterData.hp;
|
||||||
|
currentHP = _maxHP;
|
||||||
|
|
||||||
|
Debug.Log($"Initial HP Bar Width: {hpMaxWidth}, Max HP: {_maxHP}");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void InitializeMonsterData()
|
private void InitializeMonsterData()
|
||||||
@@ -64,7 +81,8 @@ namespace TON
|
|||||||
|
|
||||||
if (_monsterData != null)
|
if (_monsterData != null)
|
||||||
{
|
{
|
||||||
currentHP = _monsterData.hp;
|
_maxHP = _monsterData.hp;
|
||||||
|
currentHP = _maxHP;
|
||||||
defencePower = _monsterData.defencePower;
|
defencePower = _monsterData.defencePower;
|
||||||
Gold = _monsterData.Gold;
|
Gold = _monsterData.Gold;
|
||||||
Exp = _monsterData.Exp;
|
Exp = _monsterData.Exp;
|
||||||
@@ -93,7 +111,11 @@ namespace TON
|
|||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
_stateMachine.Update();
|
_stateMachine.Update();
|
||||||
_skillPattern.Update();
|
|
||||||
|
if (_monsterData.monsterSkillID != 0)
|
||||||
|
{
|
||||||
|
_skillPattern.Update();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void FinishAttack()
|
public void FinishAttack()
|
||||||
@@ -123,10 +145,29 @@ namespace TON
|
|||||||
{
|
{
|
||||||
if (_hpBarImage != null)
|
if (_hpBarImage != null)
|
||||||
{
|
{
|
||||||
float minHPBarWidth = 5f; // 최소 HP 바 길이 (원하는 값으로 설정)
|
// 현재 HP가 0 이하로 내려가지 않도록 보정
|
||||||
float hpBarWidth = Mathf.Max(currentHP / _maxHP * hpMaxWidth, minHPBarWidth); // 최소 길이 적용
|
currentHP = Mathf.Max(0, currentHP);
|
||||||
|
|
||||||
_hpBarImage.GetComponent<RectTransform>().sizeDelta = new Vector2(hpBarWidth, _hpBarImage.GetComponent<RectTransform>().sizeDelta.y);
|
// HP 비율 계산 (0~1 사이 값)
|
||||||
|
float hpRatio = currentHP / _maxHP;
|
||||||
|
|
||||||
|
// RectTransform 컴포넌트 가져오기
|
||||||
|
RectTransform rectTransform = _hpBarImage.GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
// 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)
|
// 기본 데미지 계산 (치명타 없음)
|
||||||
float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
|
float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
|
||||||
|
|
||||||
|
_characterBase.ApplyDamage(damage);
|
||||||
|
|
||||||
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
|
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -19,6 +19,9 @@ namespace TON
|
|||||||
private const int TOTAL_WAVES = 10;
|
private const int TOTAL_WAVES = 10;
|
||||||
private const int NORMAL_MONSTER_COUNT = 6;
|
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 float nextWaveDelay = 5f; // 다음 웨이브 시작 전 대기 시간
|
||||||
private bool isWaitingForNextWave = false;
|
private bool isWaitingForNextWave = false;
|
||||||
|
|
||||||
@@ -44,12 +47,39 @@ namespace TON
|
|||||||
availableSpawnPoints = new List<int>();
|
availableSpawnPoints = new List<int>();
|
||||||
activeMonsters = new List<GameObject>();
|
activeMonsters = new List<GameObject>();
|
||||||
|
|
||||||
|
// 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();
|
StartNextWave();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
// 게임이 시작되지 않았다면 업데이트 건너뛰기
|
||||||
|
if (!gameStarted) return;
|
||||||
|
|
||||||
// 활성화된 몬스터 리스트에서 파괴된 몬스터 제거
|
// 활성화된 몬스터 리스트에서 파괴된 몬스터 제거
|
||||||
activeMonsters.RemoveAll(monster => monster == null);
|
activeMonsters.RemoveAll(monster => monster == null);
|
||||||
|
|
||||||
@@ -77,10 +107,10 @@ namespace TON
|
|||||||
|
|
||||||
private void StartNextWave()
|
private void StartNextWave()
|
||||||
{
|
{
|
||||||
currentWave++;
|
|
||||||
|
|
||||||
StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달.
|
StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달.
|
||||||
|
|
||||||
|
currentWave++;
|
||||||
|
|
||||||
if (currentWave > TOTAL_WAVES)
|
if (currentWave > TOTAL_WAVES)
|
||||||
{
|
{
|
||||||
// Debug.Log("모든 웨이브 완료!");
|
// Debug.Log("모든 웨이브 완료!");
|
||||||
@@ -130,9 +160,26 @@ namespace TON
|
|||||||
{
|
{
|
||||||
foreach (Transform spawnPoint in spawnPoints)
|
foreach (Transform spawnPoint in spawnPoints)
|
||||||
{
|
{
|
||||||
GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity);
|
GameObject monsterPrefab = GetNormalMonsterPrefab();
|
||||||
monsterPool.Add(normalMonster);
|
Vector3 spawnPosition = spawnPoint.position;
|
||||||
activeMonsters.Add(normalMonster);
|
|
||||||
|
GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity);
|
||||||
|
monster.transform.parent = transform;
|
||||||
|
|
||||||
|
// MonsterBase 컴포넌트 가져오기
|
||||||
|
MonsterBase monsterBase = monster.GetComponent<MonsterBase>();
|
||||||
|
|
||||||
|
// Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정
|
||||||
|
Attack attackComponent = monster.GetComponentInChildren<Attack>();
|
||||||
|
Eyesight eyesightComponent = monster.GetComponentInChildren<Eyesight>();
|
||||||
|
|
||||||
|
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)
|
foreach (Transform spawnPoint in spawnPoints)
|
||||||
{
|
{
|
||||||
GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity);
|
GameObject monsterPrefab = GetNormalMonsterPrefab();
|
||||||
monsterPool.Add(normalMonster);
|
Vector3 spawnPosition = spawnPoint.position;
|
||||||
activeMonsters.Add(normalMonster);
|
|
||||||
|
GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity);
|
||||||
|
monster.transform.parent = transform;
|
||||||
|
|
||||||
|
// MonsterBase 컴포넌트 가져오기
|
||||||
|
MonsterBase monsterBase = monster.GetComponent<MonsterBase>();
|
||||||
|
|
||||||
|
// Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정
|
||||||
|
Attack attackComponent = monster.GetComponentInChildren<Attack>();
|
||||||
|
Eyesight eyesightComponent = monster.GetComponentInChildren<Eyesight>();
|
||||||
|
|
||||||
|
if (attackComponent != null)
|
||||||
|
attackComponent.SetMonsterBase(monsterBase);
|
||||||
|
if (eyesightComponent != null)
|
||||||
|
eyesightComponent.SetMonsterBase(monsterBase);
|
||||||
|
|
||||||
|
monsterPool.Add(monster);
|
||||||
|
activeMonsters.Add(monster);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -23,45 +23,34 @@ namespace TON
|
|||||||
|
|
||||||
public class Monster1SkillPattern : SkillPattern
|
public class Monster1SkillPattern : SkillPattern
|
||||||
{
|
{
|
||||||
private float _skill1CoolTime;
|
private float _skillCoolTime;
|
||||||
// private float _skill2CoolTime;
|
|
||||||
|
|
||||||
private MonsterSkillData _monsterSkillData;
|
|
||||||
// private MonsterSkillData _monsterSkillDataTwo;
|
|
||||||
|
|
||||||
private MonsterSkill _skill1;
|
private MonsterSkillData _monsterSkillData;
|
||||||
// private MonsterSkill _skill2;
|
|
||||||
|
private MonsterSkill _skill;
|
||||||
|
|
||||||
private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값
|
private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값
|
||||||
|
|
||||||
public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase)
|
public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase)
|
||||||
{
|
{
|
||||||
_monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID);
|
_monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID);
|
||||||
// if (_monsterData.monsterSkillIDTwo > -1)
|
|
||||||
// {
|
|
||||||
// _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (_monsterSkillData != null && _monsterSkillDataTwo != null)
|
|
||||||
|
|
||||||
if (_monsterSkillData != null)
|
if (_monsterSkillData != null)
|
||||||
{
|
{
|
||||||
|
|
||||||
Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료");
|
Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료");
|
||||||
// Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료");
|
|
||||||
|
|
||||||
// 프리팹을 연결한 코드
|
// 프리팹을 연결한 코드
|
||||||
_skill1 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillData.skillName}");
|
_skill = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillData.skillName}");
|
||||||
// _skill2 = Resources.Load<MonsterSkill>($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}");
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다.");
|
Debug.LogError($"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)
|
public override void Attack(GameObject target)
|
||||||
@@ -74,58 +63,16 @@ namespace TON
|
|||||||
Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset;
|
Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset;
|
||||||
|
|
||||||
// 프리팹을 지정된 위치에 생성
|
// 프리팹을 지정된 위치에 생성
|
||||||
Object.Instantiate(_skill1, spawnPosition, Quaternion.identity);
|
Object.Instantiate(_skill, spawnPosition, Quaternion.identity);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Update()
|
public override void Update()
|
||||||
{
|
{
|
||||||
if (Time.realtimeSinceStartup - _skill1CoolTime >= _monsterSkillData.cooldown)
|
if (Time.realtimeSinceStartup - _skillCoolTime >= _monsterSkillData.cooldown)
|
||||||
{
|
{
|
||||||
// TODO : 범위 체크
|
// TODO : 범위 체크
|
||||||
IsAttackable = true;
|
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();
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -245,7 +245,7 @@ namespace TON
|
|||||||
private const string AniAttack = "Attack"; // 공격 애니메이션
|
private const string AniAttack = "Attack"; // 공격 애니메이션
|
||||||
private MonsterBase _monsterBase;
|
private MonsterBase _monsterBase;
|
||||||
private float _skillAttackAnimationDuration = 0.5f; // 공격 애니메이션 지속 시간
|
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 float _lastSkillAttackTime; // 마지막 공격 시간
|
||||||
|
|
||||||
private bool _isSkillAttacking;
|
private bool _isSkillAttacking;
|
||||||
|
|||||||
Reference in New Issue
Block a user