몬스터 공격 수정 테스트
This commit is contained in:
@@ -19,7 +19,7 @@ namespace TON
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private void Update()
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{
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bool isMoving = false;
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// bool isMoving = false;
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if (Input.GetKey(KeyCode.RightArrow))
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{
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@@ -27,7 +27,7 @@ namespace TON
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position.x += 5.0f * Time.deltaTime;
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_cachedTransform.position = position;
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isMoving = true;
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// isMoving = true;
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_spriteRenderer.flipX = false;
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}
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@@ -37,7 +37,7 @@ namespace TON
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position.x -= 5.0f * Time.deltaTime;
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_cachedTransform.position = position;
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isMoving = true;
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// isMoving = true;
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_spriteRenderer.flipX = true;
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}
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@@ -47,7 +47,7 @@ namespace TON
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position.y += 10.0f * Time.deltaTime;
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_cachedTransform.position = position;
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isMoving = true;
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// isMoving = true;
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_spriteRenderer.flipX = true;
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}
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34
Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs
Normal file
34
Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs
Normal file
@@ -0,0 +1,34 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class MonsterData
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{
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// 몬스터 아이디
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public int id;
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// 몬스터 명 or 프리팹 명?
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public string name;
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// 몬스터 타입 ex : melee, ranged
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public string monsterType;
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// 몬스터 체력
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public int hp;
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// 기본 공격력
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public int attackPower;
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// 기본 방어력
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public int defensivePower;
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public MonsterData(int id, string monsterType, string name, int hp, int attackPower, int defensivePower)
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{
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id = this.id;
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monsterType = this.monsterType == "monster" ? "melle" : "ranged";
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name = this.name;
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hp = this.hp;
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attackPower = this.attackPower;
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defensivePower = this.defensivePower;
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 3baf3e61ce1aff24b90ec264fa763bd0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,17 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class MonsterSkillData
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{
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public int id; // 몬스터 id
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public string skillType; // 스킬 타입(공격, 근거리, 원거리)
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public int damage; // 스킬 피해량
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public float coolTime; // 스킬 쿨타임
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public float skillRange; // 스킬 범위(콜라이더 조정)
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 68285054ac94bb741b8b33e422a9e28c
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -14,7 +14,7 @@ namespace TON
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public int id; // 적 고유 ID
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public float currentHP = 100; // HP
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public string name; // 몬스터 명 or 프리팹 명
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// public string name; // 몬스터 명 or 프리팹 명
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public string monsterType; // 몬스터 타입 ex : melee, ranged
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@@ -68,12 +68,6 @@ namespace TON
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// todo : 충돌 했으면 attack 전환 (바로 그냥 공격하게 따라가지 말고)
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// todo : 시야를 벗어났으면 idle 전환
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if (_isDetect)
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{
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_animator.SetTrigger("Attack");
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_isWalking = false;
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}
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if (_isWalking)
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{
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// walking 상태에서 walkingTime을 초과할 경우 idle 애니메이션 재생
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@@ -130,12 +124,12 @@ namespace TON
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if (prevHP > 0 && currentHP <= 0)
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{
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_animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
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// _animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
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Destroy(gameObject); // 몬스터 파괴
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}
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else if (prevHP > 0 && currentHP > 0)
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{
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_animator.SetBool("Hit", true); // 피격 애니메이션
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// _animator.SetBool("Hit", true); // 피격 애니메이션
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}
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}
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@@ -160,6 +154,11 @@ namespace TON
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if (other.collider.CompareTag("Player"))
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{
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_isDetect = true;
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_animator.SetTrigger("Attack");
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if (_isDetect)
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{
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_isWalking = false;
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}
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MonsterAttack(other.gameObject); // 플레이어에게 공격
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Debug.Log("감지됨");
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}
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@@ -168,6 +167,8 @@ namespace TON
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private void OnCollisionExit2D(Collision2D other)
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{
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_isDetect = false;
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_isWalking = true;
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}
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}
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}
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@@ -1,5 +1,30 @@
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Block a user