몬스터 공격 수정 테스트

This commit is contained in:
Mingu Kim
2025-02-08 23:20:38 +09:00
parent 85fae09b37
commit 5f69ad8e30
7 changed files with 179 additions and 50 deletions

View File

@@ -19,7 +19,7 @@ namespace TON
private void Update()
{
bool isMoving = false;
// bool isMoving = false;
if (Input.GetKey(KeyCode.RightArrow))
{
@@ -27,7 +27,7 @@ namespace TON
position.x += 5.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = false;
}
@@ -37,7 +37,7 @@ namespace TON
position.x -= 5.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = true;
}
@@ -47,7 +47,7 @@ namespace TON
position.y += 10.0f * Time.deltaTime;
_cachedTransform.position = position;
isMoving = true;
// isMoving = true;
_spriteRenderer.flipX = true;
}

View File

@@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class MonsterData
{
// 몬스터 아이디
public int id;
// 몬스터 명 or 프리팹 명?
public string name;
// 몬스터 타입 ex : melee, ranged
public string monsterType;
// 몬스터 체력
public int hp;
// 기본 공격력
public int attackPower;
// 기본 방어력
public int defensivePower;
public MonsterData(int id, string monsterType, string name, int hp, int attackPower, int defensivePower)
{
id = this.id;
monsterType = this.monsterType == "monster" ? "melle" : "ranged";
name = this.name;
hp = this.hp;
attackPower = this.attackPower;
defensivePower = this.defensivePower;
}
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class MonsterSkillData
{
public int id; // 몬스터 id
public string skillType; // 스킬 타입(공격, 근거리, 원거리)
public int damage; // 스킬 피해량
public float coolTime; // 스킬 쿨타임
public float skillRange; // 스킬 범위(콜라이더 조정)
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -14,7 +14,7 @@ namespace TON
public int id; // 적 고유 ID
public float currentHP = 100; // HP
public string name; // 몬스터 명 or 프리팹 명
// public string name; // 몬스터 명 or 프리팹 명
public string monsterType; // 몬스터 타입 ex : melee, ranged
@@ -68,12 +68,6 @@ namespace TON
// todo : 충돌 했으면 attack 전환 (바로 그냥 공격하게 따라가지 말고)
// todo : 시야를 벗어났으면 idle 전환
if (_isDetect)
{
_animator.SetTrigger("Attack");
_isWalking = false;
}
if (_isWalking)
{
// walking 상태에서 walkingTime을 초과할 경우 idle 애니메이션 재생
@@ -130,12 +124,12 @@ namespace TON
if (prevHP > 0 && currentHP <= 0)
{
_animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
// _animator.SetBool("Die", true); // 몬스터 죽는 애니메이션 트리거
Destroy(gameObject); // 몬스터 파괴
}
else if (prevHP > 0 && currentHP > 0)
{
_animator.SetBool("Hit", true); // 피격 애니메이션
// _animator.SetBool("Hit", true); // 피격 애니메이션
}
}
@@ -160,6 +154,11 @@ namespace TON
if (other.collider.CompareTag("Player"))
{
_isDetect = true;
_animator.SetTrigger("Attack");
if (_isDetect)
{
_isWalking = false;
}
MonsterAttack(other.gameObject); // 플레이어에게 공격
Debug.Log("감지됨");
}
@@ -168,6 +167,8 @@ namespace TON
private void OnCollisionExit2D(Collision2D other)
{
_isDetect = false;
_isWalking = true;
}
}
}

View File

@@ -1,5 +1,30 @@
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