몬스터 공격 시 캐릭터 방어력 값 참조 추가 및 리워드 코드 추가

This commit is contained in:
Mingu Kim
2025-02-27 18:17:57 +09:00
parent db924ce506
commit 66a2b373d3
4 changed files with 162 additions and 32 deletions

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View File

@@ -10,7 +10,7 @@ namespace TON
[SerializeField] private GameObject _target; // 몬스터의 타겟
[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
[SerializeField] private TextMeshProUGUI _textState;
// [SerializeField] private TextMeshProUGUI _textState;
[SerializeField] public int id; // 몬스터의 ID
public float defencePower;
public float defenceIntention = 30; // 몬스터 방어력 변수
@@ -20,10 +20,12 @@ namespace TON
public float currentHP { get; private set; } // 몬스터 현재 체력
private float hpMaxWidth;
private PlayerData _playerData;
private MonsterData _monsterData;
private Animator _animator; // 몬스터 애니메이터
private string currentAnimationState; // 현재 애니메이션 상태
private float moveSpeed = 2f;
StateMachine _stateMachine;
private SkillPattern _skillPattern;
@@ -33,6 +35,10 @@ namespace TON
public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
public bool IsSkillAttackable => _skillPattern.IsAttackable;
public int Gold = 0;
public int Exp = 0;
public int Score = 0;
private void Start()
{
_animator = GetComponent<Animator>(); // 애니메이터 컴포넌트 초기화
@@ -45,8 +51,6 @@ namespace TON
_skillPattern = new Monster1SkillPattern(_monsterData, this);
id = _monsterData.id;
_direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향)
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
@@ -62,8 +66,11 @@ namespace TON
{
currentHP = _monsterData.hp;
defencePower = _monsterData.defencePower;
Gold = _monsterData.Gold;
Exp = _monsterData.Exp;
Score = _monsterData.Score;
Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
// Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
}
else
{
@@ -71,6 +78,11 @@ namespace TON
}
}
public void RewardData()
{
StageManager.Singleton.SetRewardData(Gold, Exp, Score);
}
public void ChangeAnimationState(string newState)
{
if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
@@ -94,7 +106,7 @@ namespace TON
float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
currentHP -= damage;
UpdateHPBar();
UpdateHPBar(currentHP);
if (prevHP > 0 && currentHP <= 0)
{
@@ -107,7 +119,7 @@ namespace TON
}
}
private void UpdateHPBar()
private void UpdateHPBar(float currentHP)
{
if (_hpBarImage != null)
{
@@ -118,15 +130,14 @@ namespace TON
}
}
public void Attack(GameObject player)
public void Attack()
{
// 데미지 계산 (현재 임시 값)
DamageCalculator damageCalculator = new DamageCalculator();
float baseAttack = _monsterData.attackPower; // 기본 공격력
float equipmentAttack = 0; // 장비 공격력
// float defense = _monsterData.defencePower; // 방어력 비율
float defense = PlayerDataManager.Singleton.defensiveIntention; // 캐릭터 방어력
float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력
// 기본 데미지 계산 (치명타 없음)
float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
@@ -134,12 +145,6 @@ namespace TON
Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
}
public void PlayerAttack()
{
var target = GameObject.FindGameObjectWithTag("Player");
Attack(target);
}
public void SetOppositionDirection()
{
_direction *= -1; // 이동 방향 반전
@@ -148,7 +153,7 @@ namespace TON
public void Move()
{
transform.Translate(_direction * _monsterData.moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
transform.Translate(_direction * moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
}
public void Chasing()
@@ -157,17 +162,21 @@ namespace TON
UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산
_spriteRenderer.flipX = target.transform.position.x < transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
transform.Translate(direction.normalized * _monsterData.moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
}
public void MonsterSkillLaunch()
{
var target = GameObject.FindGameObjectWithTag("Player");
_skillPattern.Attack(target);
if (_monsterData.monsterSkillID != 0)
{
var target = GameObject.FindGameObjectWithTag("Player");
_skillPattern.Attack(target);
}
}
public void DestroyMonster()
{
RewardData();
Destroy(gameObject); // 몬스터 파괴
}
}

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@@ -1,5 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using Assets.PixelFantasy.PixelMonsters.Common.Scripts;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
@@ -8,6 +9,7 @@ namespace TON
{
public class MonsterSpawner : MonoBehaviour
{
private MonsterBase _monsterBase;
public Transform[] spawnPoints; // 스폰 위치 배열
private List<GameObject> monsterPool; // 몬스터 오브젝트 풀
@@ -76,6 +78,9 @@ namespace TON
private void StartNextWave()
{
currentWave++;
StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달.
if (currentWave > TOTAL_WAVES)
{
// Debug.Log("모든 웨이브 완료!");

View File

@@ -153,7 +153,6 @@ namespace TON
_monsterBase = monsterBase;
_monsterBase.ChangeAnimationState(AniWalk);
}
public void Update()
@@ -182,7 +181,6 @@ namespace TON
// 추적 상태
return this;
}
}
@@ -226,7 +224,7 @@ namespace TON
private void Attack()
{
_monsterBase.ChangeAnimationState(AniAttack);
_monsterBase.PlayerAttack();
_monsterBase.Attack();
}
public void Exit()