몬스터 공격 시 캐릭터 방어력 값 참조 추가 및 리워드 코드 추가
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@@ -10,7 +10,7 @@ namespace TON
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||||
[SerializeField] private GameObject _target; // 몬스터의 타겟
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[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
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[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
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[SerializeField] private TextMeshProUGUI _textState;
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// [SerializeField] private TextMeshProUGUI _textState;
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[SerializeField] public int id; // 몬스터의 ID
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public float defencePower;
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public float defenceIntention = 30; // 몬스터 방어력 변수
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@@ -20,10 +20,12 @@ namespace TON
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public float currentHP { get; private set; } // 몬스터 현재 체력
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private float hpMaxWidth;
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private PlayerData _playerData;
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private MonsterData _monsterData;
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private Animator _animator; // 몬스터 애니메이터
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private string currentAnimationState; // 현재 애니메이션 상태
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private float moveSpeed = 2f;
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StateMachine _stateMachine;
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private SkillPattern _skillPattern;
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@@ -33,6 +35,10 @@ namespace TON
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public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
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public bool IsSkillAttackable => _skillPattern.IsAttackable;
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public int Gold = 0;
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public int Exp = 0;
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public int Score = 0;
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private void Start()
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{
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_animator = GetComponent<Animator>(); // 애니메이터 컴포넌트 초기화
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@@ -45,8 +51,6 @@ namespace TON
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_skillPattern = new Monster1SkillPattern(_monsterData, this);
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id = _monsterData.id;
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_direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향)
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_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
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@@ -62,8 +66,11 @@ namespace TON
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{
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currentHP = _monsterData.hp;
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defencePower = _monsterData.defencePower;
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Gold = _monsterData.Gold;
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Exp = _monsterData.Exp;
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Score = _monsterData.Score;
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Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
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// Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료");
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}
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else
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{
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@@ -71,6 +78,11 @@ namespace TON
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}
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}
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public void RewardData()
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{
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StageManager.Singleton.SetRewardData(Gold, Exp, Score);
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}
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public void ChangeAnimationState(string newState)
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{
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if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
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@@ -94,7 +106,7 @@ namespace TON
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float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
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currentHP -= damage;
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UpdateHPBar();
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UpdateHPBar(currentHP);
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if (prevHP > 0 && currentHP <= 0)
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{
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@@ -107,7 +119,7 @@ namespace TON
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}
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}
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private void UpdateHPBar()
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private void UpdateHPBar(float currentHP)
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{
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if (_hpBarImage != null)
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{
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||||
@@ -118,15 +130,14 @@ namespace TON
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}
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||||
}
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||||
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public void Attack(GameObject player)
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public void Attack()
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{
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// 데미지 계산 (현재 임시 값)
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DamageCalculator damageCalculator = new DamageCalculator();
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float baseAttack = _monsterData.attackPower; // 기본 공격력
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float equipmentAttack = 0; // 장비 공격력
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// float defense = _monsterData.defencePower; // 방어력 비율
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float defense = PlayerDataManager.Singleton.defensiveIntention; // 캐릭터 방어력
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float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력
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// 기본 데미지 계산 (치명타 없음)
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float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense);
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@@ -134,12 +145,6 @@ namespace TON
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Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력
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}
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public void PlayerAttack()
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{
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||||
var target = GameObject.FindGameObjectWithTag("Player");
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Attack(target);
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}
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public void SetOppositionDirection()
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{
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_direction *= -1; // 이동 방향 반전
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@@ -148,7 +153,7 @@ namespace TON
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public void Move()
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{
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transform.Translate(_direction * _monsterData.moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
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transform.Translate(_direction * moveSpeed * Time.deltaTime); // 몬스터를 이동시킴
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}
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public void Chasing()
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@@ -157,17 +162,21 @@ namespace TON
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UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산
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_spriteRenderer.flipX = target.transform.position.x < transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
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transform.Translate(direction.normalized * _monsterData.moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
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transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
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}
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public void MonsterSkillLaunch()
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{
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var target = GameObject.FindGameObjectWithTag("Player");
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_skillPattern.Attack(target);
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if (_monsterData.monsterSkillID != 0)
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{
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var target = GameObject.FindGameObjectWithTag("Player");
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_skillPattern.Attack(target);
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}
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}
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public void DestroyMonster()
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{
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RewardData();
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Destroy(gameObject); // 몬스터 파괴
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||||
}
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}
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@@ -1,5 +1,6 @@
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using System.Collections;
|
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using System.Collections.Generic;
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using Assets.PixelFantasy.PixelMonsters.Common.Scripts;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -8,6 +9,7 @@ namespace TON
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||||
{
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||||
public class MonsterSpawner : MonoBehaviour
|
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{
|
||||
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!");
|
||||
|
||||
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user