몬스터 스킬 사용 확률 적용(임시), 모든 스킬 프리팹 생성 코드 추가
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@@ -14,10 +14,18 @@ namespace TON
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private void OnTriggerEnter2D(Collider2D other)
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private void OnTriggerEnter2D(Collider2D other)
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{
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{
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if (other.CompareTag("Player"))
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if (other.CompareTag("Player"))
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{
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// 30% 확률로 스킬 사용, 70% 확률로 추격 후 근접 공격
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if (Random.Range(0, 10) < 3) // 0~9 사이의 난수 생성, 3 미만이면 30% 확률
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{
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{
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_monsterBase.SetTransition(new MonsterSkillState());
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_monsterBase.SetTransition(new MonsterSkillState());
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}
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else
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{
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// 플레이어 감지하면 따라가기
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// 플레이어 감지하면 따라가기
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// _monsterBase.SetTransition(new ChasingState());
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_monsterBase.SetTransition(new ChasingState());
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}
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Debug.Log("감지됨");
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Debug.Log("감지됨");
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}
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}
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@@ -257,7 +257,20 @@ namespace TON
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var target = GameObject.FindGameObjectWithTag("Player");
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var target = GameObject.FindGameObjectWithTag("Player");
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_spriteRenderer.flipX = target.transform.position.x < transform.position.x;
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_spriteRenderer.flipX = target.transform.position.x < transform.position.x;
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GameObject newSkill = Instantiate(smallFirePrefab);
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// GameObject newSkill = Instantiate(smallFirePrefab);
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// GameObject newSkill = Instantiate(DragonBreathPrefab);
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GameObject newSkill = Instantiate(IceBlastPrefab);
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// GameObject newSkill = Instantiate(PumpkinCrashPrefab);
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// GameObject newSkill = Instantiate(TrollChargePrefab);
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// GameObject newSkill = Instantiate(TrollCrashPrefab);
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// GameObject newSkill = Instantiate(TrollThundePrefab);
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// GameObject newSkill = Instantiate(WolfEnergyWavePrefab);
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// GameObject newSkill = Instantiate(WolfPunchPrefab);
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// GameObject newSkill = Instantiate(DragonShockWavePrefab);
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// GameObject newSkill = Instantiate(FireImpactPrefab);
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// GameObject newSkill = Instantiate(DropObjectPrefab);
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newSkill.transform.position = transform.position + new Vector3(0, 1f, 0);
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newSkill.transform.position = transform.position + new Vector3(0, 1f, 0);
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newSkill.GetComponent<MonsterSkill>().Direction = new Vector2(0, 1);
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newSkill.GetComponent<MonsterSkill>().Direction = new Vector2(0, 1);
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}
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}
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