From b96aac99f7ec454720fe83b72aa222a05bf3b4d3 Mon Sep 17 00:00:00 2001 From: Mingu Kim Date: Fri, 28 Feb 2025 02:13:47 +0900 Subject: [PATCH 1/3] =?UTF-8?q?=EB=AA=AC=EC=8A=A4=ED=84=B0=20hp=EB=B0=94?= =?UTF-8?q?=20MonsterBase=20=EC=98=A4=EB=B8=8C=EC=A0=9D=ED=8A=B8=20?= =?UTF-8?q?=EC=97=B0=EA=B2=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Resources/MonsterPrefabs/BlueRex.prefab | 6 +- .../Resources/MonsterPrefabs/GreenOgre.prefab | 6 +- .../MonsterPrefabs/GreenPumpkin.prefab | 6 +- .../Resources/MonsterPrefabs/GreenRex.prefab | 6 +- .../MonsterPrefabs/GreenTroll.prefab | 6 +- .../MonsterPrefabs/PurplePumpkin.prefab | 6 +- .../Resources/MonsterPrefabs/RedDragon.prefab | 260 +++++++++++++++++- .../Resources/MonsterPrefabs/RedOgre.prefab | 6 +- .../Resources/MonsterPrefabs/RedRex.prefab | 260 +++++++++++++++++- .../MonsterPrefabs/YellowPumpkin.prefab | 10 +- 10 files changed, 550 insertions(+), 22 deletions(-) diff --git a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueRex.prefab b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueRex.prefab index e9f9b641..0d50dc36 100644 --- a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueRex.prefab +++ b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueRex.prefab @@ -636,8 +636,10 @@ MonoBehaviour: _target: {fileID: 0} _collider: {fileID: 0} _spriteRenderer: {fileID: 5120407950894233432} - 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{fileID: 1043803241} + - {fileID: 1179696156} + - {fileID: 1393283644} + - {fileID: 176923650} + - {fileID: 528600923} + - {fileID: 2128441963} + - {fileID: 82556497} + - {fileID: 497096654} + - {fileID: 1355169652} + - {fileID: 290283583} + - {fileID: 1423548762} diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs index 9f5ccda9..efc033ad 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/Attack.cs @@ -7,6 +7,11 @@ namespace TON [SerializeField] private MonsterBase _monsterBase; + public void SetMonsterBase(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + } + private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs index 6ed36ca7..aec6a8ae 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/Eyesight.cs @@ -7,6 +7,11 @@ namespace TON [SerializeField] private MonsterBase _monsterBase; + public void SetMonsterBase(MonsterBase monsterBase) + { + _monsterBase = monsterBase; + } + private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index 20675901..92b0c3cf 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -38,6 +38,8 @@ namespace TON public int Gold = 0; public int Exp = 0; public int Score = 0; + + private CharacterBase _characterBase; private void Start() { @@ -56,6 +58,21 @@ namespace TON _spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립 _collider = GetComponent(); // 콜라이더 컴포넌트 초기화 + + // CharacterBase 참조 설정 + _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); + + // HP 바 초기화 + // HP 바 초기화 + if (_hpBarImage != null) + { + RectTransform rectTransform = _hpBarImage.GetComponent(); + hpMaxWidth = rectTransform.sizeDelta.x; // 초기 최대 너비 저장 + _maxHP = _monsterData.hp; + currentHP = _maxHP; + + Debug.Log($"Initial HP Bar Width: {hpMaxWidth}, Max HP: {_maxHP}"); + } } private void InitializeMonsterData() @@ -64,7 +81,8 @@ namespace TON if (_monsterData != null) { - currentHP = _monsterData.hp; + _maxHP = _monsterData.hp; + currentHP = _maxHP; defencePower = _monsterData.defencePower; Gold = _monsterData.Gold; Exp = _monsterData.Exp; @@ -93,7 +111,11 @@ namespace TON private void Update() { _stateMachine.Update(); - _skillPattern.Update(); + + if (_monsterData.monsterSkillID != 0) + { + _skillPattern.Update(); + } } public void FinishAttack() @@ -123,10 +145,29 @@ namespace TON { if (_hpBarImage != null) { - float minHPBarWidth = 5f; // 최소 HP 바 길이 (원하는 값으로 설정) - float hpBarWidth = Mathf.Max(currentHP / _maxHP * hpMaxWidth, minHPBarWidth); // 최소 길이 적용 - - _hpBarImage.GetComponent().sizeDelta = new Vector2(hpBarWidth, _hpBarImage.GetComponent().sizeDelta.y); + // 현재 HP가 0 이하로 내려가지 않도록 보정 + currentHP = Mathf.Max(0, currentHP); + + // HP 비율 계산 (0~1 사이 값) + float hpRatio = currentHP / _maxHP; + + // RectTransform 컴포넌트 가져오기 + RectTransform rectTransform = _hpBarImage.GetComponent(); + + // 현재 크기 가져오기 + Vector2 sizeDelta = rectTransform.sizeDelta; + + // x 크기를 HP 비율에 따라 조정 + sizeDelta.x = hpMaxWidth * hpRatio; + + // 변경된 크기 적용 + rectTransform.sizeDelta = sizeDelta; + + Debug.Log($"Current HP: {currentHP}, Max HP: {_maxHP}, Ratio: {hpRatio}, Bar Width: {sizeDelta.x}"); + } + else + { + Debug.LogWarning("HP Bar Image is not assigned!"); } } @@ -142,6 +183,8 @@ namespace TON // 기본 데미지 계산 (치명타 없음) float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); + _characterBase.ApplyDamage(damage); + Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index b990d1f5..2b611c06 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -19,6 +19,9 @@ namespace TON private const int TOTAL_WAVES = 10; private const int NORMAL_MONSTER_COUNT = 6; + private float initialDelay = 5f; // 게임 시작 후 첫 웨이브 시작까지의 대기 시간 + private bool gameStarted = false; + private float nextWaveDelay = 5f; // 다음 웨이브 시작 전 대기 시간 private bool isWaitingForNextWave = false; @@ -44,12 +47,39 @@ namespace TON availableSpawnPoints = new List(); activeMonsters = new List(); + // 5초 후에 첫 웨이브 시작 + StartCoroutine(StartGameWithDelay()); + } + + private IEnumerator StartGameWithDelay() + { + // 초기 카운트다운 표시 + float timer = initialDelay; + while (timer > 0) + { + if (waveCounter != null) + { + waveCounter.text = Mathf.CeilToInt(timer).ToString(); + } + timer -= Time.deltaTime; + yield return null; + } + + if (waveCounter != null) + { + waveCounter.text = null; + } + + gameStarted = true; StartNextWave(); } // Update is called once per frame void Update() { + // 게임이 시작되지 않았다면 업데이트 건너뛰기 + if (!gameStarted) return; + // 활성화된 몬스터 리스트에서 파괴된 몬스터 제거 activeMonsters.RemoveAll(monster => monster == null); @@ -77,10 +107,10 @@ namespace TON private void StartNextWave() { - currentWave++; - StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. + currentWave++; + if (currentWave > TOTAL_WAVES) { // Debug.Log("모든 웨이브 완료!"); @@ -130,9 +160,26 @@ namespace TON { foreach (Transform spawnPoint in spawnPoints) { - GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); - monsterPool.Add(normalMonster); - activeMonsters.Add(normalMonster); + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); } } } @@ -143,9 +190,26 @@ namespace TON { foreach (Transform spawnPoint in spawnPoints) { - GameObject normalMonster = Instantiate(GetNormalMonsterPrefab(), spawnPoint.position, Quaternion.identity); - monsterPool.Add(normalMonster); - activeMonsters.Add(normalMonster); + GameObject monsterPrefab = GetNormalMonsterPrefab(); + Vector3 spawnPosition = spawnPoint.position; + + GameObject monster = Instantiate(monsterPrefab, spawnPosition, Quaternion.identity); + monster.transform.parent = transform; + + // MonsterBase 컴포넌트 가져오기 + MonsterBase monsterBase = monster.GetComponent(); + + // Attack과 Eyesight 컴포넌트 찾아서 MonsterBase 참조 설정 + Attack attackComponent = monster.GetComponentInChildren(); + Eyesight eyesightComponent = monster.GetComponentInChildren(); + + if (attackComponent != null) + attackComponent.SetMonsterBase(monsterBase); + if (eyesightComponent != null) + eyesightComponent.SetMonsterBase(monsterBase); + + monsterPool.Add(monster); + activeMonsters.Add(monster); } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index ee5483e7..41ceee57 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -23,45 +23,34 @@ namespace TON public class Monster1SkillPattern : SkillPattern { - private float _skill1CoolTime; - // private float _skill2CoolTime; - - private MonsterSkillData _monsterSkillData; - // private MonsterSkillData _monsterSkillDataTwo; + private float _skillCoolTime; - private MonsterSkill _skill1; - // private MonsterSkill _skill2; + private MonsterSkillData _monsterSkillData; + + private MonsterSkill _skill; private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값 public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) { _monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID); - // if (_monsterData.monsterSkillIDTwo > -1) - // { - // _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo); - // } - // if (_monsterSkillData != null && _monsterSkillDataTwo != null) + + if (_monsterSkillData != null) { Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); - // Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료"); // 프리팹을 연결한 코드 - _skill1 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); - // _skill2 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}"); + _skill = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); } else { Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다."); - // Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다."); } - - _skill1CoolTime = Time.realtimeSinceStartup; - // _skill2CoolTime = Time.realtimeSinceStartup; + _skillCoolTime = _monsterSkillData.cooldown; } public override void Attack(GameObject target) @@ -74,58 +63,16 @@ namespace TON Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset; // 프리팹을 지정된 위치에 생성 - Object.Instantiate(_skill1, spawnPosition, Quaternion.identity); + Object.Instantiate(_skill, spawnPosition, Quaternion.identity); } public override void Update() { - if (Time.realtimeSinceStartup - _skill1CoolTime >= _monsterSkillData.cooldown) + if (Time.realtimeSinceStartup - _skillCoolTime >= _monsterSkillData.cooldown) { // TODO : 범위 체크 IsAttackable = true; } - - // if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown) - // { - // // TODO : 범위 체크 - // IsAttackable = true; - // } } } - - // public class Monster2AttackPattern : AttackPattern - // { - // - // - // public Monster2AttackPattern(MonsterBase monsterBase) : base(monsterBase) - // { - // - // } - // - // public override void Attack() - // { - // - // Skill1(); - // - // Skill2(); - // - // MeleeAttack(); - // - // } - // - // private void Skill1() - // { - // - // } - // - // private void Skill2() - // { - // - // } - // - // private void MeleeAttack() - // { - // _monsterBase.PlayerAttack(); - // } - // } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs index 877b4e92..9ff38be6 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -245,7 +245,7 @@ namespace TON private const string AniAttack = "Attack"; // 공격 애니메이션 private MonsterBase _monsterBase; private float _skillAttackAnimationDuration = 0.5f; // 공격 애니메이션 지속 시간 - private float _skillAttackDelayTime = 2f; // 공격 딜레이 시간 + private float _skillAttackDelayTime = 10f; // 공격 딜레이 시간 private float _lastSkillAttackTime; // 마지막 공격 시간 private bool _isSkillAttacking; From 0bdfc0f54476beb4d624b8cd9d624401ff6fb8bd Mon Sep 17 00:00:00 2001 From: Mingu Kim Date: Fri, 28 Feb 2025 05:52:37 +0900 Subject: [PATCH 3/3] =?UTF-8?q?=EB=AA=AC=EC=8A=A4=ED=84=B0=EA=B0=80=20?= =?UTF-8?q?=ED=94=8C=EB=A0=88=EC=9D=B4=EC=96=B4=EB=A5=BC=20=EC=B2=B4?= =?UTF-8?q?=EC=9D=B4=EC=8B=B1=20=ED=95=9C=20=ED=9B=84=20=EA=B3=B5=EA=B2=A9?= =?UTF-8?q?=EB=B2=94=EC=9C=84=20=EC=95=88=EC=97=90=20=EB=93=A4=EC=96=B4?= =?UTF-8?q?=EC=98=A4=EB=A9=B4=20=EA=B3=B5=EA=B2=A9=ED=95=98=EB=8F=84?= =?UTF-8?q?=EB=A1=9D=20=EC=88=98=EC=A0=95?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Resources/MonsterPrefabs/GreenRex.prefab | 4 +- .../MonsterPrefabs/PurplePumpkin.prefab | 6 +- .../Personal Scenes/dev_mingu/Ingame.unity | 646 ++---------------- .../Assets/Gameton/Scripts/Monster/Attack.cs | 8 +- .../Gameton/Scripts/Monster/MonsterBase.cs | 28 +- .../Gameton/Scripts/Monster/MonsterSkill.cs | 29 +- .../Gameton/Scripts/Monster/SkillPattern.cs | 68 +- 7 files changed, 152 insertions(+), 637 deletions(-) diff --git a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/GreenRex.prefab b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/GreenRex.prefab index 4b8ea977..698c5f11 100644 --- a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/GreenRex.prefab +++ b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/GreenRex.prefab @@ -472,7 +472,7 @@ CircleCollider2D: m_UsedByComposite: 0 m_Offset: {x: 0, y: 0} serializedVersion: 2 - m_Radius: 0.5 + m_Radius: 0.4 --- !u!114 &7019662158690775711 MonoBehaviour: m_ObjectHideFlags: 0 @@ -629,7 +629,7 @@ CircleCollider2D: m_UsedByComposite: 0 m_Offset: {x: 0, y: 0} serializedVersion: 2 - m_Radius: 1 + m_Radius: 6 --- !u!114 &7977788187953700221 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/PurplePumpkin.prefab b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/PurplePumpkin.prefab index 089a09ec..d270ff71 100644 --- a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/PurplePumpkin.prefab +++ b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/PurplePumpkin.prefab @@ -169,7 +169,7 @@ CircleCollider2D: m_UsedByComposite: 0 m_Offset: {x: 0, y: 0} serializedVersion: 2 - m_Radius: 1 + m_Radius: 6 --- !u!114 &6606915575002594920 MonoBehaviour: m_ObjectHideFlags: 0 @@ -325,7 +325,7 @@ CircleCollider2D: m_UsedByComposite: 0 m_Offset: {x: 0, y: 0} serializedVersion: 2 - m_Radius: 0.5 + m_Radius: 0.4 --- !u!114 &2632654723781966565 MonoBehaviour: m_ObjectHideFlags: 0 @@ -448,7 +448,7 @@ Transform: serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 12.15, y: -8.27, z: 0.060982164} - 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+ private void OnTriggerEnter2D(Collider2D other) { if (other.CompareTag("Player")) { _monsterBase.IsAttacking = true; + _monsterBase.IsFinishAttack = false; // 공격 시작 시 FinishAttack 초기화 } } - + private void OnTriggerExit2D(Collider2D other) { if (other.CompareTag("Player")) { _monsterBase.IsAttacking = false; - _monsterBase.IsFinishAttack = true; // 공격 종료 상태로 설정 + _monsterBase.IsFinishAttack = true; } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index 92b0c3cf..84636a43 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -33,7 +33,7 @@ namespace TON public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부 public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부 public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부 - public bool IsSkillAttackable => _skillPattern.IsAttackable; + public bool IsSkillAttackable; public int Gold = 0; public int Exp = 0; @@ -51,7 +51,11 @@ namespace TON InitializeMonsterData(); // 몬스터 데이터 로드 및 적용 - _skillPattern = new Monster1SkillPattern(_monsterData, this); + if (_monsterData.monsterSkillID != 0) + { + _skillPattern = new MonsterSkillPattern(_monsterData, this); + IsSkillAttackable = _skillPattern.IsAttackable; + } _direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향) @@ -62,7 +66,6 @@ namespace TON // CharacterBase 참조 설정 _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); - // HP 바 초기화 // HP 바 초기화 if (_hpBarImage != null) { @@ -70,8 +73,6 @@ namespace TON hpMaxWidth = rectTransform.sizeDelta.x; // 초기 최대 너비 저장 _maxHP = _monsterData.hp; currentHP = _maxHP; - - Debug.Log($"Initial HP Bar Width: {hpMaxWidth}, Max HP: {_maxHP}"); } } @@ -162,12 +163,6 @@ namespace TON // 변경된 크기 적용 rectTransform.sizeDelta = sizeDelta; - - Debug.Log($"Current HP: {currentHP}, Max HP: {_maxHP}, Ratio: {hpRatio}, Bar Width: {sizeDelta.x}"); - } - else - { - Debug.LogWarning("HP Bar Image is not assigned!"); } } @@ -185,7 +180,7 @@ namespace TON _characterBase.ApplyDamage(damage); - Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 + // Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } public void SetOppositionDirection() @@ -201,8 +196,8 @@ namespace TON public void Chasing() { - var target = GameObject.FindGameObjectWithTag("Player"); - UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 + var target = GameObject.Find("TON.Player").GetComponentInChildren(); + 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 * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동 @@ -222,5 +217,10 @@ namespace TON RewardData(); Destroy(gameObject); // 몬스터 파괴 } + + public SkillPattern GetSkillPattern() + { + return _skillPattern; + } } } \ No newline at end of file diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs index 75ab6468..c3969078 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSkill.cs @@ -5,12 +5,13 @@ namespace TON public class MonsterSkill : MonoBehaviour { public float speed = 5f; - public float damage = 1; - + public float damage = 0f; + Vector2 direction; Transform playerTransform; // 플레이어의 Transform을 저장할 변수 [SerializeField] private SpriteRenderer _spriteRenderer; // 스킬의 스프라이트 렌더러 - + private MonsterBase _monsterBase; + private CharacterBase _characterBase; public Vector2 Direction { set { direction = value.normalized; } @@ -20,11 +21,11 @@ namespace TON { _spriteRenderer = GetComponent(); - GameObject player = GameObject.FindGameObjectWithTag("Player"); - - if (player != null) + _characterBase = GameObject.Find("TON.Player").GetComponentInChildren(); + + if (_characterBase != null) { - playerTransform = player.transform; + playerTransform = _characterBase.transform; } else { @@ -42,10 +43,22 @@ namespace TON private void OnTriggerEnter2D(Collider2D collision) { - if (collision.CompareTag("Player") || collision.CompareTag("Ground")) + if (collision.CompareTag("Player")) { + // 플레이어에게 직접 데미지 적용 + _characterBase?.ApplyDamage(damage); Destroy(gameObject); } + else if (collision.CompareTag("Ground")) + { + // 지형에 부딪히면 스킬 오브젝트만 파괴 + Destroy(gameObject); + } + } + + public void SetSkillDamage(float skillDamage) + { + damage += skillDamage; } void SetDirection() diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index 41ceee57..68739a9e 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -14,65 +14,81 @@ namespace TON } public bool IsAttackable { get; set; } + + public abstract bool IsSkillInCooldown(); public abstract void Attack(GameObject target); - public abstract void Update(); } - public class Monster1SkillPattern : SkillPattern + public class MonsterSkillPattern : SkillPattern { - private float _skillCoolTime; - + private float _lastSkillTime; private MonsterSkillData _monsterSkillData; - private MonsterSkill _skill; + private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); - private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값 - - public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) + public MonsterSkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) { _monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID); - - + _lastSkillTime = -_monsterSkillData.cooldown; // 시작시 스킬 사용 가능하도록 + IsAttackable = true; if (_monsterSkillData != null) { - - Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); - - // 프리팹을 연결한 코드 + // Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); _skill = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); } - else - { - Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다."); - } - - _skillCoolTime = _monsterSkillData.cooldown; } public override void Attack(GameObject target) { if (target == null) return; - // 스킬 스프라이트 방향 플레이어 바라보게 _monsterBase.GetComponent().flipX = target.transform.position.x < _monsterBase.transform.position.x; - // 몬스터의 현재 위치에서 offset만큼 아래에 스킬 생성 Vector3 spawnPosition = _monsterBase.transform.position - _skillOffset; - - // 프리팹을 지정된 위치에 생성 + Object.Instantiate(_skill, spawnPosition, Quaternion.identity); + SkillAttack(_monsterSkillData.damage); + + // 스킬 사용 후 쿨다운 시작 + _lastSkillTime = Time.time; + IsAttackable = false; + + // Debug.Log($"스킬 사용, 쿨다운 시작: {_monsterSkillData.cooldown}초"); + } + + public void SkillAttack(float skillDamage) + { + // 데미지 계산 (현재 임시 값) + DamageCalculator damageCalculator = new DamageCalculator(); + + float baseAttack = _monsterData.attackPower * skillDamage; // 기본 공격력 * 스킬 데미지 + float equipmentAttack = 0; // 장비 공격력 + float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력 + + // 기본 데미지 계산 (치명타 없음) + float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); + + _skill.SetSkillDamage(damage); + + // Debug.Log($" 몬스터 스킬 공격! 최종 데미지: {damage}"); // 데미지 출력 } public override void Update() { - if (Time.realtimeSinceStartup - _skillCoolTime >= _monsterSkillData.cooldown) + // 스킬 쿨다운 체크 + if (!IsAttackable && Time.time - _lastSkillTime >= _monsterSkillData.cooldown) { - // TODO : 범위 체크 IsAttackable = true; + // Debug.Log("스킬 쿨다운 완료"); } } + + public override bool IsSkillInCooldown() + { + return !IsAttackable; + } } }