캐릭터 기본 공격 영역 로직 적용
This commit is contained in:
@@ -261,7 +261,7 @@ AnimatorState:
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m_Tag:
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@@ -381,7 +381,7 @@ AnimatorStateTransition:
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serializedVersion: 3
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m_TransitionDuration: 0.25
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m_ExitTime: 0.75
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@@ -392,7 +392,7 @@ AnimatorStateTransition:
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@@ -435,7 +435,7 @@ AnimatorState:
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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@@ -2,15 +2,14 @@
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"items": [
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{
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"id": 0,
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"type": "b",
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"name": "blac",
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"type": "w",
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"name": "white",
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"level": 1,
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"experience": 0,
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"hp": 100,
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"mp": 100,
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"attackPower": 50,
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"defensivePower": 30,
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"speed": 100,
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"critical": 30
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}
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]
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@@ -67,6 +67,7 @@ Transform:
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@@ -248,5 +249,86 @@ MonoBehaviour:
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@@ -36,6 +36,7 @@ Transform:
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--- !u!212 &6967183450965278935
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@@ -217,8 +218,89 @@ MonoBehaviour:
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speed: 3
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jumpForce: 8
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--- !u!1 &8790121653688035716
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@@ -7,7 +7,6 @@ namespace TON
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public class CharacterBase : MonoBehaviour, IDamage
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{
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public float currentHP;
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public float maxHP;
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public float currentSP;
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@@ -20,6 +19,7 @@ namespace TON
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public Transform firePoint; // 스킬 발사 위치
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public CollisionDetector attackCollider; // 기본 공격 감지를 위한 자식 오브젝트
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public Animator animator;
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@@ -33,6 +33,8 @@ namespace TON
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joystick = ControllerUI.Instance.joystick;
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ControllerUI.Instance.linkedCharactor = this;
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attackCollider.EnableCollider(false); // 기본 공격 Enable 비활성화
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Initialize();
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}
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@@ -45,6 +47,11 @@ namespace TON
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currentSP = maxSP = playerData.mp;
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}
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public void UpdateExpericenPoint(float point)
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{
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}
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public void FixedUpdate()
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{
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@@ -113,25 +120,35 @@ namespace TON
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{
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// 공격 애니메이션 적용
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animator.Play("Default Attack");
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// 공격 범위 Collider 활성화
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attackCollider.EnableCollider(true);
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// 일정 시간 후 Collider 다시 비활성화 (예: 0.5초 후)
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Invoke("DisableAttackCollider", 0.5f);
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}
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private void DisableAttackCollider()
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{
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attackCollider.EnableCollider(false);
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}
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public void SkillAttack(string skillName)
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{
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animator.Play("Skill Attack");
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// 총알 생성
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// 스킬 생성
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GameObject skill = ObjectPoolManager.Instance.GetEffect(skillName);
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// skill.transform.SetParent(firePoint);
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skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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// 🔥 총알 방향 반전
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// 🔥 스킬 방향 반전
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var bulletScale = skill.transform.localScale;
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bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
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skill.transform.localScale = bulletScale;
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// 총알 이동 방향 설정
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// 스킬 이동 방향 설정
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Rigidbody2D skillRb = skill.GetComponent<Rigidbody2D>();
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skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
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}
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@@ -0,0 +1,33 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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public class CollisionDetector : MonoBehaviour
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{
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private Collider2D col; // 자식 오브젝트의 Collider
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private void Awake()
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{
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col = GetComponent<Collider2D>();
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col.enabled = false; // 초기에는 감지 비활성화
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (!col.enabled) return; // Collider가 활성화된 경우에만 실행
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if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
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{
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collision.GetComponent<IDamage>().ApplyDamage(10f);
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}
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}
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// 부모(캐릭터)에서 호출할 메서드
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public void EnableCollider(bool isEnabled)
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{
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col.enabled = isEnabled;
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}
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}
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}
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@@ -0,0 +1,11 @@
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Block a user