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// - // public class HitState : State - // { - // private const string AniHit = "Hit"; // 피격 애니메이션 - // private MonsterBase _monsterBase; - // private float _hitStunDuration = 0.5f; // 피격 경직 시간 - // private float _hitStartTime; - // - // public void Enter(MonsterBase monsterBase) - // { - // _monsterBase = monsterBase; - // _hitStartTime = Time.time; - // _monsterBase.ChangeAnimationState(AniHit); - // - // Debug.Log($"피격 상태 진입! 현재 HP: {_monsterBase.currentHP}"); - // } - // - // public void Update() - // { - // // 피격 경직 시간이 지나면 이전 상태로 복귀 - // if (Time.time >= _hitStartTime + _hitStunDuration) - // { - // // HP가 0 이하면 죽음 상태로 전환 - // if (_monsterBase.currentHP <= 0) - // { - // _monsterBase.SetTransition(new DeadState()); - // } - // else - // { - // // 플레이어가 공격 범위 내에 있으면 공격 상태로, 아니면 추적 상태로 - // var target = GameObject.FindGameObjectWithTag("Player"); - // if (target != null) - // { - // float distanceToTarget = - // Vector2.Distance(_monsterBase.transform.position, target.transform.position); - // if (distanceToTarget <= _monsterBase.attackRange) - // { - // _monsterBase.SetTransition(new AttackState()); - // } - // else - // { - // _monsterBase.SetTransition(new ChasingState()); - // } - // } - // } - // } - // } - // - // public void Exit() - // { - // } - // - // public void CheckTransition() - // { - // } - // } - // - // public class DeadState : State - // { - // private const string AniDead = "Death"; // 죽음 애니메이션 - // private MonsterBase _monsterBase; - // private float _deathAnimationDuration = 1f; // 죽음 애니메이션 재생 시간 - // private float _deathStartTime; - // private bool _hasTriggeredDeath = false; - // - // public void Enter(MonsterBase monsterBase) - // { - // _monsterBase = monsterBase; - // _deathStartTime = Time.time; - // _monsterBase.ChangeAnimationState(AniDead); - // - // // 죽음 처리 시작 - // StartDeathProcess(); - // } - // - // private void StartDeathProcess() - // { - // if (_hasTriggeredDeath) return; - // - // _hasTriggeredDeath = true; - // - // // 콜라이더 비활성화 - // if (_monsterBase.GetComponent() != null) - // { - // _monsterBase.GetComponent().enabled = false; - // } - // - // Debug.Log($"몬스터 사망: {_monsterBase.name}"); - // - // // 여기에 경험치 드롭, 아이템 드롭 등의 로직 추가 가능 - // } - // - // public void Update() - // { - // // 죽음 애니메이션이 끝나면 오브젝트 제거 - // if (Time.time >= _deathStartTime + _deathAnimationDuration) - // { - // GameObject.Destroy(_monsterBase.gameObject); - // } - // } - // - // public void Exit() - // { - // } - // - // public void CheckTransition() - // { - // // 죽음 상태에서는 다른 상태로 전환되지 않음 - // } - // } }