커밋 누락 파일 추가
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@@ -228,114 +228,4 @@ namespace TON
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}
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}
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//
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// public class HitState : State
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// {
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// private const string AniHit = "Hit"; // 피격 애니메이션
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// private MonsterBase _monsterBase;
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// private float _hitStunDuration = 0.5f; // 피격 경직 시간
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// private float _hitStartTime;
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//
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// public void Enter(MonsterBase monsterBase)
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// {
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// _monsterBase = monsterBase;
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// _hitStartTime = Time.time;
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// _monsterBase.ChangeAnimationState(AniHit);
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//
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// Debug.Log($"피격 상태 진입! 현재 HP: {_monsterBase.currentHP}");
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// }
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//
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// public void Update()
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// {
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// // 피격 경직 시간이 지나면 이전 상태로 복귀
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// if (Time.time >= _hitStartTime + _hitStunDuration)
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// {
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// // HP가 0 이하면 죽음 상태로 전환
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// if (_monsterBase.currentHP <= 0)
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// {
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// _monsterBase.SetTransition(new DeadState());
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// }
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// else
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// {
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// // 플레이어가 공격 범위 내에 있으면 공격 상태로, 아니면 추적 상태로
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// var target = GameObject.FindGameObjectWithTag("Player");
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// if (target != null)
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// {
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// float distanceToTarget =
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// Vector2.Distance(_monsterBase.transform.position, target.transform.position);
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// if (distanceToTarget <= _monsterBase.attackRange)
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// {
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// _monsterBase.SetTransition(new AttackState());
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// }
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// else
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// {
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// _monsterBase.SetTransition(new ChasingState());
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// }
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// }
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// }
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// }
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// }
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//
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// public void Exit()
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// {
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// }
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//
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// public void CheckTransition()
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// {
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// }
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// }
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//
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// public class DeadState : State
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// {
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// private const string AniDead = "Death"; // 죽음 애니메이션
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// private MonsterBase _monsterBase;
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// private float _deathAnimationDuration = 1f; // 죽음 애니메이션 재생 시간
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// private float _deathStartTime;
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// private bool _hasTriggeredDeath = false;
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//
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// public void Enter(MonsterBase monsterBase)
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// {
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// _monsterBase = monsterBase;
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// _deathStartTime = Time.time;
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// _monsterBase.ChangeAnimationState(AniDead);
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//
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// // 죽음 처리 시작
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// StartDeathProcess();
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// }
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//
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// private void StartDeathProcess()
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// {
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// if (_hasTriggeredDeath) return;
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//
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// _hasTriggeredDeath = true;
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//
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// // 콜라이더 비활성화
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// if (_monsterBase.GetComponent<Collider2D>() != null)
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// {
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// _monsterBase.GetComponent<Collider2D>().enabled = false;
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// }
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//
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// Debug.Log($"몬스터 사망: {_monsterBase.name}");
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//
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// // 여기에 경험치 드롭, 아이템 드롭 등의 로직 추가 가능
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// }
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//
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// public void Update()
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// {
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// // 죽음 애니메이션이 끝나면 오브젝트 제거
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// if (Time.time >= _deathStartTime + _deathAnimationDuration)
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// {
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// GameObject.Destroy(_monsterBase.gameObject);
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// }
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// }
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//
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// public void Exit()
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// {
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// }
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//
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// public void CheckTransition()
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// {
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// // 죽음 상태에서는 다른 상태로 전환되지 않음
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// }
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// }
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}
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