feat: 몬스터 피격시 데미지 텍스트 이펙트 추가
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@@ -29,13 +29,17 @@ namespace TON
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// TODO: 장비 공격력 반영 필요
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// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
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// 몬스터 방어력 의도값 계산
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MonsterBase monsterBase = collision.GetComponent<MonsterBase>();
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// 몬스터가 이전 피격으로 이미 죽은 경우우
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if (monsterBase.currentHP <= 0)
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return;
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// 몬스터 방어력 의도값 계산
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float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention);
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, calcMonsterDefence);
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// 치명타 적용 (캐릭터는 적용)
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damage = damageCalculator.ApplyCriticalDamage(damage);
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damage = damageCalculator.ApplyCriticalDamage(damage, collision.transform.position);
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collision.GetComponent<IDamage>().ApplyDamage(damage);
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}
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60
Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs
Normal file
60
Gameton-06/Assets/Gameton/Scripts/Character/DamageEffect.cs
Normal file
@@ -0,0 +1,60 @@
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using System.Collections;
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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namespace TON
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{
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public class DamageEffect : PoolAble
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{
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||||
public TextMeshProUGUI textMesh;
|
||||
public float floatSpeed = 1.0f;
|
||||
public float duration = 1.0f;
|
||||
|
||||
private float timer = 0f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Canvas의 Render Mode가 World Space일 경우, Main Camera를 Event Camera로 설정
|
||||
Canvas canvas = gameObject.GetComponentInChildren<Canvas>();
|
||||
if (canvas.renderMode == RenderMode.WorldSpace && canvas.worldCamera == null)
|
||||
{
|
||||
Debug.Log("test camera");
|
||||
canvas.worldCamera = Camera.main; // Main Camera 할당
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void SetDamage(int damage, bool isCritical)
|
||||
{
|
||||
// 데미지 값에 따라 색상이나 크기 변경 가능
|
||||
textMesh.text = string.Format("{0:#,###}", damage);
|
||||
|
||||
// 크리티컬 히트일 경우 색상 변경
|
||||
if (isCritical)
|
||||
textMesh.color = Color.yellow;
|
||||
else
|
||||
textMesh.color = Color.white;
|
||||
|
||||
// 타이머 리셋
|
||||
timer = 0f;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// 위로 떠오르는 효과
|
||||
transform.position += Vector3.up * floatSpeed * Time.deltaTime;
|
||||
|
||||
// 시간에 따른 투명도 조절
|
||||
timer += Time.deltaTime;
|
||||
float alpha = 1.0f - (timer / duration);
|
||||
textMesh.color = new Color(textMesh.color.r, textMesh.color.g, textMesh.color.b, alpha);
|
||||
|
||||
// 지속 시간이 지나면 비활성화
|
||||
if (timer >= duration)
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c86fdd904c9e8d41a93d1249c02a506
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -33,15 +33,28 @@ namespace TON
|
||||
/// <summary>
|
||||
/// 치명타 적용 (치명타 확률이 0보다 클 경우에만 적용)
|
||||
/// </summary>
|
||||
public float ApplyCriticalDamage(float damage)
|
||||
public float ApplyCriticalDamage(float damage, Vector3 position)
|
||||
{
|
||||
bool critical = false;
|
||||
if (Random.value < criticalChance) // Random.value는 0.0 ~ 1.0 사이의 랜덤 값
|
||||
{
|
||||
damage *= criticalMultiplier;
|
||||
critical = true;
|
||||
Debug.Log("💥 치명타 발생! 💥" + damage);
|
||||
}
|
||||
|
||||
return Mathf.Round(damage); // 소수점 제거
|
||||
float value = Mathf.Round(damage);
|
||||
|
||||
// 데미지 이펙트 출력
|
||||
ShowDamage((int)value, critical, position);
|
||||
return value;
|
||||
}
|
||||
|
||||
public void ShowDamage(int damage, bool isCritical, Vector3 position)
|
||||
{
|
||||
GameObject damageText = ObjectPoolManager.Instance.GetEffect("DamageEffect");
|
||||
damageText.transform.position = new Vector3(position.x, position.y + 1f, position.z);
|
||||
damageText.GetComponent<DamageEffect>().SetDamage(damage, isCritical);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ namespace TON
|
||||
|
||||
public GameObject _hpBarImage; // HP 바 이미지
|
||||
private float _maxHP;
|
||||
private float currentHP;
|
||||
public float currentHP { get; private set; } // 몬스터 현재 체력
|
||||
private float hpMaxWidth;
|
||||
|
||||
private MonsterData _monsterData;
|
||||
|
||||
@@ -42,15 +42,20 @@ namespace TON
|
||||
// TODO: 장비 공격력 반영 필요
|
||||
// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
|
||||
|
||||
// 몬스터 방어력 의도값 계산
|
||||
MonsterBase monsterBase = collision.GetComponent<MonsterBase>();
|
||||
|
||||
// 몬스터가 이전 피격으로 이미 죽은 경우우
|
||||
if (monsterBase.currentHP <= 0)
|
||||
return;
|
||||
|
||||
// 몬스터 방어력 의도값 계산
|
||||
float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention);
|
||||
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, calcMonsterDefence);
|
||||
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, calcMonsterDefence);
|
||||
|
||||
Debug.Log("Projectile" + damage);
|
||||
|
||||
// 치명타 적용
|
||||
damage = damageCalculator.ApplyCriticalDamage(damage);
|
||||
damage = damageCalculator.ApplyCriticalDamage(damage, collision.transform.position);
|
||||
collision.GetComponent<IDamage>().ApplyDamage(damage);
|
||||
ReleaseObject();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user