feat: 몬스터 피격시 데미지 텍스트 이펙트 추가

This commit is contained in:
aube.lee
2025-02-26 11:20:24 +09:00
parent f7cdaa7178
commit c8059ce769
10 changed files with 466 additions and 8 deletions

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@@ -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();
}