This commit is contained in:
aube.lee
2025-02-24 12:11:42 +09:00
12 changed files with 1025 additions and 1310 deletions

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@@ -1,6 +1,3 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
@@ -23,7 +20,7 @@ namespace TON
if (other.CompareTag("Player"))
{
_monsterBase.IsAttacking = false;
_monsterBase.IsFisnishAttack = true; // 공격 종료 상태로 설정
_monsterBase.IsFinishAttack = true; // 공격 종료 상태로 설정
}
}
}

View File

@@ -1,5 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
@@ -8,8 +6,6 @@ namespace TON
{
[SerializeField]
private MonsterBase _monsterBase;
// private bool _isDetect;
private GameObject skillPrefab;
private void OnTriggerEnter2D(Collider2D other)
{

View File

@@ -1,5 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON

View File

@@ -1,6 +1,5 @@
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
@@ -8,52 +7,39 @@ namespace TON
{
public partial class MonsterBase : MonoBehaviour, IDamage
{
[SerializeField]
public int id; // 몬스터의 ID
[SerializeField] private GameObject _target; // 몬스터의 타겟
[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
[SerializeField] private TextMeshProUGUI _textState;
[SerializeField] public int id; // 몬스터의 ID
public float defencePower;
[SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러
private MonsterData _monsterData;
private MonsterSkillData _monsterSkillData;
private MonsterSkillData _monsterSkillDataTwo;
private Animator _animator; // 몬스터 애니메이터
StateMachine _stateMachine;
private SkillPattern _skillPattern;
// [SerializeField] private TextMeshProUGUI _textState;
private Vector3 _direction; // 몬스터의 이동 방향
public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부
public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부
public bool IsFisnishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
public bool IsSkillAttackable => _skillPattern.IsAttackable;
[SerializeField] private GameObject _target; // 몬스터의 타겟
[SerializeField] private Collider2D _collider; // 몬스터의 콜라이더
// 애니메이션 관련 선언
private string currentAnimationState; // 현재 애니메이션 상태
// hp바
public GameObject _hpBarImage; // HP 바 이미지
private float _maxHP;
private float currentHP;
private float hpMaxWidth;
// 첫 번째 프레임 전에 호출됩니다.
private MonsterData _monsterData;
private Animator _animator; // 몬스터 애니메이터
private string currentAnimationState; // 현재 애니메이션 상태
StateMachine _stateMachine;
private SkillPattern _skillPattern;
private Vector3 _direction; // 몬스터의 이동 방향
public bool IsDetect { get; set; } // 몬스터가 대상을 인식했는지 여부
public bool IsAttacking { get; set; } // 몬스터가 공격했는지 여부
public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부
public bool IsSkillAttackable => _skillPattern.IsAttackable;
private void Start()
{
_animator = GetComponent<Animator>(); // 애니메이터 컴포넌트 초기화
// _stateMachine = new StateMachine(new IdleState(), this, _textState);
_stateMachine = new StateMachine(new IdleState(), this);
_stateMachine = new StateMachine(new IdleState(), this, _textState);
// _stateMachine = new StateMachine(new IdleState(), this);
// 몬스터 데이터 로드 및 적용
InitializeMonsterData();
InitializeMonsterData(); // 몬스터 데이터 로드 및 적용
_skillPattern = new Monster1SkillPattern(_monsterData, this);
@@ -64,11 +50,8 @@ namespace TON
_spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립
_collider = GetComponent<Collider2D>(); // 콜라이더 컴포넌트 초기화
// hpMaxWidth = _hpBarImage.GetComponent<RectTransform>().sizeDelta.x;
}
// TODO : 불러온 값 변수에 대응하게 수정
private void InitializeMonsterData()
{
_monsterData = MonsterDataManager.Singleton.GetMonsterData(id);
@@ -85,12 +68,10 @@ namespace TON
Debug.LogError($"몬스터 ID {id}에 대한 데이터를 찾을 수 없습니다.");
}
}
// 애니메이션 상태를 변경하는 메서드
public void ChangeAnimationState(string newState)
{
// 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
if (currentAnimationState == newState) return;
if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음
_animator.Play(newState); // 새로운 애니메이션 상태 실행
}
@@ -103,17 +84,14 @@ namespace TON
public void FinishAttack()
{
IsFisnishAttack = true;
IsFinishAttack = true;
}
// 피해를 적용하는 메서드
public void ApplyDamage(float damage)
{
// 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
float prevHP = currentHP;
float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리
currentHP -= damage;
// HP 바 업데이트
UpdateHPBar();
if (prevHP > 0 && currentHP <= 0)
@@ -126,7 +104,6 @@ namespace TON
}
}
// HP 바 업데이트
private void UpdateHPBar()
{
if (_hpBarImage != null)
@@ -138,11 +115,8 @@ namespace TON
}
}
// 타겟을 공격하는 메서드
public void Attack(GameObject player)
{
// ChangeAnimationState(AniAttack); // 공격 애니메이션으로 변경
// 데미지 계산 (현재 임시 값)
DamageCalculator damageCalculator = new DamageCalculator();
@@ -177,18 +151,13 @@ namespace TON
{
var target = GameObject.FindGameObjectWithTag("Player");
UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산
// 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
_spriteRenderer.flipX = target.transform.position.x < transform.position.x;
_spriteRenderer.flipX = target.transform.position.x < transform.position.x; // 타겟이 왼쪽에 있으면 스프라이트를 왼쪽으로, 오른쪽에 있으면 오른쪽으로 바라보도록 설정
transform.Translate(direction.normalized * _monsterData.moveSpeed * Time.deltaTime); // 타겟 방향으로 이동
}
public void MonsterSkillLaunch()
{
// _spriteRenderer.flipX = target.transform.position.x < transform.position.x;
// newSkill.transform.position = transform.position + new Vector3(0, 1f, 0);
// newSkill.GetComponent<MonsterSkill>().Direction = new Vector2(0, 1);
var target = GameObject.FindGameObjectWithTag("Player");
_skillPattern.Attack(target);
}

View File

@@ -1,13 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class MonsterDataManager : SingletonBase<MonsterDataManager>
{
// 전체 몬스터 데이터 리스트

View File

@@ -1,6 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
namespace TON
@@ -17,16 +14,12 @@ namespace TON
public Vector2 Direction
{
set { direction = value.normalized; }
}
// Start is called before the first frame update
void Start()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
// 플레이어 태그로 플레이어 오브젝트를 찾아서 Transform 컴포넌트를 가져옴
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
@@ -42,7 +35,6 @@ namespace TON
SetDirection(); // 발사 방향 설정
}
// Update is called once per frame
void Update()
{
transform.Translate(direction * speed * Time.deltaTime);
@@ -59,20 +51,17 @@ namespace TON
void SetDirection()
{
if (playerTransform == null) return; // 플레이어가 없으면 방향 설정 불가
// MonsterSkill과 Player의 위치 차이 계산
Vector2 toPlayer = playerTransform.position - transform.position;
Vector2 toPlayer = playerTransform.position - transform.position; // MonsterSkill과 Player의 위치 차이 계산
// 플레이어의 왼쪽/오른쪽 판별
if (toPlayer.x < 0)
{
// 플레이어가 왼쪽에 있으면 왼쪽 방향으로 발사
direction = new Vector2(-1, 0);
direction = new Vector2(-1, 0); // 플레이어가 왼쪽에 있으면 왼쪽 방향으로 발사
}
else
{
// 플레이어가 오른쪽에 있으면 오른쪽 방향으로 발사
direction = new Vector2(1, 0);
direction = new Vector2(1, 0); // 플레이어가 오른쪽에 있으면 오른쪽 방향으로 발사
_spriteRenderer.flipX = true; // 왼쪽 방향일 때 좌우 반전
}
}

View File

@@ -1,13 +1,8 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
using System.Collections.Generic;
using System.IO;
using UnityEngine;
public class MonsterSkillDataManager : SingletonBase<MonsterSkillDataManager>
{
// 전체 몬스터 스킬 데이터 리스트

View File

@@ -1,4 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

View File

@@ -1,6 +1,3 @@
using System.Collections;
using System.Collections.Generic;
using Assets.PixelFantasy.PixelMonsters.Common.Scripts;
using UnityEngine;
namespace TON

View File

@@ -8,11 +8,10 @@ namespace TON
private Animator animator;
private IState _state;
private MonsterBase _monsterBase;
private TextMeshProUGUI _textState;
// public StateMachine(IState state, MonsterBase monsterBase, TextMeshProUGUI textState)
public StateMachine(IState state, MonsterBase monsterBase)
public StateMachine(IState state, MonsterBase monsterBase, TextMeshProUGUI textState)
// public StateMachine(IState state, MonsterBase monsterBase)
{
// 초기 상태 객체 생성
_monsterBase = monsterBase;;
@@ -20,8 +19,8 @@ namespace TON
_state = state;
_state.Enter(_monsterBase);
// _textState = textState;
// _textState.text = _state.ToString();
_textState = textState;
_textState.text = _state.ToString();
}
public void Update()
@@ -43,7 +42,7 @@ namespace TON
_state = state;
_state.Enter(_monsterBase);
// _textState.text = _state.ToString();
_textState.text = _state.ToString();
}
}
@@ -57,7 +56,6 @@ namespace TON
// 트리거 조건일 경우 다음 상태로 전환
IState CheckTransition();
}
public class IdleState : IState
@@ -75,7 +73,6 @@ namespace TON
private float _duration = 2;
private float _currentDuration;
public void Enter(MonsterBase monsterBase)
{
_monsterBase = monsterBase;
@@ -132,7 +129,6 @@ namespace TON
return this;
// TODO : 데미지 받을 때
// 추적 범위에 들어왔을 때
if (_monsterBase.IsDetect)
{
@@ -176,9 +172,7 @@ namespace TON
return new IdleState();
if (_monsterBase.IsSkillAttackable)
{
return new MonsterSkillState();
}
// Attack으로 변경
if (_monsterBase.IsAttacking)
@@ -202,7 +196,7 @@ namespace TON
public void Enter(MonsterBase monsterBase)
{
_monsterBase = monsterBase;
_monsterBase.IsFisnishAttack = false;
_monsterBase.IsFinishAttack = false;
_lastAttackTime = -_attackDelayTime; // 처음 진입시 바로 공격하도록 설정
}
@@ -240,7 +234,7 @@ namespace TON
public IState CheckTransition()
{
if(_monsterBase.IsFisnishAttack == true)
if(_monsterBase.IsFinishAttack == true)
return new IdleState();
return this;