Merge branch 'dev' of https://github.com/2aurore/Gameton-06 into dev
This commit is contained in:
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propertyPath: m_Name
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objectReference: {fileID: 0}
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 95a2a767cd0699c4aa3198f36305ac04, type: 3}
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--- !u!1001 &3167224815861714609
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PrefabInstance:
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m_ObjectHideFlags: 0
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@@ -77564,7 +76850,7 @@ SceneRoots:
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- {fileID: 720822433}
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- {fileID: 1396440215}
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- {fileID: 2026225658}
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- {fileID: 3461225259843046068}
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|
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File diff suppressed because it is too large
Load Diff
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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)
|
||||
{
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
@@ -1,6 +1,3 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Assets.PixelFantasy.PixelMonsters.Common.Scripts;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TON
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user