refator : Controller 스킬 버튼 로드 및 스킬 투사체 & ObjectPool 분리
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58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
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58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class Projectile : PoolAble
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{
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public PlayerData playerData;
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public float destoryTime = 2f;
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private float activatedTime = 0f; // 경과 시간 저장 변수
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private DamageCalculator damageCalculator = new DamageCalculator();
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private float damage;
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public void Init(float damage)
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{
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this.damage = damage;
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playerData = PlayerDataManager.Singleton.player;
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}
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void OnEnable()
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{
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activatedTime = Time.time;
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}
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private void Update()
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{
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if (Time.time - activatedTime >= destoryTime)
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{
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ReleaseObject();
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
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{
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// 기본 데미지 계산
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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
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float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower);
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// 치명타 적용
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damage = damageCalculator.ApplyCriticalDamage(damage);
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collision.GetComponent<IDamage>().ApplyDamage(damage);
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ReleaseObject();
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}
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}
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}
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}
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