refator : Controller 스킬 버튼 로드 및 스킬 투사체 & ObjectPool 분리

This commit is contained in:
aube.lee
2025-02-11 00:26:00 +09:00
parent 3cfa9040bf
commit cdc7cbae56
12 changed files with 231 additions and 502 deletions

View File

@@ -0,0 +1,58 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
[System.Serializable]
public class Projectile : PoolAble
{
public PlayerData playerData;
public float destoryTime = 2f;
private float activatedTime = 0f; // 경과 시간 저장 변수
private DamageCalculator damageCalculator = new DamageCalculator();
private float damage;
public void Init(float damage)
{
this.damage = damage;
playerData = PlayerDataManager.Singleton.player;
}
void OnEnable()
{
activatedTime = Time.time;
}
private void Update()
{
if (Time.time - activatedTime >= destoryTime)
{
ReleaseObject();
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
{
// 기본 데미지 계산
// TODO: 장비 공격력 반영 필요
// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
// 몬스터 방어력
float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
}
}
}
}