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

@@ -5,61 +5,20 @@ using UnityEngine;
namespace TON
{
[System.Serializable]
public class SkillBase : PoolAble
public class SkillBase
{
public float SkillCoolDown => SkillData.coolDown;
public float CurrentCoolDown { get; protected set; }
public SkillData SkillData { get; private set; }
public PlayerData playerData;
private DamageCalculator damageCalculator = new DamageCalculator();
private float elapsedTime = 0f; // 경과 시간 저장 변수
public float destoryTime = 2f;
public void Init(SkillData skillData)
public SkillBase(SkillData skillData)
{
SkillData = skillData;
playerData = PlayerDataManager.Singleton.player;
}
void OnEnable()
{
elapsedTime = 0f;
}
public void InvokeExcuteSkill()
{
InvokeRepeating(nameof(ExecuteSkill), 0f, 1f); // 즉시 실행 후 1초 간격 반복
}
void ExecuteSkill()
{
if (elapsedTime >= destoryTime)
{
CancelInvoke(nameof(ExecuteSkill)); // 반복 중지
ReleaseObject();
return;
}
Debug.Log("SkillBase:: " + SkillData.name);
UpdateSkill(Time.deltaTime);
elapsedTime += 1.0f;
}
void OnDisable()
{
CancelInvoke(nameof(ExecuteSkill)); // 오브젝트 비활성화 시 중지
CurrentCoolDown = 0f;
}
public float SkillCoolDown => SkillData.coolDown;
[field: SerializeField] public SkillData SkillData { get; private set; }
[field: SerializeField] public float CurrentCoolDown { get; protected set; }
void Update()
{
}
public System.Action OnSkillExecuted;
public event System.Action OnCooldownCompleted;
public void SetCurrentCoolDown()
{
@@ -68,30 +27,16 @@ namespace TON
public void UpdateSkill(float deltaTime)
{
float before = CurrentCoolDown;
CurrentCoolDown -= deltaTime;
CurrentCoolDown = Mathf.Max(0, CurrentCoolDown);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
if (before > 0f && CurrentCoolDown <= 0f)
{
// 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 * SkillData.damage, 0, monsterDefencePower);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);
collision.GetComponent<IDamage>().ApplyDamage(damage);
ReleaseObject();
OnCooldownCompleted?.Invoke();
}
}
}
}