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a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlackWerewolf.prefab.meta b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/Temp/BlackWerewolf.prefab.meta similarity index 100% rename from Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlackWerewolf.prefab.meta rename to Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/Temp/BlackWerewolf.prefab.meta diff --git a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueDragon.prefab b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/Temp/BlueDragon.prefab similarity index 100% rename from Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueDragon.prefab rename to Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/Temp/BlueDragon.prefab diff --git a/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueDragon.prefab.meta b/Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/Temp/BlueDragon.prefab.meta similarity index 100% rename from Gameton-06/Assets/Gameton/Resources/MonsterPrefabs/BlueDragon.prefab.meta rename to 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b4cf92d97c6e476458cfc19779d644d0, type: 3} @@ -34135,6 +34250,7 @@ MonoBehaviour: - monsterPrefabA: {fileID: 0} monsterPrefabB: {fileID: 0} bossPrefab: {fileID: 3667660097767351871, guid: ef14281ca23119941b755a7bff7ff6c8, type: 3} + waveCounter: {fileID: 0} --- !u!4 &2141442126 Transform: m_ObjectHideFlags: 0 @@ -34147,7 +34263,9 @@ Transform: m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 - m_Children: [] + m_Children: + - {fileID: 1536652428} + - {fileID: 1974803045} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1660057539 &9223372036854775807 @@ -34163,5 +34281,5 @@ SceneRoots: - {fileID: 541272685} - {fileID: 480895542} - {fileID: 2141442126} - - {fileID: 1536652428} - - {fileID: 1974803045} + - {fileID: 2017562215} + - {fileID: 1727802694} diff --git a/Gameton-06/Assets/Gameton/Scenes/Stage 4.unity b/Gameton-06/Assets/Gameton/Scenes/Stage 4.unity index 55e2cb9d..ad03b11e 100644 --- a/Gameton-06/Assets/Gameton/Scenes/Stage 4.unity +++ b/Gameton-06/Assets/Gameton/Scenes/Stage 4.unity @@ -4961,7 +4961,7 @@ GameObject: - component: {fileID: 480895542} m_Layer: 0 m_Name: TON.Player - m_TagString: Untagged + m_TagString: Player m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 diff --git a/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs b/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs index d22acf79..9db0383a 100644 --- a/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs +++ b/Gameton-06/Assets/Gameton/Scripts/GameData/MonsterData.cs @@ -13,27 +13,19 @@ namespace TON public string name; // 몬스터 레벨 public int level; - // 몬스터 타입 ex : melee, ranged - public string monsterType; // 몬스터 체력 public int hp; // 기본 공격력 public int attackPower; // 기본 방어력 public int defencePower; - // 몬스터 스킬 ID 1 + // 몬스터 스킬 ID public int monsterSkillID; - // 몬스터 스킬 ID 2 - public int monsterSkillIDTwo; - // 패트롤 범위 - public float patrolRange; - // 인식 범위 - public float detectionRange; - // 추적 범위 - public float chaseRange; - public float moveSpeed; - // 공격 범위 - public float attackRange; - + // 골드 + public int Gold; + // 경험치 + public int Exp; + // 점수 + public int Score; } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs index 1a8de118..20675901 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterBase.cs @@ -10,7 +10,7 @@ namespace TON [SerializeField] private GameObject _target; // 몬스터의 타겟 [SerializeField] private Collider2D _collider; // 몬스터의 콜라이더 [SerializeField] private SpriteRenderer _spriteRenderer; // 몬스터의 스프라이트 렌더러 - [SerializeField] private TextMeshProUGUI _textState; + // [SerializeField] private TextMeshProUGUI _textState; [SerializeField] public int id; // 몬스터의 ID public float defencePower; public float defenceIntention = 30; // 몬스터 방어력 변수 @@ -20,10 +20,12 @@ namespace TON public float currentHP { get; private set; } // 몬스터 현재 체력 private float hpMaxWidth; + private PlayerData _playerData; private MonsterData _monsterData; private Animator _animator; // 몬스터 애니메이터 private string currentAnimationState; // 현재 애니메이션 상태 - + private float moveSpeed = 2f; + StateMachine _stateMachine; private SkillPattern _skillPattern; @@ -33,6 +35,10 @@ namespace TON public bool IsFinishAttack { get; set; } // 몬스터 공격 모션이 끝났는지 여부 public bool IsSkillAttackable => _skillPattern.IsAttackable; + public int Gold = 0; + public int Exp = 0; + public int Score = 0; + private void Start() { _animator = GetComponent(); // 애니메이터 컴포넌트 초기화 @@ -45,8 +51,6 @@ namespace TON _skillPattern = new Monster1SkillPattern(_monsterData, this); - id = _monsterData.id; - _direction = new Vector3(1, 0, 0); // 초기 이동 방향 (x 축 양의 방향) _spriteRenderer.flipX = !(_direction.x > 0); // 이동 방향에 따라 스프라이트 플립 @@ -62,8 +66,11 @@ namespace TON { currentHP = _monsterData.hp; defencePower = _monsterData.defencePower; + Gold = _monsterData.Gold; + Exp = _monsterData.Exp; + Score = _monsterData.Score; - Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료"); + // Debug.Log($"몬스터 {_monsterData.name} 데이터 로드 완료"); } else { @@ -71,6 +78,11 @@ namespace TON } } + public void RewardData() + { + StageManager.Singleton.SetRewardData(Gold, Exp, Score); + } + public void ChangeAnimationState(string newState) { if (currentAnimationState == newState) return; // 현재 상태와 동일한 상태일 경우, 애니메이션을 변경하지 않음 @@ -94,7 +106,7 @@ namespace TON float prevHP = currentHP; // 몬스터의 체력을 감소시키고, 죽었을 경우 파괴 처리 currentHP -= damage; - UpdateHPBar(); + UpdateHPBar(currentHP); if (prevHP > 0 && currentHP <= 0) { @@ -107,7 +119,7 @@ namespace TON } } - private void UpdateHPBar() + private void UpdateHPBar(float currentHP) { if (_hpBarImage != null) { @@ -118,15 +130,14 @@ namespace TON } } - public void Attack(GameObject player) + public void Attack() { // 데미지 계산 (현재 임시 값) DamageCalculator damageCalculator = new DamageCalculator(); float baseAttack = _monsterData.attackPower; // 기본 공격력 float equipmentAttack = 0; // 장비 공격력 - // float defense = _monsterData.defencePower; // 방어력 비율 - float defense = PlayerDataManager.Singleton.defensiveIntention; // 캐릭터 방어력 + float defense = PlayerDataManager.Singleton.player.defensivePower / (PlayerDataManager.Singleton.player.defensivePower + PlayerDataManager.Singleton.defensiveIntention); // 캐릭터 방어력 // 기본 데미지 계산 (치명타 없음) float damage = damageCalculator.CalculateBaseDamage(baseAttack, equipmentAttack, defense); @@ -134,12 +145,6 @@ namespace TON Debug.Log($" 몬스터 공격! 최종 데미지: {damage}"); // 데미지 출력 } - public void PlayerAttack() - { - var target = GameObject.FindGameObjectWithTag("Player"); - Attack(target); - } - public void SetOppositionDirection() { _direction *= -1; // 이동 방향 반전 @@ -148,7 +153,7 @@ namespace TON public void Move() { - transform.Translate(_direction * _monsterData.moveSpeed * Time.deltaTime); // 몬스터를 이동시킴 + transform.Translate(_direction * moveSpeed * Time.deltaTime); // 몬스터를 이동시킴 } public void Chasing() @@ -157,17 +162,21 @@ namespace TON UnityEngine.Vector2 direction = target.transform.position - transform.position; // 타겟과의 방향 계산 _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 + transform.Translate(direction.normalized * moveSpeed * Time.deltaTime); // 타겟 방향으로 이동 } public void MonsterSkillLaunch() { - var target = GameObject.FindGameObjectWithTag("Player"); - _skillPattern.Attack(target); + if (_monsterData.monsterSkillID != 0) + { + var target = GameObject.FindGameObjectWithTag("Player"); + _skillPattern.Attack(target); + } } public void DestroyMonster() { + RewardData(); Destroy(gameObject); // 몬스터 파괴 } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs index 8e005098..b990d1f5 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/MonsterSpawner.cs @@ -1,5 +1,6 @@ using System.Collections; using System.Collections.Generic; +using Assets.PixelFantasy.PixelMonsters.Common.Scripts; using TMPro; using UnityEngine; using UnityEngine.UI; @@ -8,6 +9,7 @@ namespace TON { public class MonsterSpawner : MonoBehaviour { + private MonsterBase _monsterBase; public Transform[] spawnPoints; // 스폰 위치 배열 private List monsterPool; // 몬스터 오브젝트 풀 @@ -76,6 +78,9 @@ namespace TON private void StartNextWave() { currentWave++; + + StageManager.Singleton.SetWaveData(currentWave); // 웨이브 정보 전달. + if (currentWave > TOTAL_WAVES) { // Debug.Log("모든 웨이브 완료!"); diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs index d97711d4..ee5483e7 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/SkillPattern.cs @@ -24,42 +24,43 @@ namespace TON public class Monster1SkillPattern : SkillPattern { private float _skill1CoolTime; - private float _skill2CoolTime; + // private float _skill2CoolTime; private MonsterSkillData _monsterSkillData; - private MonsterSkillData _monsterSkillDataTwo; + // private MonsterSkillData _monsterSkillDataTwo; private MonsterSkill _skill1; - private MonsterSkill _skill2; + // private MonsterSkill _skill2; private Vector3 _skillOffset = new Vector3(0, -0.5f, 0); // 스킬 생성 위치 조정값 public Monster1SkillPattern(MonsterData monsterData, MonsterBase monsterBase) : base(monsterData, monsterBase) { _monsterSkillData = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillID); - if (_monsterData.monsterSkillIDTwo > -1) - { - _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo); - } + // if (_monsterData.monsterSkillIDTwo > -1) + // { + // _monsterSkillDataTwo = MonsterSkillDataManager.Singleton.GetMonsterSkillData(_monsterData.monsterSkillIDTwo); + // } - if (_monsterSkillData != null && _monsterSkillDataTwo != null) + // if (_monsterSkillData != null && _monsterSkillDataTwo != null) + if (_monsterSkillData != null) { Debug.Log($"몬스터 {_monsterSkillData.skillName} 데이터 로드 완료"); - Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료"); + // Debug.Log($"몬스터 {_monsterSkillDataTwo.skillName} 데이터 로드 완료"); // 프리팹을 연결한 코드 _skill1 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillData.skillName}"); - _skill2 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}"); + // _skill2 = Resources.Load($"MonsterSkillPrefabs/{_monsterSkillDataTwo.skillName}"); } else { Debug.LogError($"몬스터 스킬 ID {_monsterSkillData.skillId}에 대한 데이터를 찾을 수 없습니다."); - Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다."); + // Debug.LogError($"몬스터 스킬 ID {_monsterSkillDataTwo.skillId}에 대한 데이터를 찾을 수 없습니다."); } _skill1CoolTime = Time.realtimeSinceStartup; - _skill2CoolTime = Time.realtimeSinceStartup; + // _skill2CoolTime = Time.realtimeSinceStartup; } @@ -84,11 +85,11 @@ namespace TON IsAttackable = true; } - if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown) - { - // TODO : 범위 체크 - IsAttackable = true; - } + // if (Time.realtimeSinceStartup - _skill2CoolTime >= _monsterSkillDataTwo.cooldown) + // { + // // TODO : 범위 체크 + // IsAttackable = true; + // } } } diff --git a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs index 6bb9a7fa..877b4e92 100644 --- a/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs +++ b/Gameton-06/Assets/Gameton/Scripts/Monster/StateMachine.cs @@ -153,7 +153,6 @@ namespace TON _monsterBase = monsterBase; _monsterBase.ChangeAnimationState(AniWalk); - } public void Update() @@ -182,7 +181,6 @@ namespace TON // 추적 상태 return this; - } } @@ -226,7 +224,7 @@ namespace TON private void Attack() { _monsterBase.ChangeAnimationState(AniAttack); - _monsterBase.PlayerAttack(); + _monsterBase.Attack(); } public void Exit()