fix: 캐릭터가 몬스터 공격 시 데미지가 음수값이 되지 않도록 몬스터 방어력 의도값 로직 적용

This commit is contained in:
aube.lee
2025-02-26 09:30:48 +09:00
parent 670f302431
commit f9fae776d0
4 changed files with 29 additions and 23 deletions

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@@ -29,9 +29,10 @@ namespace TON
// 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, 0, monsterDefencePower);
// 몬스터 방어력 의도값 계산
MonsterBase monsterBase = collision.GetComponent<MonsterBase>();
float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention);
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, calcMonsterDefence);
// 치명타 적용 (캐릭터는 적용)
damage = damageCalculator.ApplyCriticalDamage(damage);

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@@ -26,6 +26,7 @@ namespace TON
// 4. 기본 데미지 계산
float baseDamage = (totalAttackPower * damageMultiplier) * defenseEffect;
Debug.Log("기본 데미지 계산" + baseDamage);
return Mathf.Round(baseDamage); // 소수점 제거 (선택 사항)
}
@@ -37,7 +38,7 @@ namespace TON
if (Random.value < criticalChance) // Random.value는 0.0 ~ 1.0 사이의 랜덤 값
{
damage *= criticalMultiplier;
Debug.Log("💥 치명타 발생! 💥");
Debug.Log("💥 치명타 발생! 💥" + damage);
}
return Mathf.Round(damage); // 소수점 제거

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@@ -13,6 +13,7 @@ namespace TON
[SerializeField] private TextMeshProUGUI _textState;
[SerializeField] public int id; // 몬스터의 ID
public float defencePower;
public float defenceIntention = 30; // 몬스터 방어력 변수
public GameObject _hpBarImage; // HP 바 이미지
private float _maxHP;

View File

@@ -42,9 +42,12 @@ namespace TON
// 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);
// 몬스터 방어력 의도값 계산
MonsterBase monsterBase = collision.GetComponent<MonsterBase>();
float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention);
float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, 0, calcMonsterDefence);
Debug.Log("Projectile" + damage);
// 치명타 적용
damage = damageCalculator.ApplyCriticalDamage(damage);