67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
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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MonsterBase monsterBase = collision.GetComponent<MonsterBase>();
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// 몬스터가 이전 피격으로 이미 죽은 경우우
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if (monsterBase.currentHP <= 0)
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return;
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// 몬스터 방어력 의도값 계산
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float calcMonsterDefence = monsterBase.defencePower / (monsterBase.defencePower + monsterBase.defenceIntention);
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, calcMonsterDefence);
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Debug.Log("Projectile" + damage);
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// 치명타 적용
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damage = damageCalculator.ApplyCriticalDamage(damage, collision.transform.position);
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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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