98 lines
2.7 KiB
C#
98 lines
2.7 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 SkillBase : PoolAble
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{
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public float SkillCoolDown => SkillData.coolDown;
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public float CurrentCoolDown { get; protected set; }
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public SkillData SkillData { get; private set; }
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public PlayerData playerData;
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private DamageCalculator damageCalculator = new DamageCalculator();
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private float elapsedTime = 0f; // 경과 시간 저장 변수
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public float destoryTime = 2f;
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public void Init(SkillData skillData)
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{
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SkillData = skillData;
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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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elapsedTime = 0f;
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}
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public void InvokeExcuteSkill()
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{
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InvokeRepeating(nameof(ExecuteSkill), 0f, 1f); // 즉시 실행 후 1초 간격 반복
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}
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void ExecuteSkill()
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{
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if (elapsedTime >= destoryTime)
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{
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CancelInvoke(nameof(ExecuteSkill)); // 반복 중지
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ReleaseObject();
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return;
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}
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Debug.Log("SkillBase:: " + SkillData.name);
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UpdateSkill(Time.deltaTime);
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elapsedTime += 1.0f;
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}
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void OnDisable()
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{
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CancelInvoke(nameof(ExecuteSkill)); // 오브젝트 비활성화 시 중지
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}
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void Update()
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{
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}
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public void SetCurrentCoolDown()
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{
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CurrentCoolDown = SkillData.coolDown; // 쿨타임 시작
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}
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public void UpdateSkill(float deltaTime)
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{
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CurrentCoolDown -= deltaTime;
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CurrentCoolDown = Mathf.Max(0, CurrentCoolDown);
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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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// 몬스터 방어력
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float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * SkillData.damage, 0, monsterDefencePower);
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// 치명타 적용
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damage = damageCalculator.ApplyCriticalDamage(damage);
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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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