Projext/Assets/7.Other Code/Monster_Scripts/MonsterClass.cs

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using UnityEngine;
using UnityEngine.AI;
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using System.Collections; // ⭐ IEnumerator 사용을 위해 추가
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using System;
public class MonsterClass : MonoBehaviour, IDamageable
{
[Header("스탯")]
[SerializeField] protected float maxHP = 100f;
protected float currentHP;
public event Action<float, float> OnHealthChanged;
[Header("피격 / 사망 애니메이션")]
[SerializeField] protected string Monster_GetDamage = "Monster_GetDamage";
[SerializeField] protected string Monster_Die = "Monster_Die";
protected Animator animator;
protected NavMeshAgent agent;
protected AudioSource audioSource;
protected bool isHit;
protected bool isDead;
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protected bool isAttacking;
[Header("AI 설정 (공격 후 휴식)")]
[SerializeField] protected float attackRestDuration = 1.5f; // ⭐ 공격 후 쉬는 시간 (초)
protected bool isResting; // ⭐ 현재 쉬고 있는 상태인지 확인
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[Header("경험치")]
[SerializeField] protected int expReward = 10;
public static System.Action<int> OnMonsterKilled;
[Header("공통 사운드/이펙트")]
[SerializeField] protected AudioClip hitSound;
[SerializeField] protected AudioClip deathSound;
[SerializeField] protected GameObject deathEffectPrefab;
[SerializeField] protected ParticleSystem hitEffect;
[SerializeField] protected Transform impactSpawnPoint;
[Header("--- 드랍 설정 ---")]
[SerializeField] private GameObject potionPrefab;
[SerializeField][Range(0f, 100f)] private float potionDropChance = 30f;
[Space(10)]
[SerializeField] private GameObject[] weaponPrefabs;
[SerializeField][Range(0f, 100f)] private float weaponDropChance = 5f;
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protected virtual void Start()
{
currentHP = maxHP;
animator = GetComponent<Animator>();
agent = GetComponent<NavMeshAgent>();
audioSource = GetComponent<AudioSource>();
OnHealthChanged?.Invoke(currentHP, maxHP);
}
protected virtual void Update()
{
if (isDead) return;
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// ⭐ [수정] 피격(isHit), 공격(isAttacking), 또는 휴식(isResting) 중이면 이동을 멈춥니다.
bool shouldStop = isHit || isAttacking || isResting;
if (agent != null && agent.isOnNavMesh)
{
agent.isStopped = shouldStop;
if (shouldStop) agent.velocity = Vector3.zero;
}
if (animator != null)
{
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// 멈췄을 때는 속도를 0으로 전달하여 Idle 애니메이션이 나오게 합니다.
float currentSpeed = (agent != null && !shouldStop) ? agent.velocity.magnitude : 0f;
animator.SetFloat("Speed", currentSpeed);
}
}
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public virtual void TakeDamage(float amount) { OnDamaged(amount); }
public virtual void OnDamaged(float damage)
{
if (isDead) return;
currentHP -= damage;
OnHealthChanged?.Invoke(currentHP, maxHP);
if (currentHP <= 0) { Die(); return; }
if (!isHit) StartHit();
}
protected virtual void StartHit()
{
isHit = true;
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isAttacking = false;
isResting = false; // ⭐ 맞으면 쉬는 걸 중단하고 바로 아파해야 합니다.
StopAllCoroutines(); // 진행 중인 휴식 루틴을 끕니다.
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if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
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animator.Play(Monster_GetDamage, 0, 0f);
if (hitEffect) hitEffect.Play();
if (hitSound) audioSource.PlayOneShot(hitSound);
}
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public virtual void OnAttackStart() { isAttacking = true; isResting = false; }
// ⭐ [수정] 공격이 끝나면 바로 움직이는 게 아니라 '휴식' 코루틴을 실행합니다.
public virtual void OnAttackEnd()
{
isAttacking = false;
if (!isDead && !isHit)
{
StartCoroutine(RestAfterAttack());
}
}
// ⭐ 공격 후 대기 코루틴
private IEnumerator RestAfterAttack()
{
isResting = true;
yield return new WaitForSeconds(attackRestDuration); // 설정한 시간만큼 대기
isResting = false;
}
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public virtual void OnHitEnd() { isHit = false; if (agent && agent.isOnNavMesh) agent.isStopped = false; }
protected virtual void Die()
{
if (isDead) return;
isDead = true;
Collider col = GetComponent<Collider>();
if (col != null) col.enabled = false;
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OnMonsterKilled?.Invoke(expReward);
TryDropItems();
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if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
animator.Play(Monster_Die, 0, 0f);
if (deathSound) audioSource.PlayOneShot(deathSound);
Destroy(gameObject, 1.5f);
}
private void TryDropItems()
{
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if (potionPrefab != null && UnityEngine.Random.Range(0f, 100f) <= potionDropChance) SpawnItem(potionPrefab);
if (weaponPrefabs != null && weaponPrefabs.Length > 0 && UnityEngine.Random.Range(0f, 100f) <= weaponDropChance)
{
int randomIndex = UnityEngine.Random.Range(0, weaponPrefabs.Length);
SpawnItem(weaponPrefabs[randomIndex]);
}
}
private void SpawnItem(GameObject prefab)
{
Vector3 spawnPos = transform.position + Vector3.up * 0.5f;
GameObject item = Instantiate(prefab, spawnPos, Quaternion.identity);
item.transform.localScale = prefab.transform.localScale;
if (item.TryGetComponent<Rigidbody>(out var rb))
{
Vector3 popDir = Vector3.up * 0.02f + UnityEngine.Random.insideUnitSphere * 0.02f;
rb.AddForce(popDir, ForceMode.Impulse);
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if (prefab != potionPrefab) rb.AddTorque(UnityEngine.Random.insideUnitSphere * 0.3f, ForceMode.Impulse);
}
}
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public void OnDeathAnimEnd() { }
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}