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

131 lines
4.5 KiB
C#
Raw Normal View History

2026-01-29 06:58:38 +00:00
using UnityEngine;
using UnityEngine.AI;
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;
[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;
2026-01-29 06:58:38 +00:00
protected virtual void Start()
{
currentHP = maxHP;
animator = GetComponent<Animator>();
agent = GetComponent<NavMeshAgent>();
audioSource = GetComponent<AudioSource>();
OnHealthChanged?.Invoke(currentHP, maxHP);
}
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;
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
animator.Play(Monster_GetDamage, 0, 0f);
if (hitEffect) hitEffect.Play();
if (hitSound) audioSource.PlayOneShot(hitSound);
}
public virtual void OnHitEnd() { isHit = false; if (agent && agent.isOnNavMesh) agent.isStopped = false; }
protected virtual void Die()
{
if (isDead) return;
isDead = true;
OnMonsterKilled?.Invoke(expReward);
// 몬스터 사망 시 아이템 드랍
TryDropItems();
2026-01-29 06:58:38 +00:00
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()
{
// 1. 포션 드랍 체크
if (potionPrefab != null && UnityEngine.Random.Range(0f, 100f) <= potionDropChance)
{
SpawnItem(potionPrefab);
}
// 2. 무기 드랍 체크
if (weaponPrefabs != null && weaponPrefabs.Length > 0 && UnityEngine.Random.Range(0f, 100f) <= weaponDropChance)
{
int randomIndex = UnityEngine.Random.Range(0, weaponPrefabs.Length);
SpawnItem(weaponPrefabs[randomIndex]);
}
}
// ⭐ [최종 수정] 아이템 생성 함수
private void SpawnItem(GameObject prefab)
{
Vector3 spawnPos = transform.position + Vector3.up * 0.5f;
GameObject item = Instantiate(prefab, spawnPos, Quaternion.identity);
// ✅ [유저 요청] 인스펙터 변수 없이 '프리팹의 원래 크기'를 그대로 적용합니다.
item.transform.localScale = prefab.transform.localScale;
// 아이템이 몬스터 몸 안에서 나오는 느낌을 위해 살짝 위로만 튀게 합니다.
if (item.TryGetComponent<Rigidbody>(out var rb))
{
// 위로 톡 튀어오르게 함 (마찰력 등은 유저님이 리지드바디에서 설정한 대로 돌아감)
Vector3 popDir = Vector3.up * 3f + UnityEngine.Random.insideUnitSphere * 0.5f;
rb.AddForce(popDir, ForceMode.Impulse);
// 무기일 경우만 약간의 회전을 줘서 역동적으로 떨어지게 합니다.
if (prefab != potionPrefab)
{
rb.AddTorque(UnityEngine.Random.insideUnitSphere * 5f, ForceMode.Impulse);
}
}
}
2026-01-29 06:58:38 +00:00
public void OnDeathAnimEnd() { }
}