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공격 방식은 자식 클래스에서 구현 @@ -87,6 +89,8 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable Collider col = GetComponent(); if (col != null) col.enabled = true; + if (agent != null) agent.speed = moveSpeed; // 스피드 초기화 + OnResetStats(); } @@ -225,14 +229,9 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable protected void ReturnToPool() => gameObject.SetActive(false); // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - // ⭐ 공격 이벤트 (여기가 중요!) + // ⭐ 공격 이벤트 // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - /// - /// 애니메이션 이벤트: 공격 시작 - /// - 부모는 기본적으로 무기를 켬 - /// - 자식(원거리)은 이걸 Override 해서 화살 발사로 바꿈 - /// public virtual void OnAttackStart() { isAttacking = true; @@ -261,4 +260,107 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable yield return new WaitForSeconds(attackRestDuration); isResting = false; } -} \ No newline at end of file + + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + // ⭐ 상태 이상 시스템 (추가된 부분) + // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ + + /// + /// 상태이상 적용 (PlayerArrow에서 호출) + /// + public void ApplyStatusEffect(StatusEffectType type, float damage, float duration) + { + if (isDead) return; + + switch (type) + { + case StatusEffectType.Burn: + StartCoroutine(BurnCoroutine(damage, duration)); + break; + case StatusEffectType.Slow: + StartCoroutine(SlowCoroutine(damage, duration)); + break; + case StatusEffectType.Poison: + StartCoroutine(PoisonCoroutine(damage, duration)); + break; + case StatusEffectType.Shock: + TakeDamage(damage); // 충격 데미지 즉시 적용 + StartCoroutine(StunCoroutine(0.5f)); // 0.5초 스턴 + break; + } + } + + /// + /// 화상: 일정 시간 동안 0.5초마다 틱 데미지 + /// + private IEnumerator BurnCoroutine(float tickDamage, float duration) + { + float elapsed = 0f; + float tickInterval = 0.5f; + while (elapsed < duration) + { + TakeDamage(tickDamage * tickInterval); + yield return new WaitForSeconds(tickInterval); + elapsed += tickInterval; + } + } + + /// + /// 슬로우: 이동속도를 일시적으로 감소 + /// + private IEnumerator SlowCoroutine(float amount, float duration) + { + // NavMeshAgent가 있는 경우 속도 조절 + if (agent != null) + { + float originalSpeed = agent.speed; + agent.speed *= (1f - Mathf.Clamp01(amount / 100f)); + yield return new WaitForSeconds(duration); + agent.speed = originalSpeed; // 원래 속도로 복구 + } + else + { + // NavMeshAgent가 없으면 그냥 대기 + yield return new WaitForSeconds(duration); + } + } + + /// + /// 독: 지속 데미지 (1초마다) + /// + private IEnumerator PoisonCoroutine(float tickDamage, float duration) + { + float elapsed = 0f; + float tickInterval = 1f; + while (elapsed < duration) + { + TakeDamage(tickDamage * tickInterval); + yield return new WaitForSeconds(tickInterval); + elapsed += tickInterval; + } + } + + /// + /// 스턴: 짧은 시간 동안 행동 정지 + /// + private IEnumerator StunCoroutine(float duration) + { + if (agent != null) + { + agent.isStopped = true; + if (animator != null) animator.speed = 0; // 애니메이션도 멈춤 (선택사항) + + yield return new WaitForSeconds(duration); + + if (!isDead) + { + agent.isStopped = false; + if (animator != null) animator.speed = 1; + } + } + else + { + yield return new WaitForSeconds(duration); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/Arrow.cs b/Assets/Scripts/Player/Combat/Arrow.cs index 65171ddc..73570cb1 100644 --- a/Assets/Scripts/Player/Combat/Arrow.cs +++ b/Assets/Scripts/Player/Combat/Arrow.cs @@ -1,51 +1,304 @@ -using UnityEngine; +using UnityEngine; +using System.Collections; +/// +/// 발사된 화살 발사체 (파티클 프리팹에 부착됨) +/// SphereCast 기반 정밀 충돌 감지 (기존 100% 유지) +/// [NEW] 속성 데미지(DoT) 시스템 추가 +/// public class PlayerArrow : MonoBehaviour { + [Header("--- 정밀 피격 판정 설정 ---")] + [SerializeField] private float raycastDistance = 0.8f; + [SerializeField] private float raycastRadius = 0.08f; + [SerializeField] private LayerMask hitLayers; + [SerializeField] private Transform arrowTip; + + [Header("--- 디버그 시각화 ---")] + [SerializeField] private bool showDebugRay = true; + + // 화살 스탯 private float damage; private float speed; private float range; private Vector3 startPos; + private Vector3 shootDirection; private bool isFired = false; + private bool hasHit = false; - public void Initialize(float dmg, float arrowSpeed, float maxRange) + // [NEW] 속성 데미지 시스템 + private ArrowElementType elementType = ArrowElementType.None; + private float elementDamage = 0f; + private float elementDuration = 0f; + + // Raycast 추적용 + private Vector3 previousPosition; + private Rigidbody rb; + + private void Awake() + { + rb = GetComponent(); + } + + private void Start() + { + if (arrowTip == null) + { + Transform tip = transform.Find("ArrowTip"); + if (tip == null) tip = transform.Find("Tip"); + arrowTip = tip ?? transform; + } + + if (hitLayers.value == 0) + { + hitLayers = LayerMask.GetMask("Enemy", "EnemyHitBox", "Wall", "Ground", "Default"); + } + } + + /// + /// [MODIFIED] 초기화 — 속성 정보 포함 (7개 파라미터) + /// PlayerAttack.OnShootArrow()에서 호출됩니다. + /// + public void Initialize( + float dmg, + float arrowSpeed, + float maxRange, + Vector3 direction, + ArrowElementType element, + float elemDmg, + float elemDur) { this.damage = dmg; this.speed = arrowSpeed; this.range = maxRange; + this.shootDirection = direction.normalized; this.startPos = transform.position; + this.previousPosition = transform.position; this.isFired = true; - Rigidbody rb = GetComponent(); + // [NEW] 속성 정보 저장 + this.elementType = element; + this.elementDamage = elemDmg; + this.elementDuration = elemDur; + + // 발사 방향으로 회전 + if (shootDirection != Vector3.zero) + { + transform.rotation = Quaternion.LookRotation(shootDirection); + } + + // Rigidbody 설정 + if (rb == null) rb = GetComponent(); + if (rb != null) { - rb.useGravity = false; // ߻ - rb.velocity = transform.forward * speed; + rb.useGravity = false; + rb.isKinematic = false; + rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; + rb.velocity = shootDirection * speed; } - Destroy(gameObject, 5f); // 5 ڵ + Destroy(gameObject, 5f); } - void Update() + /// + /// [하위 호환성] 방향 없는 3-파라미터 버전 + /// + public void Initialize(float dmg, float arrowSpeed, float maxRange) { - if (!isFired) return; - if (Vector3.Distance(startPos, transform.position) >= range) + Initialize(dmg, arrowSpeed, maxRange, transform.forward, + ArrowElementType.None, 0f, 0f); + } + + private void Update() + { + if (!isFired || hasHit) return; + + // 사거리 체크 + float traveledDistance = Vector3.Distance(startPos, transform.position); + if (traveledDistance >= range) { Destroy(gameObject); + return; + } + + // 정밀 충돌 감지 + CheckPrecisionCollision(); + + previousPosition = transform.position; + } + + /// + /// SphereCast 기반 정밀 충돌 (기존 로직 100% 유지) + /// + private void CheckPrecisionCollision() + { + Vector3 tipPosition = arrowTip != null ? arrowTip.position : transform.position; + + Vector3 direction = rb != null && rb.velocity.magnitude > 0.1f + ? rb.velocity.normalized + : transform.forward; + + float frameDistance = Vector3.Distance(previousPosition, transform.position); + float checkDistance = Mathf.Max(frameDistance, raycastDistance); + + RaycastHit hit; + bool didHit = Physics.SphereCast( + tipPosition, + raycastRadius, + direction, + out hit, + checkDistance, + hitLayers + ); + + if (showDebugRay) + { + Debug.DrawRay(tipPosition, direction * checkDistance, didHit ? Color.red : Color.green, 0.1f); + } + + if (didHit) + { + HandleHit(hit.collider, hit.point); } } + /// + /// [MODIFIED] 충돌 처리 — 속성 데미지 적용 추가 + /// + private void HandleHit(Collider hitCollider, Vector3 hitPoint) + { + if (hasHit) return; + hasHit = true; + + // 적 감지 (Tag 또는 Layer) + bool isEnemy = hitCollider.CompareTag("Enemy"); + + // EnemyHitBox 레이어 체크 (레이어가 존재하는 경우에만) + int enemyHitBoxLayerIndex = LayerMask.NameToLayer("EnemyHitBox"); + if (!isEnemy && enemyHitBoxLayerIndex != -1) + { + isEnemy = hitCollider.gameObject.layer == enemyHitBoxLayerIndex; + } + + if (isEnemy) + { + // MonsterClass를 찾아 데미지 적용 + MonsterClass monster = hitCollider.GetComponentInParent(); + if (monster == null) monster = hitCollider.GetComponent(); + + if (monster != null) + { + // 1. 기본 데미지 적용 + monster.TakeDamage(damage); + Debug.Log($"적 명중! 기본데미지: {damage}"); + + // 2. [NEW] 속성 효과 적용 + ApplyElementEffect(monster); + } + + Destroy(gameObject, 0.05f); + } + else if (hitCollider.CompareTag("Wall") || hitCollider.CompareTag("Ground")) + { + Debug.Log($"벽/바닥 충돌! 위치: {hitPoint}"); + Destroy(gameObject, 0.05f); + } + else + { + // 기타 충돌 (Unknown) + Destroy(gameObject, 0.05f); + } + } + + /// + /// [NEW] 속성 효과 적용 + /// MonsterClass에 ApplyStatusEffect 메서드가 있어야 합니다. + /// + private void ApplyElementEffect(MonsterClass monster) + { + if (elementType == ArrowElementType.None || elementDamage <= 0f) return; + + // MonsterClass에 ApplyStatusEffect가 있는지 확인 + switch (elementType) + { + case ArrowElementType.Fire: + monster.ApplyStatusEffect(StatusEffectType.Burn, elementDamage, elementDuration); + Debug.Log($"화염 효과! {elementDamage} 데미지 x {elementDuration}초"); + break; + + case ArrowElementType.Ice: + monster.ApplyStatusEffect(StatusEffectType.Slow, elementDamage, elementDuration); + Debug.Log($"빙결 효과! 슬로우 {elementDuration}초"); + break; + + case ArrowElementType.Poison: + monster.ApplyStatusEffect(StatusEffectType.Poison, elementDamage, elementDuration); + Debug.Log($"독 효과! {elementDamage} 데미지 x {elementDuration}초"); + break; + + case ArrowElementType.Lightning: + monster.ApplyStatusEffect(StatusEffectType.Shock, elementDamage, elementDuration); + Debug.Log($"감전 효과! {elementDamage} 범위 데미지"); + break; + } + } + + /// + /// 백업 충돌 감지 (OnTriggerEnter) — 기존 로직 유지 + /// private void OnTriggerEnter(Collider other) { - if (other.CompareTag("Enemy")) + if (hasHit) return; + + bool isEnemy = other.CompareTag("Enemy"); + int enemyHitBoxLayerIndex = LayerMask.NameToLayer("EnemyHitBox"); + if (!isEnemy && enemyHitBoxLayerIndex != -1) { - var monster = other.GetComponent(); - if (monster != null) monster.TakeDamage(damage); - Destroy(gameObject); + isEnemy = other.gameObject.layer == enemyHitBoxLayerIndex; + } + + if (isEnemy) + { + HandleHit(other, other.ClosestPoint(transform.position)); } else if (other.CompareTag("Wall") || other.CompareTag("Ground")) { - Destroy(gameObject); + hasHit = true; + Destroy(gameObject, 0.05f); + } + } + + /// + /// Gizmo 디버그 시각화 — 기존 로직 유지 + 속성 색상 추가 + /// + private void OnDrawGizmos() + { + if (!Application.isPlaying || !isFired || !showDebugRay) return; + + Vector3 tipPosition = arrowTip != null ? arrowTip.position : transform.position; + Vector3 direction = rb != null && rb.velocity.magnitude > 0.1f + ? rb.velocity.normalized + : transform.forward; + + Gizmos.color = hasHit ? Color.red : Color.green; + Gizmos.DrawWireSphere(tipPosition, raycastRadius); + Gizmos.DrawWireSphere(tipPosition + direction * raycastDistance, raycastRadius); + + Gizmos.color = Color.yellow; + Gizmos.DrawLine(tipPosition, tipPosition + direction * raycastDistance); + + // [NEW] 속성별 색상 표시 + switch (elementType) + { + case ArrowElementType.Fire: Gizmos.color = Color.red; break; + case ArrowElementType.Ice: Gizmos.color = Color.cyan; break; + case ArrowElementType.Poison: Gizmos.color = Color.green; break; + case ArrowElementType.Lightning: Gizmos.color = Color.yellow; break; + } + if (elementType != ArrowElementType.None) + { + Gizmos.DrawWireSphere(transform.position, 0.5f); } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/ArrowData.cs b/Assets/Scripts/Player/Combat/ArrowData.cs new file mode 100644 index 00000000..bb28ceb6 --- /dev/null +++ b/Assets/Scripts/Player/Combat/ArrowData.cs @@ -0,0 +1,46 @@ +// ============================================ +// 📁 파일명: ArrowData.cs +// 📂 경로: Assets/Scripts/Data/ArrowData.cs +// ============================================ + +using UnityEngine; + +/// +/// 화살 정보를 담는 데이터 구조체 +/// ArrowPickup.GetArrowData() → PlayerAttack.SetCurrentArrow() 로 전달됩니다. +/// +[System.Serializable] +public struct ArrowData +{ + [Header("--- 기본 정보 ---")] + public string arrowName; // 화살 이름 (UI 표시용) + public ArrowElementType elementType; // 속성 타입 + + [Header("--- 스탯 ---")] + public float baseDamage; // 기본 데미지 + public float elementDamage; // 속성 추가 데미지 + public float elementDuration; // 속성 지속시간 (초) + + [Header("--- 프리팹 ---")] + public GameObject projectilePrefab; // 발사할 파티클 프리팹 + + /// + /// 기본 화살 데이터 생성 + /// + public static ArrowData Default => new ArrowData + { + arrowName = "기본 화살", + elementType = ArrowElementType.None, + baseDamage = 10f, + elementDamage = 0f, + elementDuration = 0f, + projectilePrefab = null + }; + + public override string ToString() + { + return $"[{arrowName}] 속성={elementType}, " + + $"기본데미지={baseDamage}, 속성데미지={elementDamage}, " + + $"지속시간={elementDuration}s"; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/ArrowData.cs.meta b/Assets/Scripts/Player/Combat/ArrowData.cs.meta new file mode 100644 index 00000000..3a7927e1 --- /dev/null +++ b/Assets/Scripts/Player/Combat/ArrowData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c430602335150a441b03b4d3e64debef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/Combat/ArrowElementType.cs b/Assets/Scripts/Player/Combat/ArrowElementType.cs new file mode 100644 index 00000000..4f592e58 --- /dev/null +++ b/Assets/Scripts/Player/Combat/ArrowElementType.cs @@ -0,0 +1,17 @@ +// ============================================ +// 📁 파일명: ArrowElementType.cs +// 📂 경로: Assets/Scripts/Data/ArrowElementType.cs +// ============================================ + +/// +/// 화살 속성 타입 열거형 +/// PlayerAttack, PlayerArrow, ArrowPickup에서 참조합니다. +/// +public enum ArrowElementType +{ + None, // 무속성 (기본 화살) + Fire, // 불 - 지속 데미지 (DoT) + Ice, // 얼음 - 이동속도 감소 (슬로우) + Poison, // 독 - 지속 데미지 + 방어력 감소 + Lightning // 번개 - 즉발 범위 데미지 +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/ArrowElementType.cs.meta b/Assets/Scripts/Player/Combat/ArrowElementType.cs.meta new file mode 100644 index 00000000..a585ba9f --- /dev/null +++ b/Assets/Scripts/Player/Combat/ArrowElementType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2f3bcf9fff09afa43a9f9d08e49ccea3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/Combat/Attack.cs b/Assets/Scripts/Player/Combat/Attack.cs index 78036e51..058b4ac3 100644 --- a/Assets/Scripts/Player/Combat/Attack.cs +++ b/Assets/Scripts/Player/Combat/Attack.cs @@ -5,12 +5,13 @@ using System.Collections.Generic; public class PlayerAttack : MonoBehaviour { [Header("--- 활 설정 ---")] - [SerializeField] private GameObject arrowPrefab; [SerializeField] private Transform firePoint; [SerializeField] private PlayerAnimator pAnim; + [Header("--- 스탯 참조 ---")] + [SerializeField] private Stats playerStats; + [Header("--- 일반 공격 (좌클릭) ---")] - [SerializeField] private float normalDamage = 10f; [SerializeField] private float normalRange = 15f; [SerializeField] private float normalSpeed = 20f; [SerializeField] private float attackCooldown = 0.5f; @@ -28,16 +29,25 @@ public class PlayerAttack : MonoBehaviour [SerializeField] private List chargeStages; - [Header("--- 🎯 에임 보정 설정 ---")] - [SerializeField] private bool enableAutoAim = true; // 자동 조준 켜기/끄기 - [SerializeField] private float autoAimRange = 15f; // 자동 조준 감지 범위 - [SerializeField] private float autoAimAngle = 45f; // 마우스 커서 기준 각도 (넓을수록 감지 잘됨) + [Header("--- 에임 보정 설정 ---")] + [SerializeField] private bool enableAutoAim = true; + [SerializeField] private float autoAimRange = 15f; + [SerializeField] private float autoAimAngle = 45f; [Range(0f, 1f)] - [Tooltip("에임 보정 강도 (0: 보정 없음, 1: 완전 자동 조준)")] - [SerializeField] private float aimAssistStrength = 0.4f; // 40% 보정 (에임핵 느낌) - [SerializeField] private LayerMask enemyLayer; // 적 레이어 - [Tooltip("차징 최대 단계에서만 자동 조준 활성화")] - [SerializeField] private bool onlyMaxCharge = true; // 최대 차징에서만 작동 + [SerializeField] private float aimAssistStrength = 0.4f; + [SerializeField] private LayerMask enemyLayer; + [SerializeField] private bool onlyMaxCharge = true; + + // ============================================ + // [NEW] 파티클 기반 화살 시스템 + // ============================================ + [Header("--- 파티클 화살 시스템 ---")] + [SerializeField] private GameObject defaultProjectilePrefab; // 기본 발사체 프리팹 + + private GameObject _currentProjectilePrefab; + private ArrowElementType _currentElementType = ArrowElementType.None; + private float _currentElementDamage = 0f; + private float _currentElementDuration = 0f; private float _lastAttackTime; private float _chargeTimer; @@ -48,20 +58,24 @@ public class PlayerAttack : MonoBehaviour private float _pendingDamage; private float _pendingSpeed; private float _pendingRange; - - // 🎯 발사 방향 저장 private Vector3 _pendingShootDirection; public bool IsCharging => _isCharging; - public bool IsAttacking - { - get => _isAttacking; - set => _isAttacking = value; - } + public bool IsAttacking { get => _isAttacking; set => _isAttacking = value; } public float ChargeProgress => Mathf.Clamp01(_chargeTimer / maxChargeTime); + // [NEW] 외부에서 현재 속성 확인용 + public ArrowElementType CurrentElement => _currentElementType; + public GameObject CurrentProjectilePrefab => _currentProjectilePrefab; + private void Start() { + if (playerStats == null) playerStats = GetComponentInParent(); + + // 기본 발사체 프리팹 설정 + if (_currentProjectilePrefab == null) + _currentProjectilePrefab = defaultProjectilePrefab; + if (chargeStages == null || chargeStages.Count == 0) { chargeStages = new List @@ -75,48 +89,79 @@ public class PlayerAttack : MonoBehaviour float calculatedMaxTime = 0f; foreach (var stage in chargeStages) { - if (stage.chargeTime > calculatedMaxTime) - calculatedMaxTime = stage.chargeTime; + if (stage.chargeTime > calculatedMaxTime) calculatedMaxTime = stage.chargeTime; } maxChargeTime = Mathf.Max(calculatedMaxTime, 0.1f); } private void Update() { - if (_isCharging) - { - _chargeTimer += Time.deltaTime; - } + if (_isCharging) _chargeTimer += Time.deltaTime; } - // --- [1] 일반 공격 --- + // ============================================ + // [NEW] 화살 장착 (SwapArrow 대체) + // ============================================ + + /// + /// ArrowPickup에서 습득 시 호출합니다. + /// 파티클 프리팹 + 속성 정보를 저장합니다. + /// + public void SetCurrentArrow(ArrowData data) + { + if (data.projectilePrefab != null) + _currentProjectilePrefab = data.projectilePrefab; + else + _currentProjectilePrefab = defaultProjectilePrefab; + + _currentElementType = data.elementType; + _currentElementDamage = data.elementDamage; + _currentElementDuration = data.elementDuration; + + Debug.Log($"화살 장착: [{data.arrowName}] 속성={data.elementType}, " + + $"속성데미지={data.elementDamage}, 지속시간={data.elementDuration}s"); + } + + /// + /// 기본 화살로 초기화 + /// + public void ResetArrow() + { + _currentProjectilePrefab = defaultProjectilePrefab; + _currentElementType = ArrowElementType.None; + _currentElementDamage = 0f; + _currentElementDuration = 0f; + Debug.Log("화살 초기화: 기본 화살"); + } + + // ============================================ + // 일반 공격 (좌클릭) — 기존 로직 100% 유지 + // ============================================ + public void PerformNormalAttack() { - if (Time.time < _lastAttackTime + attackCooldown) return; - if (_isAttacking) return; + if (Time.time < _lastAttackTime + attackCooldown || _isAttacking) return; - _pendingDamage = normalDamage; + _pendingDamage = (playerStats != null) ? playerStats.TotalAttackDamage : 10f; _pendingSpeed = normalSpeed; _pendingRange = normalRange; - // 🎯 마우스 방향 계산 (일반 공격은 자동 조준 없음) _pendingShootDirection = GetMouseDirection(); - _lastAttackTime = Time.time; if (pAnim != null) pAnim.TriggerThrow(); - StartCoroutine(AttackRoutine()); } - // --- [2] 차징 시작 --- + // ============================================ + // 차징 공격 (우클릭) — 기존 로직 100% 유지 + // ============================================ + public void StartCharging() { if (_waitForRelease) return; - _isCharging = true; _chargeTimer = 0f; - if (pAnim != null) pAnim.SetCharging(true); if (CinemachineShake.Instance != null) CinemachineShake.Instance.SetZoom(true); } @@ -125,19 +170,16 @@ public class PlayerAttack : MonoBehaviour { _isCharging = false; _chargeTimer = 0f; - if (pAnim != null) pAnim.SetCharging(false); if (CinemachineShake.Instance != null) CinemachineShake.Instance.SetZoom(false); } - // --- [3] 차징 취소 --- public void CancelCharging() { ResetChargingEffects(); _waitForRelease = false; } - // --- [4] 차징 발사 --- public void ReleaseAttack() { if (!_isCharging) return; @@ -148,80 +190,61 @@ public class PlayerAttack : MonoBehaviour if (_chargeTimer >= stage.chargeTime) currentStage = stage; } - _pendingDamage = normalDamage * currentStage.damageMult; + float baseDmg = (playerStats != null) ? playerStats.TotalAttackDamage : 10f; + _pendingDamage = baseDmg * currentStage.damageMult; _pendingSpeed = normalSpeed * currentStage.rangeMult; _pendingRange = normalRange * currentStage.rangeMult; - // 🎯 발사 방향 계산 (차징 최대 시 자동 조준) - bool isMaxCharge = _chargeTimer >= maxChargeTime * 0.95f; // 95% 이상이면 최대 차징 + bool isMaxCharge = _chargeTimer >= maxChargeTime * 0.95f; _pendingShootDirection = GetShootDirection(isMaxCharge); if (pAnim != null) pAnim.TriggerThrow(); - _waitForRelease = true; _lastAttackTime = Time.time; StartCoroutine(AttackRoutine()); } - // --- [5] 🎯 마우스 방향 계산 --- + // ============================================ + // 에임 보정 시스템 — 기존 로직 100% 유지 + // ============================================ + private Vector3 GetMouseDirection() { - // 마우스 위치 → 월드 좌표 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - Plane groundPlane = new Plane(Vector3.up, transform.position); + Plane firePlane = new Plane(Vector3.up, firePoint.position); - if (groundPlane.Raycast(ray, out float distance)) + if (firePlane.Raycast(ray, out float distance)) { Vector3 worldMousePos = ray.GetPoint(distance); Vector3 direction = (worldMousePos - firePoint.position).normalized; - direction.y = 0; // 수평 발사 + direction.y = 0; return direction; } - - // 실패 시 플레이어 정면 return transform.forward; } - // --- [6] 🎯 발사 방향 계산 (에임 어시스트 포함) --- private Vector3 GetShootDirection(bool isMaxCharge) { Vector3 mouseDir = GetMouseDirection(); + if (!enableAutoAim || (onlyMaxCharge && !isMaxCharge)) return mouseDir; - // 자동 조준 비활성화 또는 최대 차징 아님 - if (!enableAutoAim || (onlyMaxCharge && !isMaxCharge)) - { - return mouseDir; - } - - // 🎯 적 탐색 Transform bestTarget = FindBestTarget(mouseDir); - if (bestTarget != null) { - // 적 방향 계산 (중심부 조준) Vector3 targetPos = bestTarget.position + Vector3.up * 1.2f; Vector3 targetDir = (targetPos - firePoint.position).normalized; - targetDir.y = 0; // 수평 발사 + targetDir.y = 0; - // ✨ 에임 어시스트: 마우스 방향과 적 방향을 섞음! - // aimAssistStrength = 0.4 → 마우스 60% + 적 40% Vector3 assistedDir = Vector3.Lerp(mouseDir, targetDir, aimAssistStrength); - assistedDir.y = 0; assistedDir.Normalize(); - - Debug.Log($"🎯 에임 어시스트 활성화! 타겟: {bestTarget.name}, 보정 강도: {aimAssistStrength * 100}%"); return assistedDir; } - - // 적 없으면 마우스 방향 return mouseDir; } - // --- [7] 🎯 최적 타겟 찾기 --- private Transform FindBestTarget(Vector3 mouseDirection) { Collider[] enemies = Physics.OverlapSphere(transform.position, autoAimRange, enemyLayer); - if (enemies.Length == 0) return null; Transform bestTarget = null; @@ -230,15 +253,10 @@ public class PlayerAttack : MonoBehaviour foreach (var enemy in enemies) { Vector3 dirToEnemy = (enemy.transform.position - transform.position).normalized; - - // 마우스 방향과의 각도 체크 float angle = Vector3.Angle(mouseDirection, dirToEnemy); - if (angle > autoAimAngle) continue; // 각도 범위 밖 + if (angle > autoAimAngle) continue; - // 거리 체크 float distance = Vector3.Distance(transform.position, enemy.transform.position); - - // 점수 계산: 각도 + 거리 (낮을수록 좋음) float score = angle * 0.5f + distance * 0.5f; if (score < bestScore) @@ -247,50 +265,62 @@ public class PlayerAttack : MonoBehaviour bestTarget = enemy.transform; } } - return bestTarget; } - // --- [8] 이벤트: 화살 생성 --- + // ============================================ + // [MODIFIED] 화살 생성 — 파티클 프리팹 발사 + // ============================================ + + /// + /// 애니메이션 이벤트에서 호출됩니다. + /// 파티클 프리팹을 Instantiate하고 PlayerArrow 컴포넌트로 이동/충돌을 처리합니다. + /// public void OnShootArrow() { - if (arrowPrefab == null || firePoint == null) return; - - // 🎯 저장된 방향으로 회전 계산 - Quaternion shootRotation = Quaternion.LookRotation(_pendingShootDirection); - - // 화살 생성 (계산된 방향으로) - GameObject arrow = Instantiate(arrowPrefab, firePoint.position, shootRotation); - - // ArrowItem 초기화 - ArrowItem arrowItem = arrow.GetComponent(); - if (arrowItem != null) + if (_currentProjectilePrefab == null || firePoint == null) { - arrowItem.Initialize(_pendingDamage, _pendingSpeed, _pendingRange); + Debug.LogWarning("발사체 프리팹 또는 firePoint가 없습니다!"); return; } - // 하위 호환 - PlayerArrow arrowScript = arrow.GetComponent(); - if (arrowScript != null) + // 파티클 프리팹을 발사 위치에 생성 + Quaternion rotation = Quaternion.LookRotation(_pendingShootDirection); + GameObject projectile = Instantiate(_currentProjectilePrefab, firePoint.position, rotation); + + // PlayerArrow 컴포넌트 확인/추가 후 초기화 + PlayerArrow arrowScript = projectile.GetComponent(); + if (arrowScript == null) { - arrowScript.Initialize(_pendingDamage, _pendingSpeed, _pendingRange); + arrowScript = projectile.AddComponent(); } + + // 발사 정보 + 속성 정보 전달 + arrowScript.Initialize( + _pendingDamage, + _pendingSpeed, + _pendingRange, + _pendingShootDirection, + _currentElementType, + _currentElementDamage, + _currentElementDuration + ); } - // --- [9] 이벤트: 공격 끝 --- + // ============================================ + // 유틸리티 — 기존 로직 100% 유지 + // ============================================ + public void OnAttackEnd() { _isAttacking = false; ResetChargingEffects(); } - // --- [10] 안전장치 코루틴 --- private IEnumerator AttackRoutine() { _isAttacking = true; yield return new WaitForSeconds(0.6f); - if (_isAttacking) { _isAttacking = false; @@ -298,59 +328,47 @@ public class PlayerAttack : MonoBehaviour } } - // --- [11] 화살 교체 --- + // [DEPRECATED] 하위 호환성을 위해 남겨둠 + [System.Obsolete("SetCurrentArrow(ArrowData)를 사용하세요.")] public void SwapArrow(GameObject newArrow) { if (newArrow == null) return; - arrowPrefab = newArrow; - Debug.Log($"화살이 {newArrow.name}(으)로 교체되었습니다!"); + Debug.LogWarning("SwapArrow()는 더 이상 사용되지 않습니다. SetCurrentArrow()를 사용하세요."); } public void StartWeaponCollision() { } public void StopWeaponCollision() { } - // --- [12] 🎯 디버그: 감지 범위 시각화 --- + // ============================================ + // Gizmo 디버그 — 기존 로직 100% 유지 + // ============================================ + private void OnDrawGizmosSelected() { if (!enableAutoAim) return; - - // 자동 조준 범위 (노란색 원) Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, autoAimRange); - // 마우스 방향 (파란색 선) if (Application.isPlaying && firePoint != null) { Vector3 mouseDir = GetMouseDirection(); Gizmos.color = Color.blue; Gizmos.DrawRay(firePoint.position, mouseDir * 5f); - // 🎯 에임 어시스트 방향 (빨간색 선) Transform target = FindBestTarget(mouseDir); if (target != null) { Vector3 targetPos = target.position + Vector3.up * 1.2f; Vector3 targetDir = (targetPos - firePoint.position).normalized; targetDir.y = 0; - - // 보정된 최종 방향 Vector3 assistedDir = Vector3.Lerp(mouseDir, targetDir, aimAssistStrength); assistedDir.Normalize(); Gizmos.color = Color.red; Gizmos.DrawRay(firePoint.position, assistedDir * 7f); - - // 타겟 위치 표시 Gizmos.color = Color.green; Gizmos.DrawWireSphere(targetPos, 0.3f); } - - // 감지 각도 (연한 초록색 선) - Gizmos.color = new Color(0, 1, 0, 0.3f); - Vector3 leftBound = Quaternion.Euler(0, -autoAimAngle, 0) * mouseDir; - Vector3 rightBound = Quaternion.Euler(0, autoAimAngle, 0) * mouseDir; - Gizmos.DrawRay(firePoint.position, leftBound * autoAimRange); - Gizmos.DrawRay(firePoint.position, rightBound * autoAimRange); } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/StatusEffectType.cs b/Assets/Scripts/Player/Combat/StatusEffectType.cs new file mode 100644 index 00000000..76370753 --- /dev/null +++ b/Assets/Scripts/Player/Combat/StatusEffectType.cs @@ -0,0 +1,16 @@ +// ============================================ +// 📁 파일명: StatusEffectType.cs +// 📂 경로: Assets/Scripts/Data/StatusEffectType.cs +// ============================================ + +/// +/// 상태이상 타입 열거형 +/// PlayerArrow → MonsterClass로 전달됩니다. +/// +public enum StatusEffectType +{ + Burn, // 화상 - 일정 시간 동안 틱 데미지 + Slow, // 슬로우 - 이동속도 감소 + Poison, // 중독 - 틱 데미지 + 방어력 감소 + Shock // 감전 - 즉발 범위 데미지 + 짧은 스턴 +} \ No newline at end of file diff --git a/Assets/Scripts/Player/Combat/StatusEffectType.cs.meta b/Assets/Scripts/Player/Combat/StatusEffectType.cs.meta new file mode 100644 index 00000000..8ecf7cf0 --- /dev/null +++ b/Assets/Scripts/Player/Combat/StatusEffectType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5dd71a2f9aa04c44a9341718cbcb47ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Player/Controller/ArrowPickup.cs b/Assets/Scripts/Player/Controller/ArrowPickup.cs index a8939f5f..46d5c1de 100644 --- a/Assets/Scripts/Player/Controller/ArrowPickup.cs +++ b/Assets/Scripts/Player/Controller/ArrowPickup.cs @@ -1,212 +1,227 @@ using UnityEngine; /// -/// 바닥에 떨어진 화살 아이템 (발사체로도 사용 가능) -/// 모드 전환: 아이템 모드 ↔ 발사 모드 +/// 바닥에 떨어진 화살 아이템 (아이템 전용 — 발사체 기능 제거됨) +/// 습득 시 PlayerAttack에 파티클 프리팹 + 속성 정보를 전달합니다. /// -public class ArrowItem : MonoBehaviour +public class ArrowPickup : MonoBehaviour { - [Header("--- 화살 정보 ---")] + [Header("--- 화살 아이템 정보 ---")] [SerializeField] private string arrowName = "기본 화살"; - [SerializeField] private float damage = 15f; - [SerializeField] private float speed = 20f; - [SerializeField] private float range = 15f; + [SerializeField] private ArrowElementType elementType = ArrowElementType.None; - [Header("--- UI 표시 (아이템 모드) ---")] + [Header("--- 스탯 ---")] + [SerializeField] private float baseDamage = 15f; + [SerializeField] private float elementDamage = 5f; + [SerializeField] private float elementDuration = 3f; + + [Header("--- 발사체 파티클 ---")] + [Tooltip("이 화살이 장착될 때 발사할 파티클 프리팹")] + [SerializeField] private GameObject projectilePrefab; + + [Header("--- 비주얼 (필드 아이템) ---")] + [SerializeField] private GameObject visualModel; + + [Header("--- UI 표시 ---")] [SerializeField] private GameObject pickupUI; [SerializeField] private float uiDisplayRange = 3f; - [Header("--- 비주얼 ---")] - [SerializeField] private GameObject visualModel; // 화살 모델 + [Header("--- Collider 설정 (자동 탐지) ---")] + [Tooltip("아이템 습득용 Sphere Collider (Trigger)")] + [SerializeField] private Collider pickupCollider; + [Tooltip("바닥 충돌용 Box Collider (물리)")] + [SerializeField] private Collider physicsCollider; private Transform playerTransform; private Rigidbody rb; - private Collider col; - // 모드 구분 - private bool isItemMode = true; // true: 아이템 모드, false: 발사 모드 - private Vector3 startPos; - private bool isFired = false; + /// + /// [NEW] ArrowData 구조체로 정보 패키징 + /// + public ArrowData GetArrowData() + { + return new ArrowData + { + arrowName = this.arrowName, + elementType = this.elementType, + baseDamage = this.baseDamage, + elementDamage = this.elementDamage, + elementDuration = this.elementDuration, + projectilePrefab = this.projectilePrefab + }; + } private void Awake() { rb = GetComponent(); - col = GetComponent(); + + if (pickupCollider == null || physicsCollider == null) + { + AutoDetectColliders(); + } + } + + /// + /// Collider 자동 탐지 (기존 로직 유지) + /// + private void AutoDetectColliders() + { + Collider[] allColliders = GetComponents(); + + foreach (Collider col in allColliders) + { + if (col is SphereCollider && pickupCollider == null) + { + pickupCollider = col; + Debug.Log($"습득용 Collider: {col.GetType().Name}"); + } + else if (col is BoxCollider && physicsCollider == null) + { + physicsCollider = col; + Debug.Log($"물리용 Collider: {col.GetType().Name}"); + } + } } private void Start() { - if (isItemMode) - { - SetupAsItem(); - } + SetupAsItem(); } - private void Update() - { - if (isItemMode) - { - UpdateItemMode(); - } - else - { - UpdateProjectileMode(); - } - } - - #region 아이템 모드 - + /// + /// 아이템 모드 설정 (기존 로직 유지 + 단순화) + /// private void SetupAsItem() { - // 플레이어 찾기 GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player != null) { playerTransform = player.transform; } - // UI 숨기기 - if (pickupUI != null) + if (pickupUI != null) pickupUI.SetActive(false); + + // Collider 설정 + if (pickupCollider != null) { - pickupUI.SetActive(false); + pickupCollider.enabled = true; + pickupCollider.isTrigger = true; } - // 물리 설정 (바닥에 떨어진 아이템) + if (physicsCollider != null) + { + physicsCollider.enabled = true; + physicsCollider.isTrigger = false; + } + + // 물리 설정 if (rb != null) { rb.useGravity = true; rb.isKinematic = false; - } - - if (col != null) - { - col.isTrigger = true; + rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; } } - private void UpdateItemMode() + private void Update() { if (playerTransform == null || pickupUI == null) return; - // 플레이어와의 거리 체크 (UI 표시용) float distance = Vector3.Distance(transform.position, playerTransform.position); - bool isNear = distance <= uiDisplayRange; - - pickupUI.SetActive(isNear); + pickupUI.SetActive(distance <= uiDisplayRange); } /// - /// PlayerInteraction에서 호출 + /// [MODIFIED] PlayerInteraction에서 'E' 키를 눌렀을 때 호출 + /// 기존: SwapArrow(gameObject) → 변경: SetCurrentArrow(ArrowData) /// public void Pickup(PlayerAttack playerAttack) { if (playerAttack == null) return; - // 자기 자신을 복제해서 발사용 프리팹으로 제공 - GameObject arrowPrefab = gameObject; - playerAttack.SwapArrow(arrowPrefab); + // ArrowData를 패키징하여 PlayerAttack에 전달 + ArrowData data = GetArrowData(); + playerAttack.SetCurrentArrow(data); - Debug.Log($"화살이 [{arrowName}](으)로 교체되었습니다!"); + Debug.Log($"[{arrowName}] 화살 습득! 속성: {elementType}"); // 아이템 제거 Destroy(gameObject); } - #endregion - - #region 발사 모드 - /// - /// PlayerAttack에서 호출 (발사 초기화) - /// - public void Initialize(float dmg, float arrowSpeed, float maxRange) - { - Debug.Log($"🏹 화살 발사! 방향: {transform.forward}, 속도: {arrowSpeed}"); - - // 발사 모드로 전환 - isItemMode = false; - isFired = true; - - // 스탯 설정 - this.damage = dmg; - this.speed = arrowSpeed; - this.range = maxRange; - this.startPos = transform.position; - - // UI 숨기기 - if (pickupUI != null) - { - pickupUI.SetActive(false); - } - - // 물리 설정 (발사체) - if (rb != null) - { - rb.useGravity = false; - rb.isKinematic = false; - - // ✅ [중요] transform.forward 방향으로 발사 - // 화살이 Z축(파란 화살표) 방향을 앞으로 향하고 있어야 함! - Vector3 shootDirection = transform.forward; - rb.velocity = shootDirection * speed; - - Debug.Log($"📍 발사 방향: {shootDirection}, 속도 벡터: {rb.velocity}"); - } - - if (col != null) - { - col.isTrigger = true; - } - - // 5초 후 자동 삭제 - Destroy(gameObject, 5f); - } - - private void UpdateProjectileMode() - { - if (!isFired) return; - - // 최대 사거리 체크 - if (Vector3.Distance(startPos, transform.position) >= range) - { - Destroy(gameObject); - } - } - - private void OnTriggerEnter(Collider other) - { - // 아이템 모드에서는 충돌 무시 - if (isItemMode) return; - - // 발사 모드: 적 또는 벽 충돌 - if (other.CompareTag("Enemy")) - { - var monster = other.GetComponent(); - if (monster != null) - { - monster.TakeDamage(damage); - } - Destroy(gameObject); - } - else if (other.CompareTag("Wall") || other.CompareTag("Ground")) - { - Destroy(gameObject); - } - } - - #endregion - - #region 외부 설정용 - - /// - /// 몬스터 드롭 시 화살 정보 설정 + /// 몬스터 드롭 시 화살 정보 설정 (기존 함수 유지) /// public void SetArrowData(string name, float dmg, float spd, float rng) { arrowName = name; - damage = dmg; - speed = spd; - range = rng; + baseDamage = dmg; + } + + /// + /// [NEW] 속성 정보까지 포함한 전체 세팅 함수 + /// + public void SetArrowDataFull( + string name, + ArrowElementType element, + float baseDmg, + float elemDmg, + float elemDur, + GameObject particlePrefab) + { + arrowName = name; + elementType = element; + baseDamage = baseDmg; + elementDamage = elemDmg; + elementDuration = elemDur; + projectilePrefab = particlePrefab; + } + + /// + /// 바닥 충돌 시 속도 감쇠 (기존 로직 유지) + /// + private void OnCollisionEnter(Collision collision) + { + if (rb != null && collision.gameObject.CompareTag("Ground")) + { + rb.velocity *= 0.5f; + rb.angularVelocity *= 0.5f; + } + } + + #region 디버그 시각화 + + private void OnDrawGizmosSelected() + { + if (pickupCollider != null && pickupCollider.enabled) + { + Gizmos.color = Color.green; + if (pickupCollider is SphereCollider sphere) + { + Gizmos.DrawWireSphere(transform.position + sphere.center, sphere.radius); + } + } + + if (physicsCollider != null && physicsCollider.enabled) + { + Gizmos.color = Color.blue; + if (physicsCollider is BoxCollider box) + { + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.DrawWireCube(box.center, box.size); + } + } + + // [NEW] 속성 색상 표시 + switch (elementType) + { + case ArrowElementType.Fire: Gizmos.color = Color.red; break; + case ArrowElementType.Ice: Gizmos.color = Color.cyan; break; + case ArrowElementType.Poison: Gizmos.color = new Color(0.5f, 1f, 0f); break; + case ArrowElementType.Lightning: Gizmos.color = Color.yellow; break; + default: Gizmos.color = Color.white; break; + } + Gizmos.DrawWireSphere(transform.position, 0.3f); } #endregion diff --git a/Assets/Scripts/Player/Interaction/PlayerInteraction.cs b/Assets/Scripts/Player/Interaction/PlayerInteraction.cs index aa057550..7895295c 100644 --- a/Assets/Scripts/Player/Interaction/PlayerInteraction.cs +++ b/Assets/Scripts/Player/Interaction/PlayerInteraction.cs @@ -16,29 +16,48 @@ public class PlayerInteraction : MonoBehaviour Collider[] hits = Physics.OverlapSphere(transform.position, interactRange, itemLayer); foreach (var hit in hits) { - if (hit.TryGetComponent(out var arrowItem)) + // [MODIFIED] ArrowItem 제거 → ArrowPickup으로 통일 + if (hit.TryGetComponent(out var arrowPickup)) { - PickupArrow(arrowItem); + PickupArrow(arrowPickup); break; } if (hit.TryGetComponent(out var item)) { - // ✨ [수정] 힘 제한 없이 무조건 습득 가능하도록 변경 EquipWeapon(item); break; } - if (hit.TryGetComponent(out var potion)) { potion.Use(GetComponent()); break; } - if (hit.TryGetComponent(out var altar)) { altar.Use(GetComponent()); break; } + if (hit.TryGetComponent(out var potion)) + { + potion.Use(GetComponent()); + break; + } + + if (hit.TryGetComponent(out var altar)) + { + altar.Use(GetComponent()); + break; + } } } - private void PickupArrow(ArrowItem arrowItem) + /// + /// [MODIFIED] ArrowPickup을 직접 처리 + /// 기존: ArrowItem 타입 → 변경: ArrowPickup 타입으로 통일 + /// + private void PickupArrow(ArrowPickup arrowPickup) { - if (arrowItem == null) return; + if (arrowPickup == null) return; + PlayerAttack playerAttack = GetComponent(); - if (playerAttack != null) arrowItem.Pickup(playerAttack); + if (playerAttack != null) + { + // ArrowPickup.Pickup() 내부에서 + // playerAttack.SetCurrentArrow(ArrowData)를 호출합니다 + arrowPickup.Pickup(playerAttack); + } } private void EquipWeapon(EquippableItem item) @@ -50,7 +69,6 @@ public class PlayerInteraction : MonoBehaviour if (playerStats != null) { playerStats.weaponDamage = item.Config.BaseDamage; - // ✨ [제거] UpdateWeaponWeight 호출 삭제 } FindObjectOfType()?.UpdateStatTexts(); @@ -62,8 +80,14 @@ public class PlayerInteraction : MonoBehaviour if (playerStats != null) { playerStats.weaponDamage = 0; - // ✨ [제거] ResetWeight 호출 삭제 FindObjectOfType()?.UpdateStatTexts(); } + + // [NEW] 무기 해제 시 화살도 초기화 + PlayerAttack playerAttack = GetComponent(); + if (playerAttack != null) + { + playerAttack.ResetArrow(); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Stats/StatType.cs b/Assets/Scripts/Player/Stats/StatType.cs index c1949ed1..e22f8776 100644 --- a/Assets/Scripts/Player/Stats/StatType.cs +++ b/Assets/Scripts/Player/Stats/StatType.cs @@ -3,6 +3,6 @@ public enum StatType { Health, Speed, - Strength, + // Strength, Damage }