This commit is contained in:
윤기주_playm 2026-02-06 00:42:48 +09:00
parent 6aee6544c7
commit ae4a6840b4
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second: skull_2
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second: spine_02
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second: thumb_02_l
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second: thumb_03_l
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second: thumb_03_r
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4: 400152
second: tongue
- first:
4: 400154
second: upperarm_l
- first:
4: 400156
second: upperarm_r
- first:
21: 2100000
second: ghoul_scavenger_hair
- first:
21: 2100002
second: ghoul_scavenger_body
- first:
43: 4300000
second: hair
- first:
43: 4300002
second: ghoul
- first:
74: 7400000
second: idle
- first:
74: 7400002
second: parry
- first:
74: 7400004
second: damage
- first:
74: 7400006
second: die
- first:
74: 7400008
second: walk
- first:
74: 7400010
second: run
- first:
74: 7400012
second: backpedal
- first:
74: 7400014
second: attack
- first:
74: 7400016
second: spawn
- first:
95: 9500000
second: //RootNode
- first:
137: 13700000
second: ghoul
- first:
137: 13700002
second: hair
externalObjects: externalObjects:
- first: - first:
type: UnityEngine:Material type: UnityEngine:Material
@ -189,7 +537,7 @@ ModelImporter:
name: ghoul_scavenger_hair name: ghoul_scavenger_hair
second: {fileID: 2100000, guid: 2ac23bc0ac87f4b2880b66dc8a7bf949, type: 2} second: {fileID: 2100000, guid: 2ac23bc0ac87f4b2880b66dc8a7bf949, type: 2}
materials: materials:
importMaterials: 1 materialImportMode: 1
materialName: 0 materialName: 0
materialSearch: 1 materialSearch: 1
materialLocation: 1 materialLocation: 1
@ -198,6 +546,7 @@ ModelImporter:
bakeSimulation: 0 bakeSimulation: 0
resampleCurves: 1 resampleCurves: 1
optimizeGameObjects: 0 optimizeGameObjects: 0
removeConstantScaleCurves: 0
motionNodeName: motionNodeName:
rigImportErrors: rigImportErrors:
rigImportWarnings: rigImportWarnings:
@ -206,7 +555,8 @@ ModelImporter:
animationRetargetingWarnings: animationRetargetingWarnings:
animationDoRetargetingWarnings: 0 animationDoRetargetingWarnings: 0
importAnimatedCustomProperties: 0 importAnimatedCustomProperties: 0
animationCompression: 1 importConstraints: 0
animationCompression: 3
animationRotationError: 0.5 animationRotationError: 0.5
animationPositionError: 0.5 animationPositionError: 0.5
animationScaleError: 0.5 animationScaleError: 0.5
@ -217,6 +567,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: idle name: idle
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 0 firstFrame: 0
lastFrame: 80 lastFrame: 80
wrapMode: 0 wrapMode: 0
@ -245,6 +596,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: parry name: parry
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 100 firstFrame: 100
lastFrame: 130 lastFrame: 130
wrapMode: 0 wrapMode: 0
@ -273,6 +625,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: damage name: damage
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 150 firstFrame: 150
lastFrame: 175 lastFrame: 175
wrapMode: 0 wrapMode: 0
@ -301,6 +654,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: die name: die
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 200 firstFrame: 200
lastFrame: 230 lastFrame: 230
wrapMode: 0 wrapMode: 0
@ -329,6 +683,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: walk name: walk
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 260 firstFrame: 260
lastFrame: 300 lastFrame: 300
wrapMode: 0 wrapMode: 0
@ -357,6 +712,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: run name: run
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 320 firstFrame: 320
lastFrame: 340 lastFrame: 340
wrapMode: 0 wrapMode: 0
@ -385,6 +741,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: backpedal name: backpedal
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 360 firstFrame: 360
lastFrame: 400 lastFrame: 400
wrapMode: 0 wrapMode: 0
@ -413,6 +770,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: attack name: attack
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 440 firstFrame: 440
lastFrame: 478 lastFrame: 478
wrapMode: 0 wrapMode: 0
@ -441,6 +799,7 @@ ModelImporter:
- serializedVersion: 16 - serializedVersion: 16
name: spawn name: spawn
takeName: Take 001 takeName: Take 001
internalID: 0
firstFrame: 500 firstFrame: 500
lastFrame: 545 lastFrame: 545
wrapMode: 0 wrapMode: 0
@ -472,32 +831,49 @@ ModelImporter:
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meshCompression: 0 meshCompression: 0
addColliders: 0 addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
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optimizeMeshForGPU: 1
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optimizeBones: 1
meshOptimizationFlags: -1
indexFormat: 0 indexFormat: 0
secondaryUVAngleDistortion: 8 secondaryUVAngleDistortion: 8
secondaryUVAreaDistortion: 15.000001 secondaryUVAreaDistortion: 15.000001
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importAnimation: 1 importAnimation: 1
copyAvatar: 0
humanDescription: humanDescription:
serializedVersion: 2 serializedVersion: 3
human: [] human: []
skeleton: [] skeleton: []
armTwist: 0.5 armTwist: 0.5
@ -507,14 +883,19 @@ ModelImporter:
armStretch: 0.05 armStretch: 0.05
legStretch: 0.05 legStretch: 0.05
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importBlendShapeDeformPercent: 0
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additionalBone: 0 additionalBone: 0
userData: userData:
assetBundleName: assetBundleName:

View File

@ -3,9 +3,8 @@ using UnityEngine.AI;
using System.Collections; using System.Collections;
/// <summary> /// <summary>
/// 돌진 공격 몬스터 /// 돌진 공격 몬스터 (두 번째 돌진 고장 수정판)
/// - 플레이어를 향해 빠르게 돌진 /// - Agent On/Off 타이밍 완벽하게 정리
/// - 부딪히면 데미지
/// </summary> /// </summary>
public class ChargeMonster : MonsterClass public class ChargeMonster : MonsterClass
{ {
@ -34,36 +33,20 @@ public class ChargeMonster : MonsterClass
private bool isPlayerInZone; private bool isPlayerInZone;
private Rigidbody _rigidbody; private Rigidbody _rigidbody;
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 초기화
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected override void Awake() protected override void Awake()
{ {
base.Awake(); base.Awake();
_rigidbody = GetComponent<Rigidbody>(); _rigidbody = GetComponent<Rigidbody>();
if (_rigidbody == null) _rigidbody = gameObject.AddComponent<Rigidbody>();
if (_rigidbody == null) _rigidbody.isKinematic = true;
{
_rigidbody = gameObject.AddComponent<Rigidbody>();
}
_rigidbody.isKinematic = true; // NavMeshAgent 사용 시 Kinematic
} }
protected override void Init() protected override void Init()
{ {
if (agent != null) if (agent != null) agent.stoppingDistance = 1f;
{
agent.stoppingDistance = 1f;
}
if (animator != null) animator.applyRootMotion = false; if (animator != null) animator.applyRootMotion = false;
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// AI 로직
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected override void ExecuteAILogic() protected override void ExecuteAILogic()
{ {
if (isHit || isCharging || isPreparing) return; if (isHit || isCharging || isPreparing) return;
@ -84,47 +67,46 @@ public class ChargeMonster : MonsterClass
void HandleChargeCombat(float distance) void HandleChargeCombat(float distance)
{ {
// 돌진 범위 안이면 돌진 준비 // 쿨타임 체크 & 사거리 체크
if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay) if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay)
{ {
StartCoroutine(PrepareCharge()); StartCoroutine(PrepareCharge());
} }
// 아니면 추적 // 추적 모드
else if (!isCharging) else if (!isCharging && !isPreparing)
{ {
if (agent.isOnNavMesh) if (agent.isOnNavMesh)
{
// ⭐ [수정] 추적 시작할 때 "나 멈춰있니?" 확인하고 풀어주기
if (agent.isStopped) agent.isStopped = false;
agent.SetDestination(playerTransform.position); agent.SetDestination(playerTransform.position);
}
} }
} }
IEnumerator PrepareCharge() IEnumerator PrepareCharge()
{ {
isPreparing = true; isPreparing = true;
// 이동 멈춤 // 이동 완전 정지
if (agent.isOnNavMesh) if (agent.isOnNavMesh)
{ {
agent.isStopped = true; agent.isStopped = true;
agent.ResetPath();
agent.velocity = Vector3.zero; agent.velocity = Vector3.zero;
} }
// 플레이어 방향 저장 // 방향 설정
chargeDirection = (playerTransform.position - transform.position).normalized; chargeDirection = (playerTransform.position - transform.position).normalized;
chargeDirection.y = 0; chargeDirection.y = 0;
if (chargeDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(chargeDirection);
// 플레이어 바라보기
transform.rotation = Quaternion.LookRotation(chargeDirection);
// 준비 애니메이션 // 준비 애니메이션
if (!string.IsNullOrEmpty(prepareAnimation)) if (!string.IsNullOrEmpty(prepareAnimation)) animator.Play(prepareAnimation, 0, 0f);
{
animator.Play(prepareAnimation, 0, 0f);
}
Debug.Log("[ChargeMonster] 돌진 준비..."); Debug.Log("[ChargeMonster] 돌진 준비...");
yield return new WaitForSeconds(prepareTime); yield return new WaitForSeconds(prepareTime);
// 돌진 시작!
StartCoroutine(Charge()); StartCoroutine(Charge());
} }
@ -134,22 +116,20 @@ public class ChargeMonster : MonsterClass
isCharging = true; isCharging = true;
lastChargeTime = Time.time; lastChargeTime = Time.time;
// NavMeshAgent 끄기 // ⭐ [핵심 수정] 조건 없이 강제로 끄기! (NavMesh 위에 있든 말든 일단 꺼야 물리 이동 가능)
if (agent.isOnNavMesh) agent.enabled = false; if (agent != null) agent.enabled = false;
// Rigidbody Kinematic 끄 // 물리 켜
if (_rigidbody != null) _rigidbody.isKinematic = false; if (_rigidbody != null) _rigidbody.isKinematic = false;
// 돌진 애니메이션
animator.Play(chargeAnimation, 0, 0f); animator.Play(chargeAnimation, 0, 0f);
Debug.Log("[ChargeMonster] 돌진 시작!"); Debug.Log("[ChargeMonster] 돌진 시작!");
float chargeStartTime = Time.time; float chargeStartTime = Time.time;
while (Time.time < chargeStartTime + chargeDuration) while (Time.time < chargeStartTime + chargeDuration)
{ {
// 빠르게 앞으로 이동 // 돌진 중에도 방향을 잃지 않도록
if (_rigidbody != null) if (_rigidbody != null)
{ {
_rigidbody.velocity = chargeDirection * chargeSpeed; _rigidbody.velocity = chargeDirection * chargeSpeed;
@ -158,54 +138,56 @@ public class ChargeMonster : MonsterClass
{ {
transform.position += chargeDirection * chargeSpeed * Time.deltaTime; transform.position += chargeDirection * chargeSpeed * Time.deltaTime;
} }
yield return null; yield return null;
} }
// 돌진 종료 // 돌진 끝 정리
if (_rigidbody != null) if (_rigidbody != null)
{ {
_rigidbody.velocity = Vector3.zero; _rigidbody.velocity = Vector3.zero;
_rigidbody.isKinematic = true; _rigidbody.isKinematic = true;
} }
// NavMeshAgent 다시 켜기 // Agent 다시 켜기
if (agent != null) agent.enabled = true; if (agent != null)
{
agent.enabled = true;
// 켜지자마자 미끄러짐 방지
agent.ResetPath();
agent.velocity = Vector3.zero;
}
isCharging = false; isCharging = false;
Debug.Log("[ChargeMonster] 돌진 종료!"); Debug.Log("[ChargeMonster] 돌진 종료, 쿨타임 시작");
} }
void UpdateMovementAnimation() void UpdateMovementAnimation()
{ {
if (isCharging || isPreparing || isHit || isResting) return; if (isCharging || isPreparing || isHit || isResting) return;
if (agent.velocity.magnitude < 0.1f) // Agent가 켜져 있고 움직일 때만 걷기 모션
animator.Play(Monster_Idle); if (agent.enabled && agent.velocity.magnitude > 0.1f)
else
animator.Play(Monster_Walk); animator.Play(Monster_Walk);
else
animator.Play(Monster_Idle);
} }
void Patrol() void Patrol()
{ {
if (Time.time < nextPatrolTime) return; if (Time.time < nextPatrolTime) return;
Vector3 randomPoint = transform.position + new Vector3( Vector3 randomPoint = transform.position + new Vector3(
Random.Range(-patrolRadius, patrolRadius), Random.Range(-patrolRadius, patrolRadius),
0, 0,
Random.Range(-patrolRadius, patrolRadius) Random.Range(-patrolRadius, patrolRadius)
); );
if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas)) if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas))
if (agent.isOnNavMesh) agent.SetDestination(hit.position); if (agent.isOnNavMesh) agent.SetDestination(hit.position);
nextPatrolTime = Time.time + patrolInterval; nextPatrolTime = Time.time + patrolInterval;
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 충돌 감지 (돌진 중 플레이어와 충돌)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
private void OnCollisionEnter(Collision collision) private void OnCollisionEnter(Collision collision)
{ {
if (!isCharging) return; if (!isCharging) return;
@ -217,23 +199,12 @@ public class ChargeMonster : MonsterClass
if (!playerHealth.isInvincible) if (!playerHealth.isInvincible)
{ {
playerHealth.TakeDamage(attackDamage); playerHealth.TakeDamage(attackDamage);
Debug.Log($"[ChargeMonster] 돌진 적중! 데미지: {attackDamage}"); Debug.Log($"[ChargeMonster] ! 데미지: {attackDamage}");
} }
} }
} }
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
// Trigger 감지 private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ }
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = true;
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = false;
}
}

View File

@ -3,40 +3,35 @@ using UnityEngine.AI;
using System.Collections; using System.Collections;
/// <summary> /// <summary>
/// 자폭 몬스터 /// 자폭 몬스터 (Kamikaze)
/// - 플레이어에게 빠르게 접근 /// - 플레이어에게 전력 질주
/// - 일정 거리 내에 들어오면 폭발 /// - 범위 내 진입 시 제자리에서 카운트다운 후 폭발
/// - 범위 내 모든 대상에게 데미지
/// - 자신도 사망
/// </summary> /// </summary>
public class ExplodeMonster : MonsterClass public class ExplodeMonster : MonsterClass
{ {
[Header("=== 자폭 설정 ===")] [Header("=== 자폭 설정 ===")]
[SerializeField] private float explodeRange = 3f; // 폭발 범위 [SerializeField] private float explodeRange = 4f; // 데미지 입히는 범위 (폭발 반경)
[SerializeField] private float triggerRange = 2f; // 폭발 시작 거리 [SerializeField] private float triggerRange = 2.5f; // 폭발을 시작하는 거리 (이 안에 들어오면 카운트다운)
[SerializeField] private float fuseTime = 1.5f; // 폭발까지 지연 시간 [SerializeField] private float fuseTime = 1.5f; // 지연 시간 (도망갈 기회 줌)
[SerializeField] private float explosionDamage = 50f; // 폭발 데미지 (기본 공격력 무시) [SerializeField] private float explosionDamage = 50f; // 폭발 데미지
[SerializeField] private bool damagesSelf = true; // 자신도 죽는가?
[Header("폭발 효과")] [Header("폭발 효과")]
[SerializeField] private GameObject explosionEffectPrefab; // 폭발 이펙트 [SerializeField] private GameObject explosionEffectPrefab; // 쾅! 이펙트 프리팹
[SerializeField] private ParticleSystem fuseEffect; // 퓨즈 불꽃 효과 [SerializeField] private ParticleSystem fuseEffect; // 몸에서 불꽃 튀는 이펙트 (선택)
[SerializeField] private AudioClip fuseSound; // 치익~ 소리 [SerializeField] private AudioClip fuseSound; // 치익~ 소리
[SerializeField] private AudioClip explosionSound; // 폭발음 [SerializeField] private AudioClip explosionSound; // 쾅! 소리
[SerializeField] private float cameraShakeIntensity = 0.5f; // 화면 흔들림
[Header("애니메이션")] [Header("애니메이션")]
[SerializeField] private string runAnimation = "Monster_Run"; // 달리기 [SerializeField] private string runAnimation = "Monster_Run"; // 달리기
[SerializeField] private string fuseAnimation = "Monster_Fuse"; // 폭발 준비 [SerializeField] private string fuseAnimation = "Monster_Fuse"; // 부들부들(폭발 준비)
[SerializeField] private string explodeAnimation = "Monster_Explode"; // 폭발
[Header("AI 설정")] [Header("AI 설정")]
[SerializeField] private float chaseSpeed = 5f; // 추격 속도 (빠르게!) [SerializeField] private float chaseSpeed = 6f; // 이동 속도 (다른 애들보다 빨라야 무서움)
[SerializeField] private float patrolRadius = 5f; [SerializeField] private float patrolRadius = 5f;
[SerializeField] private float patrolInterval = 2f; [SerializeField] private float patrolInterval = 2f;
private bool isExploding = false; // 폭발 준비 중 private bool isExploding = false; // 폭발 진행 중?
private bool hasExploded = false; // 이미 폭발했는가? private bool hasExploded = false; // 이미 터졌나?
private float nextPatrolTime; private float nextPatrolTime;
private bool isPlayerInZone; private bool isPlayerInZone;
@ -48,12 +43,11 @@ public class ExplodeMonster : MonsterClass
{ {
if (agent != null) if (agent != null)
{ {
agent.speed = chaseSpeed; // 빠르게! agent.speed = chaseSpeed; // 속도 설정
agent.stoppingDistance = 0.5f; // 최대한 가까이 agent.stoppingDistance = 0.5f; // 바짝 붙음
} }
if (animator != null) animator.applyRootMotion = false; if (animator != null) animator.applyRootMotion = false;
// 퓨즈 이펙트 끄기
if (fuseEffect != null) fuseEffect.Stop(); if (fuseEffect != null) fuseEffect.Stop();
} }
@ -74,7 +68,7 @@ public class ExplodeMonster : MonsterClass
float distance = Vector3.Distance(transform.position, playerTransform.position); float distance = Vector3.Distance(transform.position, playerTransform.position);
// 플레이어 발견하면 무조건 돌진! // 플레이어가 감지 범위(15m) 안에 있거나 트리거에 닿았으면 추격
if (isPlayerInZone || distance <= 15f) if (isPlayerInZone || distance <= 15f)
{ {
ChasePlayer(distance); ChasePlayer(distance);
@ -82,24 +76,27 @@ public class ExplodeMonster : MonsterClass
else else
{ {
Patrol(); Patrol();
UpdateMovementAnimation();
} }
UpdateMovementAnimation();
} }
void ChasePlayer(float distance) void ChasePlayer(float distance)
{ {
// 폭발 범위 안에 들어오면 폭발! // 1. 폭발 시작 거리 안으로 들어왔다? -> 점화!
if (distance <= triggerRange) if (distance <= triggerRange)
{ {
StartCoroutine(Explode()); StartCoroutine(ExplodeRoutine());
return; return;
} }
// 플레이어에게 전력 질주! // 2. 아직 멀었다? -> 전력 질주
if (agent.isOnNavMesh) if (agent.isOnNavMesh)
{ {
agent.isStopped = false;
agent.SetDestination(playerTransform.position); agent.SetDestination(playerTransform.position);
// 달리기 애니메이션
animator.Play(runAnimation);
} }
} }
@ -107,15 +104,10 @@ public class ExplodeMonster : MonsterClass
{ {
if (isExploding || isHit) return; if (isExploding || isHit) return;
// 빠르게 달리는 애니메이션
if (agent.velocity.magnitude > 0.1f) if (agent.velocity.magnitude > 0.1f)
{
animator.Play(runAnimation); animator.Play(runAnimation);
}
else else
{
animator.Play(Monster_Idle); animator.Play(Monster_Idle);
}
} }
void Patrol() void Patrol()
@ -135,61 +127,46 @@ public class ExplodeMonster : MonsterClass
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 💣 폭발 코루틴 // 💣 폭발 시퀀스 (점화 -> 대기 -> 쾅!)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
IEnumerator Explode() IEnumerator ExplodeRoutine()
{ {
if (hasExploded) yield break; if (hasExploded) yield break;
isExploding = true; isExploding = true;
hasExploded = true; hasExploded = true;
isAttacking = true; // 부모 클래스 간섭 방지
// 이동 멈춤 // ⭐ [핵심] 급브레이크! (문워크 방지)
if (agent.isOnNavMesh) if (agent.isOnNavMesh)
{ {
agent.isStopped = true; agent.isStopped = true;
agent.velocity = Vector3.zero; agent.ResetPath(); // 목적지 삭제
agent.velocity = Vector3.zero; // 속도 0
} }
Debug.Log($"[ExplodeMonster] 💣 폭 카운트다운 시작! ({fuseTime}초)"); Debug.Log($"💣 폭 카운트다운! ({fuseTime}초 뒤 폭발)");
// 폭발 준비 애니메이션 // 1. 부들부들 떨기 (폭발 준비 모션)
if (!string.IsNullOrEmpty(fuseAnimation)) if (!string.IsNullOrEmpty(fuseAnimation)) animator.Play(fuseAnimation);
{
animator.Play(fuseAnimation, 0, 0f);
}
// 퓨즈 이펙트 시작 // 2. 치익~ 소리 & 이펙트
if (fuseEffect != null) if (fuseEffect != null) fuseEffect.Play();
{ if (fuseSound != null && audioSource != null) audioSource.PlayOneShot(fuseSound);
fuseEffect.Play();
}
// 치익~ 소리 // 3. 도망갈 시간 주기
if (fuseSound != null && audioSource != null)
{
audioSource.PlayOneShot(fuseSound);
}
// 대기 (퓨즈 타는 시간)
yield return new WaitForSeconds(fuseTime); yield return new WaitForSeconds(fuseTime);
// 💥 폭발! // 4. 쾅!
PerformExplosion(); PerformExplosion();
} }
void PerformExplosion() void PerformExplosion()
{ {
Debug.Log("[ExplodeMonster] 💥💥💥 폭발!!!"); Debug.Log("💥💥💥 쾅!!!");
// 폭발 애니메이션 // 폭발 이펙트 생성 (Particle System)
if (!string.IsNullOrEmpty(explodeAnimation))
{
animator.Play(explodeAnimation, 0, 0f);
}
// 폭발 이펙트 생성
if (explosionEffectPrefab != null) if (explosionEffectPrefab != null)
{ {
Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity); Instantiate(explosionEffectPrefab, transform.position, Quaternion.identity);
@ -201,31 +178,21 @@ public class ExplodeMonster : MonsterClass
AudioSource.PlayClipAtPoint(explosionSound, transform.position, 1f); AudioSource.PlayClipAtPoint(explosionSound, transform.position, 1f);
} }
//// 화면 흔들림 (CameraShake가 있다면) // 주변 데미지 처리
//CameraShake cameraShake = Camera.main?.GetComponent<CameraShake>();
//if (cameraShake != null)
//{
// cameraShake.Shake(cameraShakeIntensity, 0.5f);
//}
// 범위 내 모든 대상에게 데미지
DamageNearbyTargets(); DamageNearbyTargets();
// 자신도 사망 // 몬스터 사망 처리 (MonsterClass 기능 사용)
if (damagesSelf) Die();
{
Die();
}
} }
void DamageNearbyTargets() void DamageNearbyTargets()
{ {
// 폭발 범위 내 모든 Collider 찾기 // 폭발 범위(Sphere) 안에 있는 모든 물체 검사
Collider[] hitColliders = Physics.OverlapSphere(transform.position, explodeRange); Collider[] hitColliders = Physics.OverlapSphere(transform.position, explodeRange);
foreach (Collider hit in hitColliders) foreach (Collider hit in hitColliders)
{ {
// 플레이어인가? // 플레이어 데미지
if (hit.CompareTag("Player")) if (hit.CompareTag("Player"))
{ {
if (hit.TryGetComponent<PlayerHealth>(out var playerHealth)) if (hit.TryGetComponent<PlayerHealth>(out var playerHealth))
@ -233,77 +200,41 @@ public class ExplodeMonster : MonsterClass
if (!playerHealth.isInvincible) if (!playerHealth.isInvincible)
{ {
playerHealth.TakeDamage(explosionDamage); playerHealth.TakeDamage(explosionDamage);
Debug.Log($"[ExplodeMonster] 💥 플레이어 적중! 데미지: {explosionDamage}"); Debug.Log($"💥 플레이어 폭사! 데미지: {explosionDamage}");
} }
} }
} }
// 다른 몬스터도 데미지 받게 하려면 (선택사항) // (선택사항) 주변 몬스터도 팀킬?
else if (hit.CompareTag("Enemy") && hit.gameObject != gameObject) else if (hit.CompareTag("Enemy") && hit.gameObject != gameObject)
{ {
if (hit.TryGetComponent<IDamageable>(out var damageable)) // 팀킬 로직이 필요하면 여기에 추가
{
damageable.TakeDamage(explosionDamage * 0.5f); // 절반 데미지
Debug.Log($"[ExplodeMonster] 💥 다른 몬스터도 피해! {hit.name}");
}
} }
} }
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 피격 시: 즉시 폭발! (선택사항) // 유틸리티
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected override void OnStartHit() // 자폭병은 때려도 폭발 안 멈춤 (취향에 따라 수정 가능)
{ protected override void OnStartHit() { }
// 선택사항: 맞으면 바로 폭발하게 하려면 주석 해제
// if (!hasExploded && !isExploding)
// {
// StartCoroutine(Explode());
// }
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 사망 시: 폭발 효과 정리
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 죽을 때 퓨즈 끄기
protected override void OnDie() protected override void OnDie()
{ {
if (fuseEffect != null && fuseEffect.isPlaying) if (fuseEffect != null && fuseEffect.isPlaying) fuseEffect.Stop();
{
fuseEffect.Stop();
}
} }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
// Trigger 감지 private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = true;
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = false;
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// Gizmos (폭발 범위 시각화)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 에디터에서 범위 보여주기
private void OnDrawGizmosSelected() private void OnDrawGizmosSelected()
{ {
// 폭발 시작 범위 (빨강)
Gizmos.color = Color.red; Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, triggerRange); Gizmos.DrawWireSphere(transform.position, triggerRange); // 감지 범위
// 폭발 데미지 범위 (주황)
Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f); Gizmos.color = new Color(1f, 0.5f, 0f, 0.3f);
Gizmos.DrawSphere(transform.position, explodeRange); Gizmos.DrawSphere(transform.position, explodeRange); // 폭발 데미지 범위
// 외곽선
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, explodeRange);
} }
} }

View File

@ -261,4 +261,4 @@ public abstract class MonsterClass : MonoBehaviour, IDamageable
yield return new WaitForSeconds(attackRestDuration); yield return new WaitForSeconds(attackRestDuration);
isResting = false; isResting = false;
} }
} }

View File

@ -1,5 +1,6 @@
using UnityEngine; using UnityEngine;
using UnityEngine.AI; using UnityEngine.AI;
using System.Collections; // IEnumerator 사용을 위해 추가
/// <summary> /// <summary>
/// 근접 공격 몬스터 (칼, 도끼 등) /// 근접 공격 몬스터 (칼, 도끼 등)
@ -7,7 +8,7 @@ using UnityEngine.AI;
public class MeleeMonster : MonsterClass public class MeleeMonster : MonsterClass
{ {
[Header("=== 근접 공격 설정 ===")] [Header("=== 근접 공격 설정 ===")]
[SerializeField] private MonsterWeapon myWeapon; // [SerializeField] private MonsterWeapon myWeapon;
[SerializeField] private float attackRange = 2f; [SerializeField] private float attackRange = 2f;
[SerializeField] private float attackDelay = 1.5f; [SerializeField] private float attackDelay = 1.5f;
@ -125,23 +126,26 @@ public class MeleeMonster : MonsterClass
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 공격 이벤트 (애니메이션에서 호출) // 공격 이벤트 (애니메이션에서 호출)
// ⭐ [핵심 수정] override 추가!
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
public void OnAttackStart() public override void OnAttackStart()
{ {
// base.OnAttackStart(); // 부모 기능도 쓰고 싶으면 주석 해제
isAttacking = true; isAttacking = true;
isResting = false; isResting = false;
if (myWeapon != null) myWeapon.EnableHitBox(); if (myWeapon != null) myWeapon.EnableHitBox();
} }
public void OnAttackEnd() public override void OnAttackEnd()
{ {
if (myWeapon != null) myWeapon.DisableHitBox(); if (myWeapon != null) myWeapon.DisableHitBox();
isAttacking = false; isAttacking = false;
if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
} }
System.Collections.IEnumerator RestAfterAttack() // ⭐ [핵심 수정] override 및 protected 추가!
protected override IEnumerator RestAfterAttack()
{ {
isResting = true; isResting = true;
yield return new WaitForSeconds(attackRestDuration); yield return new WaitForSeconds(attackRestDuration);

View File

@ -1,82 +0,0 @@
using UnityEngine;
/// <summary>
/// 원거리 공격 발사체 (화살, 마법탄 등)
/// </summary>
public class Projectile : MonoBehaviour
{
private Vector3 _direction;
private float _speed;
private float _damage;
private bool _isInitialized = false;
[Header("설정")]
[SerializeField] private float lifetime = 5f; // 수명
[SerializeField] private GameObject hitEffectPrefab; // 충돌 이펙트
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
}
/// <summary>
/// 발사체 초기화
/// </summary>
public void Initialize(Vector3 direction, float speed, float damage)
{
_direction = direction.normalized;
_speed = speed;
_damage = damage;
_isInitialized = true;
// Rigidbody로 발사
if (_rigidbody != null)
{
_rigidbody.velocity = _direction * _speed;
}
// 수명 후 파괴
Destroy(gameObject, lifetime);
}
private void FixedUpdate()
{
if (!_isInitialized) return;
// Rigidbody가 없으면 수동으로 이동
if (_rigidbody == null)
{
transform.position += _direction * _speed * Time.fixedDeltaTime;
}
}
private void OnTriggerEnter(Collider other)
{
// 발사한 몬스터 무시
if (other.CompareTag("Enemy")) return;
// 플레이어와 충돌
if (other.CompareTag("Player"))
{
if (other.TryGetComponent<PlayerHealth>(out var playerHealth))
{
if (!playerHealth.isInvincible)
{
playerHealth.TakeDamage(_damage);
Debug.Log($"[Projectile] 플레이어 적중! 데미지: {_damage}");
}
}
}
// 충돌 이펙트
if (hitEffectPrefab != null)
{
Instantiate(hitEffectPrefab, transform.position, Quaternion.identity);
}
// 발사체 파괴
Destroy(gameObject);
}
}

View File

@ -2,183 +2,212 @@
using UnityEngine.AI; using UnityEngine.AI;
using System.Collections; using System.Collections;
public class SmartThrowMonster : MonsterClass /// <summary>
/// 통합 원거리 몬스터 (키 작은 플레이어 머리 조준 기능 추가)
/// 파일 이름을 반드시 [ UniversalRangedMonster.cs ] 로 맞춰주세요!
/// </summary>
public class UniversalRangedMonster : MonsterClass
{ {
public enum ThrowType { Unlimited, Reload } // 무제한(활) vs 재장전(돌) public enum AttackStyle { Straight, Lob }
[Header("=== 투척/원거리 설정 ===")] [Header("=== 🏹 공격 스타일 선택 ===")]
[SerializeField] private ThrowType attackType = ThrowType.Unlimited; [SerializeField] private AttackStyle attackStyle = AttackStyle.Straight;
[SerializeField] private GameObject projectilePrefab; // 날아갈 물체
[SerializeField] private Transform firePoint; // 발사 위치
[SerializeField] private GameObject handModel; // 손에 들고 있는 모델 (던지면 꺼짐)
[Header("수치 설정")] [Header("공통 설정")]
[SerializeField] private float reloadTime = 2.0f; // 돌 다시 생기는 시간 [SerializeField] private GameObject projectilePrefab;
[SerializeField] private float throwForce = 15f; // 던지는 힘 (곡사) [SerializeField] private Transform firePoint;
[SerializeField] private float throwUpward = 5f; // 위로 띄우는 힘
[SerializeField] private float attackRange = 10f; [SerializeField] private float attackRange = 10f;
[SerializeField] private float attackDelay = 2f; [SerializeField] private float attackDelay = 2f;
[SerializeField] private float detectRange = 15f; // 플레이어 감지 거리 [SerializeField] private float detectRange = 15f;
[Header("애니메이션")] [Header("🔹 직선 발사 설정 (활/총)")]
[SerializeField] private string throwAnim = "Monster_Throw"; [SerializeField] private float projectileSpeed = 20f;
[SerializeField] private float minDistance = 5f;
[Header("🔸 곡사 투척 설정 (돌/폭탄)")]
[Tooltip("체크하면 거리/높이를 계산해서 정확히 맞춥니다.")]
[SerializeField] private bool usePreciseLob = true;
[Tooltip("던지는 각도 (45도가 최대 사거리)")]
[Range(15f, 75f)][SerializeField] private float launchAngle = 45f;
// ⭐ [추가됨] 조준 높이 보정 (키 작은 플레이어 해결용)
[Tooltip("0이면 발가락, 1.0이면 명치, 1.5면 머리를 노립니다.")]
[SerializeField] private float aimHeight = 1.2f;
[Header("🏃‍♂️ 도망 설정")]
[SerializeField] private float fleeDistance = 5f;
[Header("애니메이션 & 기타")]
[SerializeField] private float throwForce = 15f; // (정밀 모드 꺼졌을 때 사용)
[SerializeField] private float throwUpward = 5f; // (정밀 모드 꺼졌을 때 사용)
[SerializeField] private float reloadTime = 2.0f;
[SerializeField] private GameObject handModel;
[SerializeField] private bool aimAtPlayer = true;
[SerializeField] private string attackAnim = "Monster_Attack";
[SerializeField] private string walkAnim = "Monster_Walk"; [SerializeField] private string walkAnim = "Monster_Walk";
// ⭐ [추가] 순찰 관련 변수
[Header("AI 순찰 설정")]
[SerializeField] private float patrolRadius = 5f; [SerializeField] private float patrolRadius = 5f;
[SerializeField] private float patrolInterval = 3f; [SerializeField] private float patrolInterval = 3f;
private float lastAttackTime; private float lastAttackTime;
private bool isReloading = false; // 돌 줍는 중인가? private float nextPatrolTime;
private float nextPatrolTime; // 다음 순찰 시간 // private bool isPlayerInZone;
private bool isPlayerInZone; // 플레이어가 감지 범위 내에 있는가? private bool isReloading = false;
protected override void Init() protected override void Init()
{ {
if (agent != null) agent.stoppingDistance = attackRange * 0.8f; if (agent != null) { agent.stoppingDistance = attackRange * 0.8f; agent.speed = 3.5f; }
if (animator != null) animator.applyRootMotion = false; if (animator != null) animator.applyRootMotion = false;
} }
protected override void ExecuteAILogic() protected override void ExecuteAILogic()
{ {
if (isHit || isAttacking || isReloading || isResting) return; if (isHit || isAttacking || isResting || isReloading) return;
if (isAttacking && animator.GetCurrentAnimatorStateInfo(0).IsName(Monster_Idle)) OnAttackEnd();
float dist = Vector3.Distance(transform.position, playerTransform.position); float dist = Vector3.Distance(transform.position, playerTransform.position);
// 1. 플레이어를 감지했거나(Trigger), 사거리 안에 있거나, 감지 거리 안에 있을 때 -> 전투 모드 if (dist <= detectRange) HandleCombat(dist);
if (isPlayerInZone || dist <= attackRange || dist <= detectRange)
{
if (dist <= attackRange)
{
TryAttack();
}
else
{
// 사거리 밖이면 추적
if (agent.isOnNavMesh)
{
agent.isStopped = false;
agent.SetDestination(playerTransform.position);
UpdateMovementAnimation();
}
}
}
// 2. 플레이어 없음 -> 순찰 모드
else else
{ {
if (agent.hasPath && agent.destination == playerTransform.position) { agent.ResetPath(); nextPatrolTime = 0; }
Patrol(); Patrol();
UpdateMovementAnimation(); UpdateMovementAnimation();
} }
} }
void HandleCombat(float dist)
{
if (attackStyle == AttackStyle.Straight && dist < minDistance) RetreatFromPlayer();
else if (dist <= attackRange) TryAttack();
else { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(playerTransform.position); UpdateMovementAnimation(); } }
}
void TryAttack() void TryAttack()
{ {
if (Time.time < lastAttackTime + attackDelay) return; if (Time.time < lastAttackTime + attackDelay) return;
if (isReloading) return; // 돌 없으면 못 던짐
lastAttackTime = Time.time; lastAttackTime = Time.time;
isAttacking = true; isAttacking = true;
// 조준 (멈추고 바라보기)
if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
transform.LookAt(new Vector3(playerTransform.position.x, transform.position.y, playerTransform.position.z));
animator.Play(throwAnim); Vector3 lookDir = (playerTransform.position - transform.position).normalized;
lookDir.y = 0;
if (lookDir != Vector3.zero) transform.rotation = Quaternion.LookRotation(lookDir);
animator.Play(attackAnim);
} }
// ⭐ [추가] 순찰 로직
void Patrol()
{
if (Time.time < nextPatrolTime) return;
Vector3 randomPoint = transform.position + new Vector3(
Random.Range(-patrolRadius, patrolRadius),
0,
Random.Range(-patrolRadius, patrolRadius)
);
if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas))
{
if (agent.isOnNavMesh)
{
agent.SetDestination(hit.position);
agent.isStopped = false;
}
}
nextPatrolTime = Time.time + patrolInterval;
}
// ⭐ [추가] 움직임 애니메이션 관리
void UpdateMovementAnimation()
{
if (isAttacking || isHit || isResting) return;
if (agent.velocity.magnitude > 0.1f)
animator.Play(walkAnim);
else
animator.Play(Monster_Idle);
}
// ⭐ 애니메이션 이벤트: OnAttackStart
public override void OnAttackStart() public override void OnAttackStart()
{ {
if (projectilePrefab && firePoint) if (!projectilePrefab || !firePoint) return;
GameObject obj = Instantiate(projectilePrefab, firePoint.position, transform.rotation);
if (obj.TryGetComponent<Projectile>(out var proj))
{ {
// 1. 발사체 생성 float speed = (attackStyle == AttackStyle.Straight) ? projectileSpeed : 0f;
GameObject obj = Instantiate(projectilePrefab, firePoint.position, transform.rotation); proj.Initialize(transform.forward, speed, attackDamage);
}
// 데미지 전달 if (attackStyle == AttackStyle.Lob)
if (obj.TryGetComponent<Projectile>(out var proj)) {
Rigidbody rb = obj.GetComponent<Rigidbody>();
if (rb)
{ {
// 돌 던지기(Reload) 타입이면 초기 속도 0 (물리력으로 날림) rb.useGravity = true;
// 활 쏘기(Unlimited) 타입이면 Projectile 자체 속도 사용
float initSpeed = (attackType == ThrowType.Reload) ? 0f : 20f;
proj.Initialize(transform.forward, initSpeed, attackDamage);
}
// 물리력으로 던지기 (돌 던지기 타입일 때만) // ⭐ 목표 지점 설정 (플레이어 위치 + 높이 보정)
if (attackType == ThrowType.Reload) Vector3 targetPos = playerTransform.position + Vector3.up * aimHeight;
{
Rigidbody rb = obj.GetComponent<Rigidbody>(); if (usePreciseLob)
if (rb)
{ {
rb.useGravity = true; // 보정된 위치(targetPos)를 기준으로 탄도 계산
Vector3 force = transform.forward * throwForce + Vector3.up * throwUpward; Vector3 velocity = CalculateLobVelocity(firePoint.position, targetPos, launchAngle);
rb.AddForce(force, ForceMode.Impulse);
if (!float.IsNaN(velocity.x))
{
rb.velocity = velocity;
}
else
{
// 계산 실패 시 백업
rb.AddForce(transform.forward * throwForce + Vector3.up * throwUpward, ForceMode.Impulse);
}
}
else
{
Vector3 dir = aimAtPlayer ? (targetPos - firePoint.position).normalized : transform.forward;
// dir.y = 0; // 높이 조준을 위해 y제거 주석 처리 (원하면 해제)
rb.AddForce(dir * throwForce + Vector3.up * throwUpward, ForceMode.Impulse);
} }
} }
// 2. 손에 있는 모델 숨기기 if (handModel != null) { handModel.SetActive(false); StartCoroutine(ReloadRoutine()); }
if (attackType == ThrowType.Reload && handModel != null)
{
handModel.SetActive(false);
StartCoroutine(ReloadRoutine());
}
} }
} }
Vector3 CalculateLobVelocity(Vector3 origin, Vector3 target, float angle)
{
Vector3 dir = target - origin;
float height = dir.y;
dir.y = 0;
float dist = dir.magnitude;
float a = angle * Mathf.Deg2Rad;
dir.y = dist * Mathf.Tan(a);
dist += height / Mathf.Tan(a);
float gravity = Physics.gravity.magnitude;
float velocitySq = (gravity * dist * dist) / (2 * Mathf.Pow(Mathf.Cos(a), 2) * (dist * Mathf.Tan(a) - height));
if (velocitySq <= 0) return Vector3.zero;
float velocity = Mathf.Sqrt(velocitySq);
return dir.normalized * velocity;
}
// ... (나머지 함수들은 기존과 동일) ...
void RetreatFromPlayer()
{
if (agent.pathPending || (agent.remainingDistance > 0.5f && agent.velocity.magnitude > 0.1f)) { UpdateMovementAnimation(); return; }
Vector3 dir = (transform.position - playerTransform.position).normalized;
Vector3 pos = transform.position + dir * fleeDistance;
if (NavMesh.SamplePosition(pos, out NavMeshHit hit, 5f, NavMesh.AllAreas)) { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(hit.position); } }
UpdateMovementAnimation();
}
IEnumerator ReloadRoutine() IEnumerator ReloadRoutine()
{ {
isReloading = true; isReloading = true;
// Debug.Log("🔄 [Mob] 돌 줍는 중..."); // 로그 너무 많이 뜨면 주석 처리
yield return new WaitForSeconds(reloadTime); yield return new WaitForSeconds(reloadTime);
if (handModel != null) handModel.SetActive(true); if (handModel != null) handModel.SetActive(true);
isReloading = false; isReloading = false;
// Debug.Log("✅ [Mob] 장전 완료!");
} }
// ⭐ [추가] 감지 영역 설정 public override void OnAttackEnd()
private void OnTriggerEnter(Collider other)
{ {
if (other.CompareTag("Player")) isPlayerInZone = true; isAttacking = false;
if (animator != null) animator.Play(Monster_Idle);
if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
} }
private void OnTriggerExit(Collider other) void Patrol()
{ {
if (other.CompareTag("Player")) isPlayerInZone = false; if (Time.time < nextPatrolTime) { if (agent.velocity.magnitude < 0.1f) animator.Play(Monster_Idle); return; }
Vector3 randomPoint = transform.position + new Vector3(Random.Range(-patrolRadius, patrolRadius), 0, Random.Range(-patrolRadius, patrolRadius));
if (NavMesh.SamplePosition(randomPoint, out NavMeshHit hit, 3f, NavMesh.AllAreas)) { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(hit.position); } }
nextPatrolTime = Time.time + patrolInterval;
} }
void UpdateMovementAnimation()
{
if (isAttacking || isHit || isResting) return;
if (agent.velocity.magnitude > 0.1f) animator.Play(walkAnim); else animator.Play(Monster_Idle);
}
// private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
//private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
} }

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@ -0,0 +1,107 @@
using UnityEngine;
/// <summary>
/// 만능 투사체 (화살, 마법, 돌맹이 공용)
/// </summary>
public class Projectile : MonoBehaviour
{
[Header("기본 설정")]
[SerializeField] private float lifetime = 5f; // 수명 (5초 뒤 삭제)
[SerializeField] private GameObject hitEffectPrefab; // 맞으면 나오는 이펙트 (폭발 등)
[SerializeField] private bool destroyOnHit = true; // 맞으면 사라짐? (관통 아니면 true)
// 내부 변수
private Vector3 _direction;
private float _speed;
private float _damage;
private bool _isInitialized = false;
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
}
/// <summary>
/// 몬스터가 발사할 때 호출하는 초기화 함수
/// </summary>
/// <param name="direction">날아갈 방향</param>
/// <param name="speed">속도 (0이면 물리력으로 날아감)</param>
/// <param name="damage">줄 데미지</param>
public void Initialize(Vector3 direction, float speed, float damage)
{
_direction = direction.normalized;
_speed = speed;
_damage = damage;
_isInitialized = true;
// 속도가 있다? -> 화살/마법 (직선 운동)
if (_rigidbody != null && speed > 0)
{
_rigidbody.velocity = _direction * _speed;
_rigidbody.useGravity = false; // 마법은 보통 중력 무시
}
// 속도가 0이다? -> 돌맹이 (외부에서 물리력 가함)
else if (_rigidbody != null && speed == 0)
{
_rigidbody.useGravity = true; // 돌은 중력 받아야 함
}
// 수명 지나면 자동 삭제
Destroy(gameObject, lifetime);
}
private void FixedUpdate()
{
if (!_isInitialized) return;
// 리지드바디가 없거나, Kinematic인 경우 (강제 이동 보정)
if (_rigidbody == null || _rigidbody.isKinematic)
{
if (_speed > 0)
{
transform.position += _direction * _speed * Time.fixedDeltaTime;
}
}
}
private void OnTriggerEnter(Collider other)
{
// 1. 적(몬스터)끼리 맞으면 무시
if (other.CompareTag("Enemy") || other.gameObject == gameObject) return;
// 2. 투사체끼리 충돌 무시
if (other.GetComponent<Projectile>()) return;
// 3. 플레이어 피격 처리
if (other.CompareTag("Player"))
{
// PlayerHealth 혹은 IDamageable 스크립트 찾기
var playerHealth = other.GetComponent<PlayerHealth>();
if (playerHealth != null)
{
// 무적 상태 체크 (있다면)
if (!playerHealth.isInvincible)
{
playerHealth.TakeDamage(_damage);
Debug.Log($"🎯 [적중] 플레이어에게 {_damage} 데미지!");
}
}
}
// 4. 벽이나 땅에 닿았을 때도 이펙트
if (other.CompareTag("Ground") || other.CompareTag("Wall") || other.CompareTag("Player"))
{
if (hitEffectPrefab != null)
{
Instantiate(hitEffectPrefab, transform.position, Quaternion.identity);
}
if (destroyOnHit)
{
Destroy(gameObject);
}
}
}
}

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@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: e2c31bd36273f1f4ab74fc1d65b76e1c guid: 5e5f9623dcefb5e42a1872aed3f62017
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

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@ -7,6 +7,8 @@ TagManager:
- Item - Item
- Water - Water
- Enemy - Enemy
- Ground
- Wall
layers: layers:
- Default - Default
- TransparentFX - TransparentFX