using UnityEngine; public class PlayerAttack : MonoBehaviour { [Header("--- 참조 ---")] [SerializeField] private PlayerInteraction interaction; [SerializeField] private Stats stats; [SerializeField] private PlayerAnimator pAnim; [SerializeField] private PlayerHealth playerHealth; [SerializeField] private WeaponHitBox weaponHitBox; [Header("--- 설정 ---")] [SerializeField] private float attackCooldown = 0.5f; [SerializeField] private float fullChargeTime = 2f; // 차징 기준 시간 private float _lastAttackTime, _chargeTimer; private bool _isCharging; // UI와 이동 스크립트에서 참조하는 통로 public float ChargeProgress => Mathf.Clamp01(_chargeTimer / fullChargeTime); public bool IsCharging => _isCharging; private void Update() { if (_isCharging) { _chargeTimer += Time.deltaTime; if (Input.GetMouseButtonDown(1)) { CancelCharging(); Debug.Log("차징 취소됨"); } } } public void PerformNormalAttack() { if (playerHealth != null && playerHealth.isHit) return; if (interaction.CurrentWeapon == null || pAnim == null) return; if (Time.time < _lastAttackTime + attackCooldown) return; pAnim.TriggerAttack(); _lastAttackTime = Time.time; } public void StartWeaponCollision() { if (interaction.CurrentWeapon == null || weaponHitBox == null) return; float damage = stats.BaseAttackDamage + interaction.CurrentWeapon.Config.BaseDamage; weaponHitBox.EnableHitBox(damage); } public void StopWeaponCollision() { if (weaponHitBox != null) weaponHitBox.DisableHitBox(); } public void ReleaseAttack() { if (!_isCharging || interaction.CurrentWeapon == null) return; pAnim.TriggerThrow(); pAnim.SetCharging(false); // 1. 레이캐스트 정밀 조준 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Plane groundPlane = new Plane(Vector3.up, transform.position); float rayDistance; Vector3 targetDirection = transform.forward; if (groundPlane.Raycast(ray, out rayDistance)) { Vector3 pointOnGround = ray.GetPoint(rayDistance); targetDirection = (pointOnGround - transform.position).normalized; targetDirection.y = 0; } if (targetDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(targetDirection); // 2. ⭐ [핵심 수정] 무기 컨피그에서 데이터 직접 가져오기 // 차징 시간에 따라 단계를 나눕니다. (1초 미만 Lv1, 1~2초 Lv2, 2초 이상 Lv3) int lv = _chargeTimer >= 2f ? 3 : (_chargeTimer >= 1f ? 2 : 1); // WeaponConfig에 있는 GetSpread와 GetForce 함수를 사용합니다. float currentSpread = interaction.CurrentWeapon.Config.GetSpread(lv); float throwForce = interaction.CurrentWeapon.Config.GetForce(lv); // 3. 정확도(Spread)가 적용된 최종 방향 계산 Vector3 finalThrowDir = Quaternion.Euler(0, Random.Range(-currentSpread, currentSpread), 0) * targetDirection; // 무기 던지기 실행 interaction.CurrentWeapon.OnThrown(finalThrowDir, throwForce, lv, stats); // 상태 초기화 interaction.ClearCurrentWeapon(); stats.ResetWeight(); _isCharging = false; _chargeTimer = 0f; } public void StartCharging() { if (playerHealth != null && playerHealth.isHit) return; if (interaction.CurrentWeapon == null) return; _isCharging = true; _chargeTimer = 0f; pAnim.SetCharging(true); } public void CancelCharging() { _isCharging = false; _chargeTimer = 0f; if (pAnim != null) pAnim.SetCharging(false); } }