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 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 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; protected virtual void Start() { currentHP = maxHP; animator = GetComponent(); agent = GetComponent(); audioSource = GetComponent(); 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(); 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(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); } } } public void OnDeathAnimEnd() { } }