using UnityEngine;
using UnityEngine.AI;
using System.Collections;
using System;
///
/// 몬스터 기본 클래스 (공통 기능만)
/// - 공격 방식은 자식 클래스에서 구현
///
public abstract class MonsterClass : MonoBehaviour, IDamageable
{
[Header("--- 최적화 설정 ---")]
protected Renderer mobRenderer;
protected Transform playerTransform;
[SerializeField] protected float optimizationDistance = 40f;
[Header("몬스터 기본 스탯")]
[SerializeField] protected float maxHP = 100f;
[SerializeField] protected float attackDamage = 10f;
[SerializeField] protected int expReward = 10;
[SerializeField] protected float moveSpeed = 3.5f;
protected float currentHP;
public event Action OnHealthChanged;
[Header("전투 / 무기 (선택사항)")]
// ⭐ 근접 몬스터가 사용할 무기 (원거리 몬스터는 비워둬도 됨)
[SerializeField] protected MonsterWeapon myWeapon;
[Header("피격 / 사망 / 대기 애니메이션")]
[SerializeField] protected string Monster_Idle = "Monster_Idle";
[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, isDead, isAttacking;
public bool IsAggroed { get; protected set; }
[Header("AI 설정")]
[SerializeField] protected float attackRestDuration = 1.5f;
protected bool isResting;
public static System.Action OnMonsterKilled;
[Header("공통 사운드/이펙트")]
[SerializeField] protected AudioClip hitSound, deathSound;
[SerializeField] protected GameObject deathEffectPrefab;
[SerializeField] protected ParticleSystem hitEffect;
[SerializeField] protected Transform impactSpawnPoint;
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 생명주기
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected virtual void Awake()
{
mobRenderer = GetComponentInChildren();
animator = GetComponent();
agent = GetComponent();
audioSource = GetComponent();
if (agent != null) agent.speed = moveSpeed;
}
protected virtual void OnEnable()
{
playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (mobRenderer != null) mobRenderer.enabled = true;
Init();
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.RegisterMob(this);
}
protected virtual void OnDisable()
{
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.UnregisterMob(this);
}
public void ResetStats()
{
isDead = false;
IsAggroed = false;
currentHP = maxHP;
OnHealthChanged?.Invoke(currentHP, maxHP);
Collider col = GetComponent();
if (col != null) col.enabled = true;
OnResetStats();
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 추상 메서드 (자식이 반드시 구현)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected virtual void Init() { }
protected abstract void ExecuteAILogic();
protected virtual void OnResetStats() { }
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 공통 기능
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
public virtual void Reactivate()
{
if (agent != null && agent.isOnNavMesh)
{
agent.isStopped = false;
if (IsAggroed && playerTransform != null)
{
agent.SetDestination(playerTransform.position);
}
}
if (mobRenderer != null) mobRenderer.enabled = true;
}
public void OnManagedUpdate()
{
if (isDead || playerTransform == null || !gameObject.activeInHierarchy) return;
float distance = Vector3.Distance(transform.position, playerTransform.position);
if (distance > optimizationDistance && !IsAggroed)
{
StopMovement();
if (mobRenderer != null && mobRenderer.enabled) mobRenderer.enabled = false;
return;
}
if (mobRenderer != null && !mobRenderer.enabled) mobRenderer.enabled = true;
if (mobRenderer != null && !mobRenderer.isVisible) { StopMovement(); return; }
if (agent != null && agent.isOnNavMesh && agent.isStopped) agent.isStopped = false;
ExecuteAILogic();
}
protected void StopMovement()
{
if (agent != null && agent.isOnNavMesh)
{
agent.isStopped = true;
agent.velocity = Vector3.zero;
}
if (animator != null)
{
animator.SetFloat("Speed", 0f);
animator.Play(Monster_Idle);
}
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 피격 / 사망
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
public virtual void TakeDamage(float amount)
{
OnDamaged(amount);
}
public virtual void OnDamaged(float damage)
{
if (isDead) return;
IsAggroed = true;
currentHP -= damage;
OnHealthChanged?.Invoke(currentHP, maxHP);
if (currentHP <= 0) { Die(); return; }
if (!isHit) StartHit();
}
protected virtual void StartHit()
{
isHit = true;
isAttacking = false;
isResting = false;
StopAllCoroutines();
OnStartHit();
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);
}
protected virtual void OnStartHit() { }
public virtual void OnHitEnd()
{
isHit = false;
if (agent && agent.isOnNavMesh) agent.isStopped = false;
}
protected virtual void Die()
{
if (isDead) return;
isDead = true;
IsAggroed = false;
OnDie();
OnMonsterKilled?.Invoke(expReward);
Collider col = GetComponent();
if (col != null) col.enabled = false;
if (agent && agent.isOnNavMesh)
{
agent.isStopped = true;
agent.velocity = Vector3.zero;
}
animator.Play(Monster_Die, 0, 0f);
if (deathSound) audioSource.PlayOneShot(deathSound);
Invoke("ReturnToPool", 1.5f);
}
protected virtual void OnDie() { }
public bool IsDead => isDead;
protected void ReturnToPool() => gameObject.SetActive(false);
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// ⭐ 공격 이벤트 (여기가 중요!)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
///
/// 애니메이션 이벤트: 공격 시작
/// - 부모는 기본적으로 무기를 켬
/// - 자식(원거리)은 이걸 Override 해서 화살 발사로 바꿈
///
public virtual void OnAttackStart()
{
isAttacking = true;
isResting = false;
if (myWeapon != null)
{
myWeapon.EnableHitBox();
}
}
public virtual void OnAttackEnd()
{
if (myWeapon != null)
{
myWeapon.DisableHitBox();
}
isAttacking = false;
if (!isDead && !isHit) StartCoroutine(RestAfterAttack());
}
protected virtual IEnumerator RestAfterAttack()
{
isResting = true;
yield return new WaitForSeconds(attackRestDuration);
isResting = false;
}
}