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); } // ⭐ [애니메이션 버그 해결] 매 프레임 속도를 체크해서 애니메이터에 전달합니다. protected virtual void Update() { if (isDead) return; if (agent != null && animator != null) { // 에이전트의 현재 이동 속도를 가져와서 "Speed" 파라미터에 넣어줍니다. float currentSpeed = agent.velocity.magnitude; animator.SetFloat("Speed", currentSpeed); } } 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; // 아이템 날아감 방지: 몬스터 시체의 충돌을 끕니다. Collider col = GetComponent(); if (col != null) col.enabled = false; OnMonsterKilled?.Invoke(expReward); 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() { if (potionPrefab != null && UnityEngine.Random.Range(0f, 100f) <= potionDropChance) { SpawnItem(potionPrefab); } if (weaponPrefabs != null && weaponPrefabs.Length > 0 && UnityEngine.Random.Range(0f, 100f) <= weaponDropChance) { int randomIndex = UnityEngine.Random.Range(0, weaponPrefabs.Length); SpawnItem(weaponPrefabs[randomIndex]); } } private void SpawnItem(GameObject prefab) { Vector3 spawnPos = transform.position + Vector3.up * 0.5f; GameObject item = Instantiate(prefab, spawnPos, Quaternion.identity); // ✅ [유저 요청] 배율 없이 프리팹의 원래 크기를 100% 그대로 적용 item.transform.localScale = prefab.transform.localScale; if (item.TryGetComponent(out var rb)) { // 튀어오르는 힘은 유저님이 설정하신 0.02f 유지 Vector3 popDir = Vector3.up * 0.02f + UnityEngine.Random.insideUnitSphere * 0.02f; rb.AddForce(popDir, ForceMode.Impulse); if (prefab != potionPrefab) { rb.AddTorque(UnityEngine.Random.insideUnitSphere * 0.3f, ForceMode.Impulse); } } } public void OnDeathAnimEnd() { } }