using UnityEngine; using UnityEngine.AI; using System.Collections; // IEnumerator 사용을 위해 추가 /// /// 근접 공격 몬스터 (칼, 도끼 등) /// public class MeleeMonster : MonsterClass { [Header("=== 근접 공격 설정 ===")] // [SerializeField] private MonsterWeapon myWeapon; [SerializeField] private float attackRange = 2f; [SerializeField] private float attackDelay = 1.5f; private float lastAttackTime; [Header("공격 / 이동 애니메이션")] [SerializeField] private string[] attackAnimations = { "Monster_Attack_1" }; [SerializeField] private string Monster_Walk = "Monster_Walk"; [Header("AI 상세 설정")] [SerializeField] private float stopBuffer = 0.3f; [SerializeField] private float patrolRadius = 5f; [SerializeField] private float patrolInterval = 2f; private float nextPatrolTime; private float repathInterval = 0.3f; private float nextRepathTime; private int attackIndex; private bool isPlayerInZone; // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // 초기화 // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ protected override void Init() { if (agent != null) agent.stoppingDistance = attackRange - 0.4f; if (animator != null) animator.applyRootMotion = false; } protected override void OnResetStats() { // 무기에 데미지 설정 if (myWeapon != null) { myWeapon.SetDamage(attackDamage); } } // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // AI 로직 // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ protected override void ExecuteAILogic() { if (isHit || isAttacking || isResting) return; float distance = Vector3.Distance(transform.position, playerTransform.position); if (isPlayerInZone || distance <= attackRange * 2f) HandlePlayerTarget(); else Patrol(); UpdateMovementAnimation(); } void HandlePlayerTarget() { float distance = Vector3.Distance(transform.position, playerTransform.position); if (distance <= attackRange - stopBuffer) TryAttack(); else if (Time.time >= nextRepathTime) { if (agent.isOnNavMesh) agent.SetDestination(playerTransform.position); nextRepathTime = Time.time + repathInterval; } } void TryAttack() { if (Time.time < lastAttackTime + attackDelay) return; lastAttackTime = Time.time; string attackName = attackAnimations[attackIndex]; attackIndex = (attackIndex + 1) % attackAnimations.Length; isAttacking = true; if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } animator.Play(attackName, 0, 0f); } void UpdateMovementAnimation() { if (isAttacking || isHit || isResting) return; if (agent.velocity.magnitude < 0.1f) animator.Play(Monster_Idle); else animator.Play(Monster_Walk); } 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); nextPatrolTime = Time.time + patrolInterval; } // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // 공격 이벤트 (애니메이션에서 호출) // ⭐ [핵심 수정] override 추가! // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ public override void OnAttackStart() { // base.OnAttackStart(); // 부모 기능도 쓰고 싶으면 주석 해제 isAttacking = true; isResting = false; if (myWeapon != null) myWeapon.EnableHitBox(); } public override void OnAttackEnd() { if (myWeapon != null) myWeapon.DisableHitBox(); isAttacking = false; if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); } // ⭐ [핵심 수정] override 및 protected 추가! protected override IEnumerator RestAfterAttack() { isResting = true; yield return new WaitForSeconds(attackRestDuration); isResting = false; } // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // 피격 / 사망 시 무기 끄기 // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ protected override void OnStartHit() { if (myWeapon != null) myWeapon.DisableHitBox(); } protected override void OnDie() { if (myWeapon != null) myWeapon.DisableHitBox(); } // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ // Trigger 감지 (플레이어 인식 영역) // ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; } private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; } }