using UnityEngine; using UnityEngine.AI; using System.Collections; /// /// 통합 원거리 몬스터 (키 작은 플레이어 머리 조준 기능 추가) /// 파일 이름을 반드시 [ UniversalRangedMonster.cs ] 로 맞춰주세요! /// public class UniversalRangedMonster : MonsterClass { public enum AttackStyle { Straight, Lob } [Header("=== 🏹 공격 스타일 선택 ===")] [SerializeField] private AttackStyle attackStyle = AttackStyle.Straight; [Header("공통 설정")] [SerializeField] private GameObject projectilePrefab; [SerializeField] private Transform firePoint; [SerializeField] private float attackRange = 10f; [SerializeField] private float attackDelay = 2f; [SerializeField] private float detectRange = 15f; [Header("🔹 직선 발사 설정 (활/총)")] [SerializeField] private float projectileSpeed = 20f; [SerializeField] private float minDistance = 5f; [Header("🔸 곡사 투척 설정 (돌/폭탄)")] [Tooltip("체크하면 거리/높이를 계산해서 정확히 맞춥니다.")] [SerializeField] private bool usePreciseLob = true; [Tooltip("던지는 각도 (45도가 최대 사거리)")] [Range(15f, 75f)][SerializeField] private float launchAngle = 45f; // ⭐ [추가됨] 조준 높이 보정 (키 작은 플레이어 해결용) [Tooltip("0이면 발가락, 1.0이면 명치, 1.5면 머리를 노립니다.")] [SerializeField] private float aimHeight = 1.2f; [Header("🏃‍♂️ 도망 설정")] [SerializeField] private float fleeDistance = 5f; [Header("애니메이션 & 기타")] [SerializeField] private float throwForce = 15f; // (정밀 모드 꺼졌을 때 사용) [SerializeField] private float throwUpward = 5f; // (정밀 모드 꺼졌을 때 사용) [SerializeField] private float reloadTime = 2.0f; [SerializeField] private GameObject handModel; [SerializeField] private bool aimAtPlayer = true; [SerializeField] private string attackAnim = "Monster_Attack"; [SerializeField] private string walkAnim = "Monster_Walk"; [SerializeField] private float patrolRadius = 5f; [SerializeField] private float patrolInterval = 3f; private float lastAttackTime; private float nextPatrolTime; // private bool isPlayerInZone; private bool isReloading = false; protected override void Init() { if (agent != null) { agent.stoppingDistance = attackRange * 0.8f; agent.speed = 3.5f; } if (animator != null) animator.applyRootMotion = false; } protected override void ExecuteAILogic() { if (isHit || isAttacking || isResting || isReloading) return; if (isAttacking && animator.GetCurrentAnimatorStateInfo(0).IsName(Monster_Idle)) OnAttackEnd(); float dist = Vector3.Distance(transform.position, playerTransform.position); if (dist <= detectRange) HandleCombat(dist); else { if (agent.hasPath && agent.destination == playerTransform.position) { agent.ResetPath(); nextPatrolTime = 0; } Patrol(); UpdateMovementAnimation(); } } void HandleCombat(float dist) { if (attackStyle == AttackStyle.Straight && dist < minDistance) RetreatFromPlayer(); else if (dist <= attackRange) TryAttack(); else { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(playerTransform.position); UpdateMovementAnimation(); } } } void TryAttack() { if (Time.time < lastAttackTime + attackDelay) return; lastAttackTime = Time.time; isAttacking = true; if (agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } Vector3 lookDir = (playerTransform.position - transform.position).normalized; lookDir.y = 0; if (lookDir != Vector3.zero) transform.rotation = Quaternion.LookRotation(lookDir); animator.Play(attackAnim); } public override void OnAttackStart() { if (!projectilePrefab || !firePoint) return; GameObject obj = Instantiate(projectilePrefab, firePoint.position, transform.rotation); if (obj.TryGetComponent(out var proj)) { float speed = (attackStyle == AttackStyle.Straight) ? projectileSpeed : 0f; proj.Initialize(transform.forward, speed, attackDamage); } if (attackStyle == AttackStyle.Lob) { Rigidbody rb = obj.GetComponent(); if (rb) { rb.useGravity = true; // ⭐ 목표 지점 설정 (플레이어 위치 + 높이 보정) Vector3 targetPos = playerTransform.position + Vector3.up * aimHeight; if (usePreciseLob) { // 보정된 위치(targetPos)를 기준으로 탄도 계산 Vector3 velocity = CalculateLobVelocity(firePoint.position, targetPos, launchAngle); if (!float.IsNaN(velocity.x)) { rb.velocity = velocity; } else { // 계산 실패 시 백업 rb.AddForce(transform.forward * throwForce + Vector3.up * throwUpward, ForceMode.Impulse); } } else { Vector3 dir = aimAtPlayer ? (targetPos - firePoint.position).normalized : transform.forward; // dir.y = 0; // 높이 조준을 위해 y제거 주석 처리 (원하면 해제) rb.AddForce(dir * throwForce + Vector3.up * throwUpward, ForceMode.Impulse); } } if (handModel != null) { handModel.SetActive(false); StartCoroutine(ReloadRoutine()); } } } Vector3 CalculateLobVelocity(Vector3 origin, Vector3 target, float angle) { Vector3 dir = target - origin; float height = dir.y; dir.y = 0; float dist = dir.magnitude; float a = angle * Mathf.Deg2Rad; dir.y = dist * Mathf.Tan(a); dist += height / Mathf.Tan(a); float gravity = Physics.gravity.magnitude; float velocitySq = (gravity * dist * dist) / (2 * Mathf.Pow(Mathf.Cos(a), 2) * (dist * Mathf.Tan(a) - height)); if (velocitySq <= 0) return Vector3.zero; float velocity = Mathf.Sqrt(velocitySq); return dir.normalized * velocity; } // ... (나머지 함수들은 기존과 동일) ... void RetreatFromPlayer() { if (agent.pathPending || (agent.remainingDistance > 0.5f && agent.velocity.magnitude > 0.1f)) { UpdateMovementAnimation(); return; } Vector3 dir = (transform.position - playerTransform.position).normalized; Vector3 pos = transform.position + dir * fleeDistance; if (NavMesh.SamplePosition(pos, out NavMeshHit hit, 5f, NavMesh.AllAreas)) { if (agent.isOnNavMesh) { agent.isStopped = false; agent.SetDestination(hit.position); } } UpdateMovementAnimation(); } IEnumerator ReloadRoutine() { isReloading = true; yield return new WaitForSeconds(reloadTime); if (handModel != null) handModel.SetActive(true); isReloading = false; } public override void OnAttackEnd() { isAttacking = false; if (animator != null) animator.Play(Monster_Idle); if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); } void Patrol() { if (Time.time < nextPatrolTime) { if (agent.velocity.magnitude < 0.1f) animator.Play(Monster_Idle); 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.isStopped = false; agent.SetDestination(hit.position); } } nextPatrolTime = Time.time + patrolInterval; } void UpdateMovementAnimation() { if (isAttacking || isHit || isResting) return; if (agent.velocity.magnitude > 0.1f) animator.Play(walkAnim); else animator.Play(Monster_Idle); } // private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; } //private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; } }