Projext/Assets/5.TestScript/Stats.cs
hydrozen1178 6e02e36997 기능 수정 본
회복 기능,적 아이템 드랍,등등
2026-01-30 01:11:10 +09:00

65 lines
2.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Stats : MonoBehaviour
{
[Header("--- 기본 능력치 ---")]
[SerializeField] private float baseMaxHealth = 100f;
[SerializeField] private float baseMoveSpeed = 5f;
[SerializeField] private float baseStrength = 10f;
[SerializeField] private float baseAttackDamage = 10f;
[Header("--- 보너스 능력치 ---")]
public float bonusMaxHealth;
public float bonusMoveSpeed;
public float bonusStrength;
public float bonusAttackDamage;
[Header("--- 밸런스 설정 ---")]
[SerializeField] private float weightToSpeedPenalty = 0.1f;
[SerializeField] private float runSpeedMultiplier = 1.5f;
private float _weightPenalty = 0f;
/* =========================
* 실제 게임 로직용 프로퍼티
* ========================= */
public float MaxHealth => baseMaxHealth + bonusMaxHealth;
public float Strength => baseStrength + bonusStrength;
public float BaseAttackDamage => baseAttackDamage + bonusAttackDamage;
// ⭐ [에러 해결] PlayerMovement.cs에서 사용하는 속도 프로퍼티
public float CurrentMoveSpeed => Mathf.Max(1f, baseMoveSpeed + bonusMoveSpeed - _weightPenalty);
public float CurrentRunSpeed => CurrentMoveSpeed * runSpeedMultiplier;
private void Update()
{
// 인스펙터 실시간 표시용 (Read Only)
finalMaxHealth = MaxHealth;
finalMoveSpeed = CurrentMoveSpeed;
finalStrength = Strength;
finalAttackDamage = BaseAttackDamage;
}
// ⭐ 레벨업 시 기초 능력치 영구 상승
public void AddBaseLevelUpStats(float hpAdd, float strAdd)
{
baseMaxHealth += hpAdd;
baseStrength += strAdd;
Debug.Log($"[Stats] 기초 스탯 상승 완료! 최대 체력: {MaxHealth}");
}
public void AddMaxHealth(float value) => bonusMaxHealth += value;
public void AddMoveSpeed(float value) => bonusMoveSpeed += value;
public void AddStrength(float value) => bonusStrength += value;
public void AddAttackDamage(float value) => bonusAttackDamage += value;
public void UpdateWeaponWeight(float requiredStrength) => _weightPenalty = requiredStrength * weightToSpeedPenalty;
public void ResetWeight() => _weightPenalty = 0f;
[Header("--- 최종 능력치 (Read Only) ---")]
[SerializeField] private float finalMaxHealth;
[SerializeField] private float finalMoveSpeed;
[SerializeField] private float finalStrength;
[SerializeField] private float finalAttackDamage;
}