Projext/Assets/Scripts/Enemy/AI/NormalMonster.cs
2026-02-03 23:41:49 +09:00

96 lines
3.3 KiB
C#

using UnityEngine;
using UnityEngine.AI;
public class NormalMonster : MonsterClass
{
[Header("전투 설정")]
[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;
protected override void Init()
{
if (agent != null) agent.stoppingDistance = attackRange - 0.4f;
if (animator != null) animator.applyRootMotion = false;
}
protected override void ExecuteAILogic()
{
// 공격 중(isAttacking)이면 AI 생각 멈춤 -> 부들부들 방지!
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;
// ⭐ [핵심 수정] 애니메이션 이벤트 기다리지 말고, 즉시 "공격 상태"로 전환!
// 이걸 해야 AI가 이동하려는 시도를 멈춥니다.
isAttacking = true;
// 이동 멈춤 (미끄러짐 방지)
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;
}
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
}