Projext/Assets/Scripts/Enemy/AI/ChargeMonster.cs
2026-02-04 23:06:25 +09:00

240 lines
7.6 KiB
C#

using UnityEngine;
using UnityEngine.AI;
using System.Collections;
/// <summary>
/// 돌진 공격 몬스터
/// - 플레이어를 향해 빠르게 돌진
/// - 부딪히면 데미지
/// </summary>
public class ChargeMonster : MonsterClass
{
[Header("=== 돌진 공격 설정 ===")]
[SerializeField] private float chargeSpeed = 15f; // 돌진 속도
[SerializeField] private float chargeRange = 10f; // 돌진 시작 거리
[SerializeField] private float chargeDuration = 2f; // 돌진 지속 시간
[SerializeField] private float chargeDelay = 3f; // 돌진 쿨타임
[SerializeField] private float prepareTime = 0.5f; // 돌진 준비 시간
private float lastChargeTime;
private bool isCharging = false;
private bool isPreparing = false;
private Vector3 chargeDirection;
[Header("공격 / 이동 애니메이션")]
[SerializeField] private string chargeAnimation = "Monster_Charge";
[SerializeField] private string prepareAnimation = "Monster_ChargePrepare";
[SerializeField] private string Monster_Walk = "Monster_Walk";
[Header("AI 상세 설정")]
[SerializeField] private float patrolRadius = 5f;
[SerializeField] private float patrolInterval = 2f;
private float nextPatrolTime;
private bool isPlayerInZone;
private Rigidbody _rigidbody;
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 초기화
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected override void Awake()
{
base.Awake();
_rigidbody = GetComponent<Rigidbody>();
if (_rigidbody == null)
{
_rigidbody = gameObject.AddComponent<Rigidbody>();
}
_rigidbody.isKinematic = true; // NavMeshAgent 사용 시 Kinematic
}
protected override void Init()
{
if (agent != null)
{
agent.stoppingDistance = 1f;
}
if (animator != null) animator.applyRootMotion = false;
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// AI 로직
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
protected override void ExecuteAILogic()
{
if (isHit || isCharging || isPreparing) return;
float distance = Vector3.Distance(transform.position, playerTransform.position);
if (isPlayerInZone || distance <= chargeRange * 1.5f)
{
HandleChargeCombat(distance);
}
else
{
Patrol();
}
UpdateMovementAnimation();
}
void HandleChargeCombat(float distance)
{
// 돌진 범위 안이면 돌진 준비
if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay)
{
StartCoroutine(PrepareCharge());
}
// 아니면 추적
else if (!isCharging)
{
if (agent.isOnNavMesh)
agent.SetDestination(playerTransform.position);
}
}
IEnumerator PrepareCharge()
{
isPreparing = true;
// 이동 멈춤
if (agent.isOnNavMesh)
{
agent.isStopped = true;
agent.velocity = Vector3.zero;
}
// 플레이어 방향 저장
chargeDirection = (playerTransform.position - transform.position).normalized;
chargeDirection.y = 0;
// 플레이어 바라보기
transform.rotation = Quaternion.LookRotation(chargeDirection);
// 준비 애니메이션
if (!string.IsNullOrEmpty(prepareAnimation))
{
animator.Play(prepareAnimation, 0, 0f);
}
Debug.Log("[ChargeMonster] 돌진 준비 중...");
yield return new WaitForSeconds(prepareTime);
// 돌진 시작!
StartCoroutine(Charge());
}
IEnumerator Charge()
{
isPreparing = false;
isCharging = true;
lastChargeTime = Time.time;
// NavMeshAgent 끄기
if (agent.isOnNavMesh) agent.enabled = false;
// Rigidbody Kinematic 끄기
if (_rigidbody != null) _rigidbody.isKinematic = false;
// 돌진 애니메이션
animator.Play(chargeAnimation, 0, 0f);
Debug.Log("[ChargeMonster] 돌진 시작!");
float chargeStartTime = Time.time;
while (Time.time < chargeStartTime + chargeDuration)
{
// 빠르게 앞으로 이동
if (_rigidbody != null)
{
_rigidbody.velocity = chargeDirection * chargeSpeed;
}
else
{
transform.position += chargeDirection * chargeSpeed * Time.deltaTime;
}
yield return null;
}
// 돌진 종료
if (_rigidbody != null)
{
_rigidbody.velocity = Vector3.zero;
_rigidbody.isKinematic = true;
}
// NavMeshAgent 다시 켜기
if (agent != null) agent.enabled = true;
isCharging = false;
Debug.Log("[ChargeMonster] 돌진 종료!");
}
void UpdateMovementAnimation()
{
if (isCharging || isPreparing || 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;
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// 충돌 감지 (돌진 중 플레이어와 충돌)
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
private void OnCollisionEnter(Collision collision)
{
if (!isCharging) return;
if (collision.gameObject.CompareTag("Player"))
{
if (collision.gameObject.TryGetComponent<PlayerHealth>(out var playerHealth))
{
if (!playerHealth.isInvincible)
{
playerHealth.TakeDamage(attackDamage);
Debug.Log($"[ChargeMonster] 돌진 적중! 데미지: {attackDamage}");
}
}
}
}
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
// Trigger 감지
// ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = true;
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Player")) isPlayerInZone = false;
}
}