86 lines
2.9 KiB
C#
86 lines
2.9 KiB
C#
using UnityEngine;
|
|
using UnityEngine.AI;
|
|
using System;
|
|
|
|
public class MonsterClass : MonoBehaviour, IDamageable
|
|
{
|
|
[Header("스탯")]
|
|
[SerializeField] protected float maxHP = 100f;
|
|
protected float currentHP;
|
|
public event Action<float, float> OnHealthChanged;
|
|
|
|
[Header("피격 / 사망 애니메이션")]
|
|
[SerializeField] protected string Monster_GetDamage = "Monster_GetDamage";
|
|
[SerializeField] protected string Monster_Die = "Monster_Die";
|
|
|
|
protected Animator animator;
|
|
protected NavMeshAgent agent;
|
|
protected AudioSource audioSource;
|
|
protected bool isHit;
|
|
protected bool isDead;
|
|
|
|
[Header("경험치")]
|
|
[SerializeField] protected int expReward = 10;
|
|
public static System.Action<int> OnMonsterKilled;
|
|
|
|
[Header("공통 사운드/이펙트")]
|
|
[SerializeField] protected AudioClip hitSound;
|
|
[SerializeField] protected AudioClip deathSound;
|
|
[SerializeField] protected GameObject deathEffectPrefab;
|
|
[SerializeField] protected ParticleSystem hitEffect;
|
|
[SerializeField] protected Transform impactSpawnPoint;
|
|
|
|
protected virtual void Start()
|
|
{
|
|
currentHP = maxHP;
|
|
animator = GetComponent<Animator>();
|
|
agent = GetComponent<NavMeshAgent>();
|
|
audioSource = GetComponent<AudioSource>();
|
|
OnHealthChanged?.Invoke(currentHP, maxHP);
|
|
}
|
|
|
|
// ⭐ 핵심: 부모에서 virtual을 붙여야 NormalMonster에서 에러가 안 납니다.
|
|
public virtual void TakeDamage(float amount) { OnDamaged(amount); }
|
|
|
|
public virtual void OnDamaged(float damage)
|
|
{
|
|
if (isDead) return;
|
|
currentHP -= damage;
|
|
Debug.Log($"{gameObject.name} 피격! 체력: {{{currentHP}/{maxHP}}}");
|
|
OnHealthChanged?.Invoke(currentHP, maxHP);
|
|
|
|
if (currentHP <= 0) { Die(); return; }
|
|
if (!isHit) StartHit();
|
|
}
|
|
|
|
protected virtual void StartHit()
|
|
{
|
|
isHit = true;
|
|
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
|
animator.Play(Monster_GetDamage, 0, 0f);
|
|
if (hitEffect) hitEffect.Play();
|
|
if (hitSound) audioSource.PlayOneShot(hitSound);
|
|
}
|
|
|
|
public virtual void OnHitEnd() { isHit = false; if (agent && agent.isOnNavMesh) agent.isStopped = false; }
|
|
|
|
protected virtual void Die()
|
|
{
|
|
if (isDead) return;
|
|
isDead = true;
|
|
|
|
// ⭐ 핵심 수정: 애니메이션 신호 기다리지 말고 즉시 처리
|
|
Debug.Log($"{gameObject.name} 사망! 경험치 {expReward} 지급 및 1.5초 후 파괴.");
|
|
OnMonsterKilled?.Invoke(expReward);
|
|
|
|
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
|
|
animator.Play(Monster_Die, 0, 0f);
|
|
if (deathSound) audioSource.PlayOneShot(deathSound);
|
|
|
|
// 1.5초 뒤 자동 삭제 (이벤트 씹힘 방지)
|
|
Destroy(gameObject, 1.5f);
|
|
}
|
|
|
|
// 에러 방지용으로 남겨만 둠
|
|
public void OnDeathAnimEnd() { }
|
|
} |