Projext/Assets/Scripts/Enemy/AI/ChargeMonster.cs
2026-02-06 00:42:48 +09:00

210 lines
6.5 KiB
C#

using UnityEngine;
using UnityEngine.AI;
using System.Collections;
/// <summary>
/// 돌진 공격 몬스터 (두 번째 돌진 고장 수정판)
/// - Agent On/Off 타이밍 완벽하게 정리
/// </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;
protected override void Awake()
{
base.Awake();
_rigidbody = GetComponent<Rigidbody>();
if (_rigidbody == null) _rigidbody = gameObject.AddComponent<Rigidbody>();
_rigidbody.isKinematic = true;
}
protected override void Init()
{
if (agent != null) agent.stoppingDistance = 1f;
if (animator != null) animator.applyRootMotion = false;
}
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)
{
// 쿨타임 체크 & 사거리 체크
if (distance <= chargeRange && Time.time >= lastChargeTime + chargeDelay)
{
StartCoroutine(PrepareCharge());
}
// 추적 모드
else if (!isCharging && !isPreparing)
{
if (agent.isOnNavMesh)
{
// ⭐ [수정] 추적 시작할 때 "나 멈춰있니?" 확인하고 풀어주기
if (agent.isStopped) agent.isStopped = false;
agent.SetDestination(playerTransform.position);
}
}
}
IEnumerator PrepareCharge()
{
isPreparing = true;
// 이동 완전 정지
if (agent.isOnNavMesh)
{
agent.isStopped = true;
agent.ResetPath();
agent.velocity = Vector3.zero;
}
// 방향 설정
chargeDirection = (playerTransform.position - transform.position).normalized;
chargeDirection.y = 0;
if (chargeDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(chargeDirection);
// 준비 애니메이션
if (!string.IsNullOrEmpty(prepareAnimation)) animator.Play(prepareAnimation, 0, 0f);
Debug.Log("[ChargeMonster] 돌진 준비...");
yield return new WaitForSeconds(prepareTime);
StartCoroutine(Charge());
}
IEnumerator Charge()
{
isPreparing = false;
isCharging = true;
lastChargeTime = Time.time;
// ⭐ [핵심 수정] 조건 없이 강제로 끄기! (NavMesh 위에 있든 말든 일단 꺼야 물리 이동 가능)
if (agent != null) agent.enabled = false;
// 물리 켜기
if (_rigidbody != null) _rigidbody.isKinematic = false;
animator.Play(chargeAnimation, 0, 0f);
Debug.Log("[ChargeMonster] 돌진 시작!");
float chargeStartTime = Time.time;
while (Time.time < chargeStartTime + chargeDuration)
{
// 돌진 중에도 방향을 잃지 않도록
if (_rigidbody != null)
{
_rigidbody.velocity = chargeDirection * chargeSpeed;
}
else
{
transform.position += chargeDirection * chargeSpeed * Time.deltaTime;
}
yield return null;
}
// 돌진 끝 정리
if (_rigidbody != null)
{
_rigidbody.velocity = Vector3.zero;
_rigidbody.isKinematic = true;
}
// Agent 다시 켜기
if (agent != null)
{
agent.enabled = true;
// 켜지자마자 미끄러짐 방지
agent.ResetPath();
agent.velocity = Vector3.zero;
}
isCharging = false;
Debug.Log("[ChargeMonster] 돌진 종료, 쿨타임 시작");
}
void UpdateMovementAnimation()
{
if (isCharging || isPreparing || isHit || isResting) return;
// Agent가 켜져 있고 움직일 때만 걷기 모션
if (agent.enabled && agent.velocity.magnitude > 0.1f)
animator.Play(Monster_Walk);
else
animator.Play(Monster_Idle);
}
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 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] 쾅! 데미지: {attackDamage}");
}
}
}
}
private void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = true; }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Player")) isPlayerInZone = false; }
}