발판 추적시스템 수정

This commit is contained in:
정세윤_crow 2026-01-27 21:06:26 +09:00
parent 895174a046
commit a9cd1eccaf
22 changed files with 1418 additions and 163 deletions

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@ -13,7 +13,7 @@ GameObject:
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m_Name: Block
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@ -138,6 +138,7 @@ MonoBehaviour:
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debrisCount: 3
explosionForce: 1
debrisLifetime: 2
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@ -5,34 +5,48 @@ public class DestructibleBlock : Entity
[SerializeField] private GameObject[] debrisPrefabs;
[SerializeField] private int debrisCount = 5;
[SerializeField] private float explosionForce = 5f;
[SerializeField] private float debrisLifetime = 2f;
public override void TakeDamage(int damage)
{
base.TakeDamage(damage);
}
private void OnDestroy()
protected override void Die()
{
SpawnDebris();
base.Die();
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
Player player = collision.gameObject.GetComponent<Player>();
if (player != null && player.IsDashing())
{
Die();
}
}
}
private void SpawnDebris()
{
if (debrisPrefabs == null || debrisPrefabs.Length == 0)
{
return;
}
for (int i = 0; i < debrisCount; i++)
{
Vector2 spawnPos = (Vector2)transform.position + Random.insideUnitCircle * 0.5f;
GameObject prefab = debrisPrefabs[Random.Range(0, debrisPrefabs.Length)];
Vector2 randomPos = (Vector2)transform.position + Random.insideUnitCircle * 0.5f;
GameObject debris = Instantiate(prefab, randomPos, Quaternion.identity);
GameObject debris = Instantiate(prefab, spawnPos, Quaternion.identity);
Rigidbody2D rb = debris.GetComponent<Rigidbody2D>();
if (rb != null)
{
Vector2 dir = (randomPos - (Vector2)transform.position).normalized;
Vector2 dir = (spawnPos - (Vector2)transform.position).normalized;
dir += Random.insideUnitCircle * 0.5f;
rb.AddForce(dir.normalized * explosionForce, ForceMode2D.Impulse);
rb.AddTorque(Random.Range(-180f, 180f));
}
Destroy(debris, 2f);
Destroy(debris, debrisLifetime);
}
}
}

156
Assets/Block/Trap.prefab Normal file
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@ -1,6 +1,47 @@
using System.Collections;
using UnityEngine;
public class TrapBlock : MonoBehaviour
{
[SerializeField] private int damage = 10;
[SerializeField] private float activationTime = 2f;
[SerializeField] private float damageInterval = 1f;
private Coroutine trapCoroutine;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
Player player = collision.gameObject.GetComponent<Player>();
if (player != null)
{
if (trapCoroutine != null)
{
StopCoroutine(trapCoroutine);
}
trapCoroutine = StartCoroutine(ProcessTrapDamage(player));
}
}
}
private void OnCollisionExit2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
StopCoroutine(trapCoroutine);
trapCoroutine = null;
}
}
private IEnumerator ProcessTrapDamage(Player player)
{
yield return new WaitForSeconds(activationTime);
while (player != null)
{
player.TakeDamage(damage);
yield return new WaitForSeconds(damageInterval);
}
}
}

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@ -0,0 +1,16 @@
using UnityEngine;
public class NewMonoBehaviourScript : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,22 @@
using UnityEngine;
public class EnemyHitbox : MonoBehaviour
{
private Entity owner;
private void Awake()
{
owner = GetComponentInParent<Entity>();
}
private void OnTriggerEnter2D(Collider2D other)
{
Player player = other.GetComponent<Player>();
if (player == null)
{
return;
}
owner.OnHitPlayer(player);
}
}

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fileFormatVersion: 2
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@ -3,45 +3,52 @@ using UnityEngine.Events;
public class Entity : MonoBehaviour
{
private int maxHp;
private int currentHp;
private int attackDamage;
protected int maxHp;
protected int currentHp;
protected int attackDamage;
[SerializeField] private EntityData data;
[SerializeField] protected EntityData data;
void Awake()
protected virtual void Awake()
{
maxHp = data.maxHealth;
currentHp = data.maxHealth;
attackDamage = data.attackDamage;
if (data != null)
{
maxHp = data.maxHealth;
currentHp = data.maxHealth;
attackDamage = data.attackDamage;
}
}
public virtual void TakeDamage(int playerAttackDamage)
public virtual void TakeDamage(int damage)
{
currentHp -= playerAttackDamage;
currentHp -= damage;
if (currentHp <= 0)
{
currentHp = 0;
Destroy(gameObject);
Die();
}
}
private void OnTriggerEnter2D(Collider2D other)
protected virtual void Die()
{
if (other.CompareTag("Player"))
{
other.gameObject.GetComponent<Player>().TakeDamage(attackDamage);
Destroy(gameObject);
}
currentHp = 0;
Destroy(gameObject);
}
void Update()
public virtual void OnHitPlayer(Player player)
{
this.RunAI();
player.TakeDamage(attackDamage);
Die();
}
public virtual void RunAI()
{
}
void Update()
{
RunAI();
}
}

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@ -1,21 +1,16 @@
using UnityEngine;
using UnityEngine.AI;
public class FlyEnemyMovement : Entity
{
[SerializeField] private float detectionRange = 8.0f;
[SerializeField] private float moveSpeed = 3.0f;
[SerializeField] private LayerMask obstacleLayer;
private GameObject playerObject;
private NavMeshAgent agent;
[SerializeField] private float detectionRange = 5.0f; // 감지 범위 변수
[SerializeField] private float EnemyTime;
private void Awake()
protected override void Awake()
{
agent = GetComponent<NavMeshAgent>();
// NavMeshPlus 2D 설정
agent.updateRotation = false;
agent.updateUpAxis = false;
base.Awake();
}
private void Start()
@ -27,33 +22,32 @@ public class FlyEnemyMovement : Entity
{
if (playerObject != null)
{
// 1. 현재 위치와 플레이어 위치 사이의 거리를 계산
float distance = Vector3.Distance(transform.position, playerObject.transform.position);
if (distance <= detectionRange)
{
SetAgentPosition(); // 추격 시작
}
else
{
// 범위 밖이라면 이동을 멈춤
if (!agent.isStopped)
{
agent.ResetPath();
}
MoveTowardsPlayer();
}
}
}
private void SetAgentPosition()
private void MoveTowardsPlayer()
{
if (!agent.isActiveAndEnabled || !agent.isOnNavMesh)
Vector3 direction = (playerObject.transform.position - transform.position).normalized;
RaycastHit2D hit = Physics2D.Raycast(transform.position, direction, 1.0f, obstacleLayer);
if (hit.collider != null)
{
return;
Vector2 tangent = Vector2.Perpendicular(hit.normal);
direction = Vector3.Lerp(direction, tangent, 0.5f).normalized;
}
transform.position += direction * moveSpeed * Time.deltaTime;
if (direction.x != 0)
{
transform.localScale = new Vector3(direction.x > 0 ? 1 : -1, 1, 1);
}
Vector3 targetPos = playerObject.transform.position;
agent.SetDestination(new Vector3(targetPos.x, targetPos.y));
}
private void OnDrawGizmosSelected()

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@ -7,10 +7,11 @@ public class GroundEnemyMovement : Entity
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private float Speed = 3f;
[SerializeField] private float startDirection = 1.5f;
[SerializeField] private LayerMask terrainLayer;
private float currentDirection;
private float halfWidth;
private Vector2 movemenet;
private Vector2 movement;
private void Start()
{
@ -21,9 +22,9 @@ public class GroundEnemyMovement : Entity
public override void RunAI()
{
movemenet.x = Speed * currentDirection;
movemenet.y = rigidBody.linearVelocity.y;
rigidBody.linearVelocity = movemenet;
movement.x = Speed * currentDirection;
movement.y = rigidBody.linearVelocity.y;
rigidBody.linearVelocity = movement;
SetDirection();
}
@ -44,11 +45,11 @@ public class GroundEnemyMovement : Entity
wallDir = Vector2.left;
}
RaycastHit2D cliffHit = Physics2D.Raycast(frontVec, Vector2.down, 1f, LayerMask.GetMask("Ground"));
RaycastHit2D cliffHit = Physics2D.Raycast(frontVec, Vector2.down, 1f, terrainLayer);
Debug.DrawRay(frontVec, Vector2.down * 1f, Color.green);
float wallDist = halfWidth + 0.2f;
RaycastHit2D wallHit = Physics2D.Raycast(transform.position, wallDir, wallDist, LayerMask.GetMask("Ground"));
RaycastHit2D wallHit = Physics2D.Raycast(transform.position, wallDir, wallDist, terrainLayer);
Debug.DrawRay(transform.position, wallDir * wallDist, Color.blue);
if (cliffHit.collider == null || wallHit.collider != null)

8
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@ -17,7 +17,6 @@
"com.unity.render-pipelines.universal": "17.3.0",
"com.unity.test-framework": "1.6.0",
"com.unity.timeline": "1.8.10",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.9",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.adaptiveperformance": "1.0.0",

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@ -275,7 +275,7 @@
},
"com.unity.ugui": {
"version": "2.0.0",
"depth": 0,
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.modules.ui": "1.0.0",

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@ -3,12 +3,12 @@
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m_ObjectHideFlags: 0
serializedVersion: 5
serializedVersion: 11
m_Gravity: {x: 0, y: -9.81}
m_DefaultMaterial: {fileID: 0}
m_VelocityIterations: 8
m_PositionIterations: 3
m_VelocityThreshold: 1
m_BounceThreshold: 1
m_MaxLinearCorrection: 0.2
m_MaxAngularCorrection: 8
m_MaxTranslationSpeed: 100
@ -19,6 +19,7 @@ Physics2DSettings:
m_LinearSleepTolerance: 0.01
m_AngularSleepTolerance: 2
m_DefaultContactOffset: 0.01
m_ContactThreshold: 0
m_JobOptions:
serializedVersion: 2
useMultithreading: 0
@ -39,18 +40,18 @@ Physics2DSettings:
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m_IslandSolverContactsPerJob: 50
m_SimulationMode: 0
m_SimulationLayers:
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m_CallbacksOnDisable: 1
m_ReuseCollisionCallbacks: 1
m_AutoSyncTransforms: 0
m_AlwaysShowColliders: 0
m_ShowColliderSleep: 1
m_ShowColliderContacts: 0
m_ShowColliderAABB: 0
m_ContactArrowScale: 0.2
m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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@ -12,9 +12,9 @@ TagManager:
- Water
- UI
- Enemy
-
-
-
- Destructible
- EnemyHitbox
- Player
-
-
-