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new file mode 100644
index 00000000..7ed5da85
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diff --git a/Assets/Alien Big Blink Cute Series/FBX/Alien Big Blink@Die.FBX.meta b/Assets/Alien Big Blink Cute Series/FBX/Alien Big Blink@Die.FBX.meta
new file mode 100644
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index 00000000..062ee755
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+ name: Run Forward In Place
+ takeName: Take 001
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diff --git a/Assets/Alien Big Blink Cute Series/FBX/Alien Big Blink@Spin Attack.FBX.meta b/Assets/Alien Big Blink Cute Series/FBX/Alien Big Blink@Spin Attack.FBX.meta
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new file mode 100644
index 00000000..1a53173a
--- /dev/null
+++ b/Assets/Alien Big Blink Cute Series/Textures/Alien Big Blink.psd
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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new file mode 100644
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diff --git a/Assets/JYY/Animator/Alien Big Blink.controller b/Assets/JYY/Animator/Alien Big Blink.controller
new file mode 100644
index 00000000..d9a11b13
--- /dev/null
+++ b/Assets/JYY/Animator/Alien Big Blink.controller
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:f224b789ebc993746abd7e94faed8370d442fa520a9935ca57efd0ec4402a8a9
+size 37778
diff --git a/Assets/JYY/Animator/Alien Big Blink.controller.meta b/Assets/JYY/Animator/Alien Big Blink.controller.meta
new file mode 100644
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@@ -0,0 +1,8 @@
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diff --git a/Assets/JYY/Prefabs/Alien Big Blink.prefab b/Assets/JYY/Prefabs/Alien Big Blink.prefab
new file mode 100644
index 00000000..d304ab87
--- /dev/null
+++ b/Assets/JYY/Prefabs/Alien Big Blink.prefab
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:7260a373cb87c8a3b3f422c0a78f3245874c6b5106186a117e8db270c7750329
+size 71241
diff --git a/Assets/JYY/Prefabs/Alien Big Blink.prefab.meta b/Assets/JYY/Prefabs/Alien Big Blink.prefab.meta
new file mode 100644
index 00000000..c5aa9df3
--- /dev/null
+++ b/Assets/JYY/Prefabs/Alien Big Blink.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/JYY/Prefabs/AoE Indicator/AoE Indicator Chariot.prefab b/Assets/JYY/Prefabs/AoE Indicator/AoE Indicator Chariot.prefab
index 20a9ce49..06a319dc 100644
--- a/Assets/JYY/Prefabs/AoE Indicator/AoE Indicator Chariot.prefab
+++ b/Assets/JYY/Prefabs/AoE Indicator/AoE Indicator Chariot.prefab
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:da22007db35be49ea0f412048256923f214ff6be182768aba94ea8137146c067
-size 5237
+oid sha256:0c231d9e24542ef0fdd54a3d9facb7b179d766065f13659b709d15e7dfea9e8e
+size 5714
diff --git a/Assets/JYY/Prefabs/Snow AOE.prefab b/Assets/JYY/Prefabs/Snow AOE.prefab
new file mode 100644
index 00000000..979f3b48
--- /dev/null
+++ b/Assets/JYY/Prefabs/Snow AOE.prefab
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
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+size 945968
diff --git a/Assets/JYY/Prefabs/Snow AOE.prefab.meta b/Assets/JYY/Prefabs/Snow AOE.prefab.meta
new file mode 100644
index 00000000..b5cd0980
--- /dev/null
+++ b/Assets/JYY/Prefabs/Snow AOE.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/JYY/Scenes/MonsterTest.unity b/Assets/JYY/Scenes/MonsterTest.unity
index 9a7de250..9f548756 100644
--- a/Assets/JYY/Scenes/MonsterTest.unity
+++ b/Assets/JYY/Scenes/MonsterTest.unity
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:05683ebb5585e94d09ec90f206a227847ad9169d3c63121101e2fd7a64abf797
-size 22155
+oid sha256:8f04b7cb3c038c2e7ae9e2308a272957be162eeef89deb5fdcab430f447bde41
+size 25384
diff --git a/Assets/Scripts/Character/CharacterBase.cs b/Assets/Scripts/Character/CharacterBase.cs
index b0f4e2ea..2624d9b2 100644
--- a/Assets/Scripts/Character/CharacterBase.cs
+++ b/Assets/Scripts/Character/CharacterBase.cs
@@ -17,6 +17,8 @@ public abstract class CharacterBase : MonoBehaviour
[Header("상태 이상")]
public List statusEffects = new List();
+ private Dictionary _statusEffectCoroutines = new();
+ private Dictionary _activeStatusEffects = new();
public event Action OnDeath; // 사망 이벤트
public event Action OnGetHit; // 피격 이벤트
@@ -53,8 +55,38 @@ public abstract class CharacterBase : MonoBehaviour
// 상태이상 추가 메서드
public virtual void AddStatusEffect(StatusEffect effect)
{
+ var type = effect.GetType();
+
+ // 기존 효과가 있다면 제거
+ if (_activeStatusEffects.TryGetValue(type, out var existingEffect))
+ {
+ existingEffect.RemoveEffect(this);
+ if (_statusEffectCoroutines.TryGetValue(type, out Coroutine oldRoutine))
+ {
+ StopCoroutine(oldRoutine);
+ _statusEffectCoroutines.Remove(type);
+ }
+
+ statusEffects.Remove(existingEffect);
+ }
+
+ // 새 효과 적용
+ effect.ApplyEffect(this);
statusEffects.Add(effect);
- // TODO: 상태이상 처리 로직 추가
+ _activeStatusEffects[type] = effect;
+
+ // 효과 종료 처리 예약
+ Coroutine routine = StartCoroutine(RemoveStatusEffectAfterDuration(effect));
+ _statusEffectCoroutines[type] = routine;
+ }
+
+ private IEnumerator RemoveStatusEffectAfterDuration(StatusEffect effect)
+ {
+ yield return new WaitForSeconds(effect.duration);
+ effect.RemoveEffect(this);
+ statusEffects.Remove(effect);
+ _activeStatusEffects.Remove(effect.GetType());
+ _statusEffectCoroutines.Remove(effect.GetType());
}
}
diff --git a/Assets/Scripts/Character/Debuff.meta b/Assets/Scripts/Character/Debuff.meta
new file mode 100644
index 00000000..5d0fcb3a
--- /dev/null
+++ b/Assets/Scripts/Character/Debuff.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: bbabce589758407ab99ff5a16cc2bc54
+timeCreated: 1746076455
\ No newline at end of file
diff --git a/Assets/Scripts/Character/Debuff/SlowDebuff.cs b/Assets/Scripts/Character/Debuff/SlowDebuff.cs
new file mode 100644
index 00000000..94ccbb0b
--- /dev/null
+++ b/Assets/Scripts/Character/Debuff/SlowDebuff.cs
@@ -0,0 +1,31 @@
+using UnityEngine;
+
+public class SlowDebuff : StatusEffect
+{
+ private float _slowMultiplier;
+
+ public SlowDebuff(float duration, float slowMultiplier)
+ {
+ this.effectName = "Slow";
+ this.duration = duration;
+ _slowMultiplier = slowMultiplier;
+ }
+
+ public override void ApplyEffect(CharacterBase target)
+ {
+ if (target is PlayerController pc)
+ {
+ pc.moveSpeed *= _slowMultiplier;
+ Debug.Log($"{target.characterName}에게 이동 속도 감소 적용됨");
+ }
+ }
+
+ public override void RemoveEffect(CharacterBase target)
+ {
+ if (target is PlayerController pc)
+ {
+ pc.moveSpeed /= _slowMultiplier;
+ Debug.Log($"{target.characterName}의 이동 속도 회복됨");
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Character/Debuff/SlowDebuff.cs.meta b/Assets/Scripts/Character/Debuff/SlowDebuff.cs.meta
new file mode 100644
index 00000000..b6dbaa9c
--- /dev/null
+++ b/Assets/Scripts/Character/Debuff/SlowDebuff.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 053f010106f049d79b6c4baa5b946dbe
+timeCreated: 1746076472
\ No newline at end of file
diff --git a/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs b/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs
new file mode 100644
index 00000000..38808295
--- /dev/null
+++ b/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs
@@ -0,0 +1,26 @@
+using UnityEngine;
+
+public class MagicAoEField : AoeControllerBase
+{
+ protected override void HitCheck()
+ {
+ var hits = Physics.OverlapSphere(transform.position, _data.radius, _data.targetLayer);
+
+ foreach (var hit in hits)
+ {
+ if (hit.CompareTag("Player"))
+ {
+ Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
+ // TODO: 실제 데미지 처리 로직 호출
+ // 임시 데이미 처리 로직
+ PlayerController playerController = hit.transform.GetComponent();
+ if (playerController != null)
+ {
+ // playerController.AddStatusEffect(_slowDebuff);
+ var slow = new SlowDebuff(10f, 0.5f); // 10초간 50% 속도
+ playerController.AddStatusEffect(slow);
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs.meta b/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs.meta
new file mode 100644
index 00000000..22a5e119
--- /dev/null
+++ b/Assets/Scripts/Character/Enemy/BossPattern/MagicAoEField.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: c95a161cc89f499e91a540156c7ba7aa
+timeCreated: 1746074656
\ No newline at end of file
diff --git a/Assets/Scripts/Character/Enemy/CasterDemonController.cs b/Assets/Scripts/Character/Enemy/CasterDemonController.cs
index a8f5c6a2..a2b2cd48 100644
--- a/Assets/Scripts/Character/Enemy/CasterDemonController.cs
+++ b/Assets/Scripts/Character/Enemy/CasterDemonController.cs
@@ -1,12 +1,17 @@
using System;
using System.Collections;
using System.Collections.Generic;
+using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class CasterDemonController : EnemyController
{
+ // Animation
+ public static readonly int Cast = Animator.StringToHash("Cast");
+ public static readonly int Flee = Animator.StringToHash("Flee");
+
private bool _doneBattleSequence = true;
private bool _isFirstNoPath = true;
@@ -21,6 +26,10 @@ public class CasterDemonController : EnemyController
[SerializeField] private GameObject chariotWarning;
[SerializeField] private GameObject chariotEffect;
+ [Space(10)]
+ [SerializeField] private GameObject slowFieldWarning;
+ [SerializeField] private GameObject slowFieldEffect;
+
private float _teleportDistance = 4f; // 플레이어 뒤로 떨어질 거리
// 텔레포트 쿨타임
@@ -83,7 +92,8 @@ public class CasterDemonController : EnemyController
case 8:
case 9:
- SetSequence(ShotMagicMissile());
+ // SetSequence(ShotMagicMissile());
+ SetSequence(SlowFieldSpell());
break;
}
@@ -104,14 +114,10 @@ public class CasterDemonController : EnemyController
{
var aimPosition = TargetPosOracle(out var basePos, out var rb);
- // 높이는 변경할 필요 없음
- float fixedY = bulletShotPosition.position.y;
- aimPosition.y = fixedY;
-
- // 3. 그 위치를 바라보고
+ // 플레이어 위치를 바라보고
transform.LookAt(aimPosition);
- // 4. 미사일 생성 및 초기화
+ // 미사일 생성 및 초기화
var missile = Instantiate(
magicMissilePrefab,
bulletShotPosition.position,
@@ -142,6 +148,10 @@ public class CasterDemonController : EnemyController
aimPosition += rb.velocity * predictionTime;
}
+ // 높이는 변경할 필요 없음
+ float fixedY = bulletShotPosition.position.y;
+ aimPosition.y = fixedY;
+
return aimPosition;
}
@@ -165,31 +175,39 @@ public class CasterDemonController : EnemyController
aoe.SetEffect(effectData, null, null);
- // // 플레이어 뒤쪽 위치 계산
- // Vector3 playerPos = TraceTargetTransform.position;
- // Vector3 behindDir = -TraceTargetTransform.forward;
- // Vector3 targetPos = playerPos + behindDir.normalized * _teleportDistance;
- //
- // // NavMesh 유효 위치 확인
- // Vector3 finalPos = targetPos;
- // if (NavMesh.SamplePosition(targetPos, out NavMeshHit hit, 1f, NavMesh.AllAreas))
- // {
- // finalPos = hit.position;
- // }
- //
- // // 텔레포트 실행
- // Agent.Warp(finalPos);
- //
- // if (teleportEffectPrefab != null)
- // Instantiate(teleportEffectPrefab, finalPos, Quaternion.identity);
-
-
// 중앙으로 이동
Agent.Warp(Vector3.zero);
if (teleportEffectPrefab != null)
Instantiate(teleportEffectPrefab, Vector3.zero, Quaternion.identity);
+ }
+ private IEnumerator SlowFieldSpell()
+ {
+ var aimPosition = TargetPosOracle(out var basePos, out var rb);
+ // 1. 시전 애니메이션
+ transform.LookAt(aimPosition);
+ SetAnimation(Cast);
+ // 2. 장판 생성과 세팅
+
+ var effectData = new DamageEffectData
+ {
+ damage = 0,
+ radius = 7.5f,
+ delay = 2.5f,
+ targetLayer = TargetLayerMask,
+ explosionEffectPrefab = slowFieldEffect
+ };
+
+ var fixedPos = new Vector3(aimPosition.x, 0, aimPosition.z);
+ var warning = Instantiate(chariotWarning, fixedPos, Quaternion.identity).GetComponent();
+
+ warning.SetEffect(effectData, null, null);
+ // TODO : 효과 적용
+
+ // 3. 짧은 텀 후 끝내기
+ yield return new WaitForSeconds(1f);
+ _doneBattleSequence = true;
}
private void SetSequence(IEnumerator newSequence)
diff --git a/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs b/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs
index bd43f134..b88ff8c8 100644
--- a/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs
+++ b/Assets/Scripts/Character/Enemy/EnemyState/Caster/EnemyStateFlee.cs
@@ -32,6 +32,8 @@ public class EnemyStateFlee :IEnemyState
_enemyController.Agent.isStopped = false;
_stuckTimer = 0f;
_fleeSearchTimer = 0;
+
+ _enemyController.SetAnimation(CasterDemonController.Flee, true);
}
public void Update()
@@ -129,6 +131,7 @@ public class EnemyStateFlee :IEnemyState
public void Exit()
{
+ _enemyController.SetAnimation(CasterDemonController.Flee, false);
_enemyController.Agent.isStopped = true;
_enemyController.Agent.ResetPath();
_playerTransform = null;
diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset
index dcf4931c..2e2e3696 100644
--- a/ProjectSettings/NavMeshAreas.asset
+++ b/ProjectSettings/NavMeshAreas.asset
@@ -74,7 +74,7 @@ NavMeshProjectSettings:
- serializedVersion: 3
agentTypeID: 0
agentRadius: 0.5
- agentHeight: 1.5
+ agentHeight: 2
agentSlope: 45
agentClimb: 0.75
ledgeDropHeight: 0