[Feat] 넉백 기능 구현

- 플레이어가 PlayerController를 사용한다고 가정하고 넉백 구현

Work in JIRA ISSUE DEG-100
This commit is contained in:
fiore 2025-05-02 11:51:24 +09:00
parent 9d46d0e61f
commit 32b3cb918a
10 changed files with 157 additions and 31 deletions

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Assets/JYY/Scenes/MonsterTest.unity (Stored with Git LFS)

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@ -0,0 +1,43 @@
using System.Collections;
using UnityEngine;
public class KnockbackEffect : StatusEffect
{
private Vector3 _sourcePosition;
private float _knockbackForce;
private float _elapsed = 0f;
public KnockbackEffect(Vector3 sourcePosition, float knockbackForce,float duration)
{
effectName = "Knockback";
this.duration = duration;
_sourcePosition = sourcePosition;
_knockbackForce = knockbackForce;
}
public override void ApplyEffect(CharacterBase target)
{
Vector3 direction = (target.transform.position - _sourcePosition).normalized;
direction.y = 0f; // 수직 방향 제거
target.StartCoroutine(KnockbackCoroutine(target, direction));
}
private IEnumerator KnockbackCoroutine(CharacterBase pc, Vector3 direction)
{
CharacterController controller = pc.GetComponent<CharacterController>();
if (controller == null) yield break;
_elapsed = 0f;
while (_elapsed < duration)
{
controller.Move(direction * (_knockbackForce * Time.deltaTime));
_elapsed += Time.deltaTime;
yield return null;
}
}
public override void RemoveEffect(CharacterBase target)
{
}
}

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@ -0,0 +1,3 @@
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@ -13,19 +13,14 @@ public class SlowDebuff : StatusEffect
public override void ApplyEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed *= _slowMultiplier;
Debug.Log($"{target.characterName}에게 이동 속도 감소 적용됨");
}
target.moveSpeed *= _slowMultiplier;
Debug.Log($"{target.characterName}에게 이동 속도 감소 적용됨");
}
public override void RemoveEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed /= _slowMultiplier;
Debug.Log($"{target.characterName}의 이동 속도 회복됨");
}
target.moveSpeed /= _slowMultiplier;
Debug.Log($"{target.characterName}의 이동 속도 회복됨");
}
}

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@ -24,6 +24,7 @@ public abstract class AoeControllerBase : MonoBehaviour
protected DamageEffectData _data;
private Action _slashAction;
private Action _destroyAction;
protected string EffectName;
/// <summary>
/// 범위 공격 이펙트를 설정하고, 딜레이 후 폭발을 실행합니다.
@ -38,6 +39,17 @@ public abstract class AoeControllerBase : MonoBehaviour
StartCoroutine(ExplodeAfterDelay());
}
public void SetEffect(DamageEffectData data, Action slashAction, Action destroyAction, string effectName)
{
_data = data;
_slashAction = slashAction;
_destroyAction = destroyAction;
EffectName = effectName;
ShowWarningEffect();
StartCoroutine(ExplodeAfterDelay());
}
protected virtual void ShowWarningEffect()
{
if (warningEffectInstance != null)

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@ -13,14 +13,33 @@ public class MagicAoEField : AoeControllerBase
Debug.Log($"{hit.name}에게 {_data.damage} 데미지 적용");
// TODO: 실제 데미지 처리 로직 호출
// 임시 데이미 처리 로직
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
if (playerController != null)
{
// playerController.AddStatusEffect(_slowDebuff);
var slow = new SlowDebuff(10f, 0.5f); // 10초간 50% 속도
playerController.AddStatusEffect(slow);
}
ApplyEffect(hit);
}
}
}
private void ApplyEffect(Collider hit)
{
PlayerController playerController = hit.transform.GetComponent<PlayerController>();
switch (EffectName)
{
case "Slow":
if (playerController != null)
{
var slow = new SlowDebuff(10f, 0.5f); // 10초간 50% 속도
playerController.AddStatusEffect(slow);
}
break;
case "knockback":
if (playerController != null)
{
var knPos = transform.position;
knPos.y += 0.5f;
var knockback = new KnockbackEffect(knPos,10f, 0.5f); // 장판 중심에서 10f만큼
playerController.AddStatusEffect(knockback);
}
break;
}
}
}

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@ -11,6 +11,9 @@ public class CasterDemonController : EnemyController
// Animation
public static readonly int Cast = Animator.StringToHash("Cast");
public static readonly int Flee = Animator.StringToHash("Flee");
public static readonly int MagicMissile = Animator.StringToHash("MagicMissile");
public static readonly int Telepo = Animator.StringToHash("Telepo");
public static readonly int Spin = Animator.StringToHash("Spin");
private bool _doneBattleSequence = true;
private bool _isFirstNoPath = true;
@ -30,12 +33,16 @@ public class CasterDemonController : EnemyController
[SerializeField] private GameObject slowFieldWarning;
[SerializeField] private GameObject slowFieldEffect;
private float _teleportDistance = 4f; // 플레이어 뒤로 떨어질 거리
// private float _teleportDistance = 4f; // 플레이어 뒤로 떨어질 거리
// 텔레포트 쿨타임
private float _teleportTimer = 0;
// 텔레포트 쿨타임 처음엔 빨리 사용 가능함
private float _teleportTimer = 10f;
private const float TeleportThresholdTime = 20f;
// 다음 행동 생각 처음엔 즉시 실행
private float _tinkingTimer = 3f;
private float _tinkingThresholedTime = 3f;
private bool CanTeleport {
get
{
@ -48,15 +55,29 @@ public class CasterDemonController : EnemyController
}
}
private bool CanBattleSequence
{
get
{
if (_tinkingTimer >= _tinkingThresholedTime)
{
_tinkingTimer = 0;
return true;
}
return false;
}
}
private void LateUpdate()
{
_teleportTimer += Time.deltaTime;
_tinkingTimer += Time.deltaTime;
}
public override void BattleSequence()
{
// 전투 행동이 이미 진행 중일 경우 실행 막기
if (_doneBattleSequence)
if (_doneBattleSequence && CanBattleSequence)
{
// 전투 행동 시작
_doneBattleSequence = false;
@ -74,13 +95,13 @@ public class CasterDemonController : EnemyController
switch (selectedPattern)
{
case 0:
case 1:
case 2:
case 3:
SetSequence(ShotMagicMissile());
break;
case 4:
case 5:
@ -92,7 +113,6 @@ public class CasterDemonController : EnemyController
case 8:
case 9:
// SetSequence(ShotMagicMissile());
SetSequence(SlowFieldSpell());
break;
}
@ -105,7 +125,9 @@ public class CasterDemonController : EnemyController
{
action();
Teleport();
return;
}
SetSequence(KnockbackSpell());
}
private IEnumerator ShotMagicMissile()
@ -116,6 +138,7 @@ public class CasterDemonController : EnemyController
// 플레이어 위치를 바라보고
transform.LookAt(aimPosition);
SetAnimation(MagicMissile);
// 미사일 생성 및 초기화
var missile = Instantiate(
@ -177,6 +200,7 @@ public class CasterDemonController : EnemyController
// 중앙으로 이동
Agent.Warp(Vector3.zero);
SetAnimation(Telepo);
if (teleportEffectPrefab != null)
Instantiate(teleportEffectPrefab, Vector3.zero, Quaternion.identity);
@ -210,6 +234,28 @@ public class CasterDemonController : EnemyController
_doneBattleSequence = true;
}
private IEnumerator KnockbackSpell()
{
// 시전 애니메이션
SetAnimation(Spin);
var effectData = new DamageEffectData
{
damage = 0,
radius = 7.5f,
delay = 0.5f,
targetLayer = TargetLayerMask,
explosionEffectPrefab = slowFieldEffect
};
// 넉백 발생
var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
knockback.SetEffect(effectData, null, null, "knockback");
yield return new WaitForSeconds(1f);
_doneBattleSequence = true;
}
private void SetSequence(IEnumerator newSequence)
{
if (_currentSequence != null)

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@ -7,8 +7,8 @@ public class EnemyStateFlee :IEnemyState
{
private EnemyController _enemyController;
private Transform _playerTransform;
private float _fleeDistance = 5f; // 도망치는 거리
private float _safeRange = 7f; // 공격 범위
private float _fleeDistance = 10f; // 도망치는 거리
private float _attackRange = 7f; // 공격 범위
// 경로 탐색 주기 조절용
private float _fleeSearchTimer = 0;
@ -48,7 +48,7 @@ public class EnemyStateFlee :IEnemyState
_enemyController.transform.position,
_playerTransform.position
);
if (currentDist >= _safeRange)
if (currentDist >= _attackRange)
{
// 목적지 리셋 후 전투 시작
_enemyController.Agent.isStopped = true;