Merge pull request #28 from Degulleo/DEG-95-원거리-마법사-보스-몬스터-기획-및-설계
DEG-95 DEG-100 원거리 마법사 보스 몬스터 기획 및 설계
This commit is contained in:
commit
363589d35f
@ -27,9 +27,6 @@ public class EnemyControllerEditor : Editor
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case EnemyState.Trace:
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GUI.backgroundColor = new Color(1, 0, 1, 1f);
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break;
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case EnemyState.Attack:
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GUI.backgroundColor = new Color(1, 1, 0, 1f);
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break;
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case EnemyState.Dead:
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GUI.backgroundColor = new Color(1, 0, 0, 1f);
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break;
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@ -49,10 +46,6 @@ public class EnemyControllerEditor : Editor
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
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if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
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if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
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EditorGUILayout.EndHorizontal();
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}
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Assets/JYY/Animator/Dummy Monster.controller
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Assets/JYY/Animator/Dummy Monster.controller
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Assets/JYY/Animator/Dummy Monster.controller.meta
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Assets/JYY/Animator/Dummy Monster.controller.meta
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Assets/JYY/Animator/PldDogControl.controller
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Assets/JYY/Materials/Dummy/Dummy Monster.mat
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Assets/JYY/Materials/Dummy/Dummy Monster.mat
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Assets/JYY/Materials/Dummy/Dummy Monster.mat.meta
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Assets/JYY/Materials/Dummy/Dummy Player.mat
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Assets/JYY/Materials/Dummy/Dummy Player.mat
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Assets/JYY/Materials/Dummy/Dummy Player.mat.meta
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Assets/JYY/Prefabs/AoE Indicator.meta
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Assets/JYY/Prefabs/AoE Slash Blue Chariot.prefab
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Assets/JYY/Prefabs/AoE Slash Blue Chariot.prefab
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Assets/JYY/Prefabs/[Enemy] PldDog.prefab
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Assets/JYY/Prefabs/[Enemy] PldDog.prefab
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Assets/JYY/Scenes/MonsterTest.unity
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Assets/JYY/Scenes/MonsterTest.unity
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Assets/Scripts/Character/Enemy/CasterDemonController.cs
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Assets/Scripts/Character/Enemy/CasterDemonController.cs
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@ -0,0 +1,19 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CasterDemonController : EnemyController
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{
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public override void BattleSequence()
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{
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// TODO : 배틀 중일 때 루프
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Debug.Log("## 몬스터의 교전 행동 루프");
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}
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public override void OnCannotFleeBehaviour()
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{
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Debug.Log("## 몬스터가 막다른 길에 몰려 뭔가 함");
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}
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}
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Assets/Scripts/Character/Enemy/CasterDemonController.cs.meta
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Assets/Scripts/Character/Enemy/CasterDemonController.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -1,8 +1,10 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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public enum EnemyState { None, Idle, Trace, Attack, Dead }
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public enum EnemyState { None, Idle, Trace, Dead, Flee}
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public enum MonsterType { Melee, Caster, Ranged }
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[RequireComponent(typeof(NavMeshAgent))]
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[RequireComponent(typeof(Animator))]
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@ -11,10 +13,12 @@ public abstract class EnemyController : CharacterBase
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[Header("AI")]
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[SerializeField] private float detectCircleRadius = 10f; // 플레이어 탐지 범위
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[SerializeField] private LayerMask targetLayerMask; // 플레이어 레이어 마스크
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[SerializeField] private MonsterType monsterType;
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public MonsterType MonsterType => monsterType;
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public Transform TraceTargetTransform { get; private set; }
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public NavMeshAgent Agent { get; private set; }
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public Animator EnemyAnimator { get; private set; }
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private Animator EnemyAnimator { get; set; }
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public EnemyState CurrentState {get; private set;}
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public LayerMask TargetLayerMask => targetLayerMask;
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public float MoveSpeed => moveSpeed;
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@ -31,10 +35,14 @@ public abstract class EnemyController : CharacterBase
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// -----
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// 상태 변수
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// Commons
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private EnemyStateIdle _enemyStateIdle;
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private EnemyStateTrace _enemyStateTrace;
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private EnemyStateAttack _enemyStateAttack;
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private EnemyStateDead _enemyStateDead;
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// Melee
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private EnemyStateTrace _enemyStateTrace;
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// Caster
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private EnemyStateFlee _enemyStateFlee;
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private Dictionary<EnemyState, IEnemyState> _enemyStates;
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@ -49,18 +57,34 @@ public abstract class EnemyController : CharacterBase
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base.Start();
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// 상태 객체 생성
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// Commons
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_enemyStateIdle = new EnemyStateIdle();
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_enemyStateTrace = new EnemyStateTrace();
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_enemyStateAttack = new EnemyStateAttack();
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_enemyStateDead = new EnemyStateDead();
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switch (MonsterType)
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{
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case MonsterType.Melee:
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_enemyStateTrace = new EnemyStateTrace();
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_enemyStates = new Dictionary<EnemyState, IEnemyState>
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{
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{ EnemyState.Idle, _enemyStateIdle },
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{ EnemyState.Trace, _enemyStateTrace },
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{ EnemyState.Attack, _enemyStateAttack },
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{ EnemyState.Dead, _enemyStateDead },
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};
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break;
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case MonsterType.Caster:
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_enemyStateFlee = new EnemyStateFlee();
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_enemyStates = new Dictionary<EnemyState, IEnemyState>
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{
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{ EnemyState.Idle, _enemyStateIdle },
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{ EnemyState.Flee, _enemyStateFlee },
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{ EnemyState.Dead, _enemyStateDead },
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};
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break;
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case MonsterType.Ranged:
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break;
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}
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SetState(EnemyState.Idle);
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}
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@ -84,6 +108,24 @@ public abstract class EnemyController : CharacterBase
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}
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#region 몬스터의 행동 패턴 위임
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// 전략 패턴과 템플릿 메서드 패턴을 활용
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public virtual void BattleSequence()
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{
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// 이 메서드는 자식 요소에서 오버라이드하여 구현합니다.
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Debug.LogWarning("BattleSequence가 구현되지 않음 : BattleSequence()를 오버라이드하여 구현하십시오.");
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}
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// 도망치며 싸우는 몬스터가 도망칠 곳이 없을때 취할 행동
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public virtual void OnCannotFleeBehaviour()
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{
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Debug.LogWarning("OnCannotFleeBehaviour가 구현되지 않음 : OnCannotFleeBehaviour() 오버라이드하여 구현하십시오.");
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}
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#endregion
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public override void Die()
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{
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base.Die();
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@ -106,6 +148,12 @@ public abstract class EnemyController : CharacterBase
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return null;
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, detectCircleRadius);
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}
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#endregion
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#region 애니메이션 제어
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Assets/Scripts/Character/Enemy/EnemyState/Caster.meta
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Assets/Scripts/Character/Enemy/EnemyState/Caster.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 06fb9eac62a34336b6023cc088be367d
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timeCreated: 1745554862
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@ -0,0 +1,109 @@
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using UnityEngine;
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using UnityEngine.AI;
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public class EnemyStateFlee :IEnemyState
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{
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private EnemyController _enemyController;
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private Transform _playerTransform;
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private float _fleeDistance = 5f; // 도망치는 거리
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private float _attackRange = 7f; // 공격 범위
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// 막다른길 검사용
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private Vector3 _lastPosition;
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private float _stuckTimer = 0f;
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private const float StuckThresholdTime = 1f; // 1초 동안 거의 못 움직이면 막힌 걸로 간주
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private const float StuckMoveThreshold = 0.1f; // 이내 이동은 “제자리”로 본다
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public void Enter(EnemyController enemyController)
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{
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_enemyController = enemyController;
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Debug.Log("## Flee 상태 진입");
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_playerTransform = _enemyController.TraceTargetTransform;
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_lastPosition = _enemyController.transform.position;
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_stuckTimer = 0f;
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}
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public void Update()
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{
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if (!_playerTransform)
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{
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_enemyController.SetState(EnemyState.Idle);
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return;
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}
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FindPositionFlee();
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// 막힘 감지 (실제 이동 체크)
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CheckPath();
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_lastPosition = _enemyController.transform.position;
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}
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private void CheckPath()
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{
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float distance = Vector3.Distance(_enemyController.transform.position, _playerTransform.position);
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if (distance < StuckMoveThreshold)
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{
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_stuckTimer += Time.deltaTime;
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if (_stuckTimer >= StuckThresholdTime)
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{
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// 막다른 길임 : 대체 행동 실행
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HandleDeadEnd();
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_stuckTimer = 0f;
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}
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}
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else
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{
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// 정상적인 길: 배틀 루프 실행
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_enemyController.BattleSequence();
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_stuckTimer = 0f;
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}
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}
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private void FindPositionFlee()
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{
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// 1) 목표 도망 위치 계산
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Vector3 fleeDirection = (_enemyController.transform.position - _playerTransform.position).normalized;
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Vector3 fleeTarget = _enemyController.transform.position + fleeDirection * _fleeDistance;
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// 2) 경로 계산해 보기
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NavMeshPath path = new NavMeshPath();
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_enemyController.Agent.CalculatePath(fleeTarget, path);
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if (path.status == NavMeshPathStatus.PathComplete)
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{
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// 제대로 도망갈 수 있으면 목적지 설정
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_enemyController.Agent.SetDestination(fleeTarget);
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}
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else
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{
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// 막다른 길임 : 대체 행동 실행
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HandleDeadEnd();
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}
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}
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private void HandleDeadEnd()
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{
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// 무작위 도망 지점 샘플링 시도
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Vector3 randomDirection = Random.insideUnitSphere * (_fleeDistance * 2);
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randomDirection += _playerTransform.position;
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if (NavMesh.SamplePosition(randomDirection, out var hit, (_fleeDistance * 2), NavMesh.AllAreas))
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{
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_enemyController.Agent.SetDestination(hit.position);
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return;
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}
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// 대체 경로도 찾을 수 없는 경우
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_enemyController.OnCannotFleeBehaviour();
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}
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public void Exit()
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{
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_playerTransform = null;
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_enemyController = null;
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 52fff5e2310f42608e3e3c5b45dcae38
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timeCreated: 1745554266
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Assets/Scripts/Character/Enemy/EnemyState/Commons.meta
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Assets/Scripts/Character/Enemy/EnemyState/Commons.meta
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fileFormatVersion: 2
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guid: 452917766030468e87209330ca1b410e
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timeCreated: 1745554696
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@ -1,8 +1,8 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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public class EnemyStateIdle: IEnemyState
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{
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private EnemyController _enemyController;
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public void Enter(EnemyController enemyController)
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@ -17,7 +17,17 @@ public class EnemyStateIdle: IEnemyState
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var detectPlayerTransform = _enemyController.DetectPlayerInCircle();
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if (detectPlayerTransform)
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{
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switch (_enemyController.MonsterType)
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{
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case MonsterType.Melee:
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_enemyController.SetState(EnemyState.Trace);
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break;
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case MonsterType.Caster:
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_enemyController.SetState(EnemyState.Flee);
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break;
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case MonsterType.Ranged:
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break;
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}
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}
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}
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@ -1,24 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EnemyStateAttack : IEnemyState
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{
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private EnemyController _enemyController;
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public void Enter(EnemyController enemyController)
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{
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_enemyController = enemyController;
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}
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public void Update()
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{
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}
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public void Exit()
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{
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_enemyController = null;
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}
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 29b87c92807e4f6b94c8a08ccc510321
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timeCreated: 1744799701
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3
Assets/Scripts/Character/Enemy/EnemyState/Melee.meta
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Assets/Scripts/Character/Enemy/EnemyState/Melee.meta
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fileFormatVersion: 2
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guid: 64b8e3ece30b427eb71a9b6e33292292
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timeCreated: 1745554748
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@ -30,16 +30,13 @@ public class EnemyStateTrace : IEnemyState
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public void Update()
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{
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if(_enemyController.IsMeleeCombat) return;
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if (_enemyController.Agent.enabled != true) return;
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if (_enemyController.Agent.enabled != true ||
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_enemyController.IsMeleeCombat) return;
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PlayerTracking();
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if (_enemyController.Agent.remainingDistance <= _enemyController.Agent.stoppingDistance)
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{
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// TODO: 타겟에 도착함 -> 공격 준비
|
||||
// _enemyController.SetState(EnemyState.Attack);
|
||||
}
|
||||
// 전투 패턴은 몬스터 객체에게 위임
|
||||
_enemyController.BattleSequence();
|
||||
}
|
||||
|
||||
public void Exit()
|
@ -1,6 +1,7 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
@ -8,6 +9,8 @@ using Random = UnityEngine.Random;
|
||||
|
||||
public class PldDogController : EnemyController
|
||||
{
|
||||
// ----
|
||||
// 팔라딘 독 고유 액션
|
||||
private static readonly int WindUp = Animator.StringToHash("WindUp");
|
||||
private static readonly int Slash = Animator.StringToHash("Slash");
|
||||
private static readonly int BoomShot = Animator.StringToHash("BoomShot");
|
||||
@ -35,7 +38,7 @@ public class PldDogController : EnemyController
|
||||
[SerializeField] private GameObject horizontalSlash;
|
||||
|
||||
private float _patternTimer = 0f;
|
||||
private int _currentPatternIndex = 0;
|
||||
private int _lastPatternIndex = -1;
|
||||
private bool _isPatternRunning = false;
|
||||
private bool _isFirstAttack = true;
|
||||
|
||||
@ -53,23 +56,20 @@ public class PldDogController : EnemyController
|
||||
};
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
public override void BattleSequence()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (CurrentState != EnemyState.Trace || _isPatternRunning)
|
||||
return;
|
||||
_patternTimer += Time.deltaTime;
|
||||
if (_isPatternRunning) return;
|
||||
|
||||
float distanceToPlayer = Vector3.Distance(transform.position, TraceTargetTransform.position);
|
||||
|
||||
if (distanceToPlayer <= meleeRange) // 근접 범위
|
||||
{
|
||||
if (!Agent.isStopped) Agent.isStopped = true;
|
||||
_patternTimer += Time.deltaTime;
|
||||
|
||||
if (!_isPatternRunning && (_isFirstAttack || _patternTimer >= patternInterval))
|
||||
{
|
||||
ExecutePattern(_currentPatternIndex);
|
||||
ExecutePattern();
|
||||
|
||||
_isFirstAttack = false;
|
||||
}
|
||||
@ -78,24 +78,31 @@ public class PldDogController : EnemyController
|
||||
{
|
||||
if (Agent.isStopped) Agent.isStopped = false;
|
||||
Agent.SetDestination(TraceTargetTransform.position);
|
||||
_patternTimer += Time.deltaTime;
|
||||
|
||||
if (!_isPatternRunning && _patternTimer >= patternInterval)
|
||||
{
|
||||
Debug.Log("## 폭탄 던질 조건 만족");
|
||||
BombThrowPattern();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ExecutePattern(int patternIndex)
|
||||
private void ExecutePattern()
|
||||
{
|
||||
_isPatternRunning = true;
|
||||
Agent.isStopped = true;
|
||||
IsMeleeCombat = true;
|
||||
|
||||
_patternActions[_currentPatternIndex]?.Invoke();
|
||||
var available = Enumerable
|
||||
.Range(0, _patternActions.Count)
|
||||
.Where(i => i != _lastPatternIndex)
|
||||
.ToList();
|
||||
|
||||
_currentPatternIndex = (_currentPatternIndex + 1) % _patternActions.Count; // 패턴 순환
|
||||
int nextIndex = available[Random.Range(0, available.Count)];
|
||||
|
||||
_patternActions[nextIndex]?.Invoke();
|
||||
|
||||
_lastPatternIndex = nextIndex;
|
||||
}
|
||||
|
||||
// 순환 패턴과 별개로 동작하는 특수 패턴
|
||||
|
Loading…
x
Reference in New Issue
Block a user