parent
5e61ff03c9
commit
9b1709b92c
@ -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/Materials/Dummy/Dummy Monster.mat
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Assets/JYY/Materials/Dummy/Dummy Player.mat
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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 +1,8 @@
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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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}
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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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serializedVersion: 2
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defaultReferences: []
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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 +57,36 @@ 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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// Melee
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_enemyStateTrace = new EnemyStateTrace();
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// Caster
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_enemyStateFlee = new EnemyStateFlee();
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switch (MonsterType)
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{
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case MonsterType.Melee:
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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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_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 +110,13 @@ public abstract class EnemyController : CharacterBase
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}
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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 않았습니다.");
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}
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public override void Die()
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{
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base.Die();
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@ -106,6 +139,12 @@ 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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3
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 +1,52 @@
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using UnityEngine;
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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 _detectPlayerTransform;
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private const float MaxDetectPlayerInCircleWaitTime = 0.2f;
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private float _detectPlayerInCircleWaitTime = 0f;
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private float _fleeDistance = 5f; // 도망치는 거리
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private float _attackRange = 7f; // 공격 범위
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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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_detectPlayerTransform = _enemyController.TraceTargetTransform;
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if (!_detectPlayerTransform)
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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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}
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public void Update()
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{
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// 도망치는 방향 계산
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Vector3 fleeDirection = (_enemyController.transform.position - _detectPlayerTransform.position).normalized;
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Vector3 fleeTarget = _enemyController.transform.position + fleeDirection * _fleeDistance;
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_enemyController.Agent.SetDestination(fleeTarget);
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float distance = Vector3.Distance(_enemyController.transform.position, _detectPlayerTransform.position);
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// 일정 범위 안으로 플레이어가 접근하면 공격 시퀸스
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if (distance <= _attackRange)
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{
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return;
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}
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}
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public void Exit()
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{
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_detectPlayerTransform = 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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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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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
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// _enemyController.SetState(EnemyState.Attack);
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}
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// 전투 패턴은 몬스터 객체에게 위임
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_enemyController.BattleSequence();
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}
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public void Exit()
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public class PldDogController : EnemyController
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{
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// ----
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// 팔라딘 독 고유 액션
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private static readonly int WindUp = Animator.StringToHash("WindUp");
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private static readonly int Slash = Animator.StringToHash("Slash");
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private static readonly int BoomShot = Animator.StringToHash("BoomShot");
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@ -34,7 +36,7 @@ public class PldDogController : EnemyController
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[SerializeField] private GameObject horizontalWarning;
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[SerializeField] private GameObject horizontalSlash;
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private float _patternTimer = 0f;
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[SerializeField] private float _patternTimer = 0f;
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private int _currentPatternIndex = 0;
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private bool _isPatternRunning = false;
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private bool _isFirstAttack = true;
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};
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}
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protected override void Update()
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public override void BattleSequence()
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{
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base.Update();
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if (CurrentState != EnemyState.Trace || _isPatternRunning)
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return;
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_patternTimer += Time.deltaTime;
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if (_isPatternRunning) return;
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float distanceToPlayer = Vector3.Distance(transform.position, TraceTargetTransform.position);
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if (distanceToPlayer <= meleeRange) // 근접 범위
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{
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if (!Agent.isStopped) Agent.isStopped = true;
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_patternTimer += Time.deltaTime;
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if (!_isPatternRunning && (_isFirstAttack || _patternTimer >= patternInterval))
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{
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ExecutePattern(_currentPatternIndex);
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ExecutePattern();
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_isFirstAttack = false;
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}
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{
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if (Agent.isStopped) Agent.isStopped = false;
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Agent.SetDestination(TraceTargetTransform.position);
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_patternTimer += Time.deltaTime;
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if (!_isPatternRunning && _patternTimer >= patternInterval)
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{
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Debug.Log("## 폭탄 던질 조건 만족");
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BombThrowPattern();
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}
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}
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}
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private void ExecutePattern(int patternIndex)
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private void ExecutePattern()
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{
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_isPatternRunning = true;
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Agent.isStopped = true;
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Block a user