commit
ec9754fd38
@ -47,6 +47,11 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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}
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_playerController = GetComponent<PlayerController>();
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if (_playerController == null)
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{
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_playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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}
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_previousPositions = new Vector3[_triggerZones.Length];
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_hitColliders = new HashSet<Collider>();
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}
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@ -96,6 +101,17 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
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if (!_hitColliders.Contains(hit.collider))
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{
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_hitColliders.Add(hit.collider);
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Debug.Log("hit.collider.name: " + hit.collider.name);
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if (hit.collider.gameObject.CompareTag("Enemy"))
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{
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var enemyController = hit.transform.GetComponent<EnemyController>();
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if (enemyController != null)
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{
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enemyController.TakeDamage(AttackPower * _playerController.attackPower);
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}
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}
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Notify(hit.collider.gameObject);
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}
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}
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105
Assets/KSH/DungeonLogic.cs
Normal file
105
Assets/KSH/DungeonLogic.cs
Normal file
@ -0,0 +1,105 @@
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using System;
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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 DungeonLogic : MonoBehaviour
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{
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[NonSerialized] public bool isCompleted = false; // 던전 클리어 여부
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[NonSerialized] public bool isFailed = false; // 던전 실패 여부
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private PlayerController _player;
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private EnemyController _enemy;
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// 던전 결과 이벤트
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public event Action OnDungeonSuccess;
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public event Action OnDungeonFailure;
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private void Start()
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{
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// tag를 통해 할당 / 추후 플레이어와 에너미 태그 추가 필요
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_player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
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_enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent<EnemyController>();
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// 죽음 이벤트 구독
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if (_player != null)
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{
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_player.OnDeath += OnPlayerDeath;
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}
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if (_enemy != null)
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{
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_enemy.OnDeath += OnEnemyDeath;
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}
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}
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// 플레이어 사망 처리
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private void OnPlayerDeath(CharacterBase player)
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{
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Debug.Log("player name:" + player.characterName);
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if (!isFailed) // 중복 실행 방지
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{
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FailDungeon();
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}
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}
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// 적 사망 처리
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private void OnEnemyDeath(CharacterBase enemy)
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{
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Debug.Log("enemy name:" + enemy.characterName);
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if (!isCompleted) // 중복 실행 방지
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{
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CompleteDungeon();
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}
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}
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// 던전 성공 처리
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public void CompleteDungeon()
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{
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if (!isCompleted && !isFailed)
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{
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Debug.Log("던전 공략 성공~!");
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isCompleted = true;
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OnDungeonSuccess?.Invoke();
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// 성공 UI 표시 ?? 강화 표기
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// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
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}
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}
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// 던전 실패 처리
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public void FailDungeon()
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{
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if (!isCompleted && !isFailed)
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{
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Debug.Log("던전 공략 실패~!");
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isFailed = true;
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OnDungeonFailure?.Invoke();
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// 죽음 애니메이션 + 실패 UI 표시 ?
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// GameManager.Instance.ChangeToHomeScene();
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StartCoroutine(DelayedSceneChange()); // 테스트를 위해 3초 대기 후 전환
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}
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}
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private IEnumerator DelayedSceneChange()
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{
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yield return new WaitForSeconds(3f);
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GameManager.Instance.ChangeToHomeScene();
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}
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// 게임 오브젝트 제거 시 이벤트 구독 해제
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private void OnDestroy()
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{
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if (_player != null)
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{
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_player.OnDeath -= OnPlayerDeath;
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}
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if (_enemy != null)
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{
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_enemy.OnDeath -= OnEnemyDeath;
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}
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}
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}
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11
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@ -16,6 +16,8 @@ public abstract class CharacterBase : MonoBehaviour
|
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|
||||
[Header("상태 이상")]
|
||||
public List<StatusEffect> statusEffects = new List<StatusEffect>();
|
||||
|
||||
public event System.Action<CharacterBase> OnDeath; // 사망 이벤트
|
||||
|
||||
protected virtual void Start()
|
||||
{
|
||||
@ -38,6 +40,7 @@ public abstract class CharacterBase : MonoBehaviour
|
||||
{
|
||||
Debug.Log($"{characterName}이 사망했습니다.");
|
||||
// TODO: 사망 처리
|
||||
OnDeath?.Invoke(this);
|
||||
}
|
||||
|
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// 상태이상 추가 메서드
|
||||
|
@ -86,6 +86,12 @@ public abstract class AoeControllerBase : MonoBehaviour
|
||||
{
|
||||
Debug.Log($"{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.TakeDamage(_data.damage);
|
||||
}
|
||||
}
|
||||
}
|
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}
|
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|
@ -20,6 +20,12 @@ public class HorizontalAoeController : AoeControllerBase
|
||||
Debug.Log($"{hit.name}이(가) 횡적 슬래시 데미지 범위에 있습니다.");
|
||||
Debug.Log($"{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)
|
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{
|
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playerController.TakeDamage(_data.damage);
|
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}
|
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}
|
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}
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}
|
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|
@ -36,6 +36,12 @@ public class VerticalAoeController : AoeControllerBase
|
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if (!hit.CompareTag("Player")) continue;
|
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Debug.Log($"{hit.name} 사각형 범위에 있어 데미지 적용");
|
||||
// TODO: 데미지 로직
|
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// 임시 데이미 처리 로직
|
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PlayerController playerController = hit.transform.GetComponent<PlayerController>();
|
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if (playerController != null)
|
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{
|
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playerController.TakeDamage(_data.damage);
|
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}
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}
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}
|
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|
@ -88,7 +88,7 @@ public abstract class EnemyController : CharacterBase
|
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{
|
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base.Die();
|
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// TODO : 사망 후 동작
|
||||
|
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SetState(EnemyState.Dead);
|
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}
|
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#region 적 탐지
|
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|
@ -62,7 +62,7 @@ public partial class GameManager : Singleton<GameManager>
|
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SceneManager.LoadScene("Game"); // 던전 Scene
|
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}
|
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|
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public void ChangeToMainScene()
|
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public void ChangeToHomeScene()
|
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{
|
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SceneManager.LoadScene("Housing"); // Home Scene
|
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}
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|
@ -8,4 +8,7 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Scenes/Main.unity
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guid: 99c9720ab356a0642a771bea13969a05
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path: Assets/Scenes/Housing.unity
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guid: 02daaec42d605494180038d387d4a776
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m_configObjects: {}
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@ -5,6 +5,7 @@ TagManager:
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serializedVersion: 2
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tags:
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- FxTemporaire
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- Enemy
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layers:
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- Default
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- TransparentFX
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@ -16,7 +17,7 @@ TagManager:
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-
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-
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-
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-
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- Enemy
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-
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-
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-
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|
Loading…
x
Reference in New Issue
Block a user