DEG-108 [Feat] 던전 체력 UI 컨트롤러 구현

This commit is contained in:
Sehyeon 2025-04-25 10:33:28 +09:00
parent 5e61ff03c9
commit f60a22aa26
6 changed files with 81 additions and 16 deletions

View File

@ -49,7 +49,11 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
_playerController = GetComponent<PlayerController>();
if (_playerController == null)
{
_playerController = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
var player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
_playerController = player.GetComponent<PlayerController>();
}
}
_previousPositions = new Vector3[_triggerZones.Length];
@ -106,7 +110,7 @@ public class WeaponController : MonoBehaviour, IObservable<GameObject>
if (hit.collider.gameObject.CompareTag("Enemy"))
{
var enemyController = hit.transform.GetComponent<EnemyController>();
if (enemyController != null)
if (enemyController != null && _playerController != null)
{
enemyController.TakeDamage(AttackPower * _playerController.attackPower);
}

View File

@ -5,6 +5,8 @@ using UnityEngine;
public class DungeonLogic : MonoBehaviour
{
[SerializeField] private DungeonPanelController _dungeonPanelController;
[NonSerialized] public bool isCompleted = false; // 던전 클리어 여부
[NonSerialized] public bool isFailed = false; // 던전 실패 여부
@ -24,19 +26,35 @@ public class DungeonLogic : MonoBehaviour
// 죽음 이벤트 구독
if (_player != null)
{
_player.OnGetHit += OnPlayerGetHit;
_player.OnDeath += OnPlayerDeath;
}
if (_enemy != null)
{
_enemy.OnGetHit += OnEnemyGetHit;
_enemy.OnDeath += OnEnemyDeath;
}
}
// 플레이어 사망 처리
private void OnPlayerDeath(CharacterBase player)
private void OnPlayerGetHit(CharacterBase player)
{
var result = _dungeonPanelController.SetPlayerHealth();
if (!result) // 하트 모두 소모
{
player.Die();
}
}
private void OnEnemyGetHit(CharacterBase enemy)
{
Debug.Log("Enemy HP: " + enemy.currentHP);
_dungeonPanelController.SetBossHealthBar(enemy.currentHP);
}
// 플레이어 사망 처리
private void OnPlayerDeath()
{
Debug.Log("player name:" + player.characterName);
if (!isFailed) // 중복 실행 방지
{
FailDungeon();
@ -44,9 +62,8 @@ public class DungeonLogic : MonoBehaviour
}
// 적 사망 처리
private void OnEnemyDeath(CharacterBase enemy)
private void OnEnemyDeath()
{
Debug.Log("enemy name:" + enemy.characterName);
if (!isCompleted) // 중복 실행 방지
{
CompleteDungeon();
@ -62,7 +79,7 @@ public class DungeonLogic : MonoBehaviour
isCompleted = true;
OnDungeonSuccess?.Invoke();
// 성공 UI 표시 ?? 강화 표기
_player.SetState(PlayerState.Win);
// TODO: 강화 시스템으로 넘어가고 일상 맵으로 이동
}
}
@ -76,10 +93,8 @@ public class DungeonLogic : MonoBehaviour
isFailed = true;
OnDungeonFailure?.Invoke();
// 죽음 애니메이션 + 실패 UI 표시 ?
// GameManager.Instance.ChangeToHomeScene();
StartCoroutine(DelayedSceneChange()); // 테스트를 위해 3초 대기 후 전환
_player.SetState(PlayerState.Dead);
StartCoroutine(DelayedSceneChange()); // 3초 대기 후 전환
}
}

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@ -0,0 +1,31 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DungeonPanelController : MonoBehaviour
{
[SerializeField] private Slider _bossHealthBar; // 0~1 value
[SerializeField] private Image[] _playerHealthImages; // color 값 white / black 로 조정
private int _countHealth = 0;
public void SetBossHealthBar(float hp) // hp: 0~100
{
float normalizedHp = hp / 100f; // 0~1 사이 값으로 조정
_bossHealthBar.value = normalizedHp;
}
// false 반환 시 사망 처리
public bool SetPlayerHealth()
{
if (_countHealth > _playerHealthImages.Length - 1) // out of index error 방지
{
return false;
}
_playerHealthImages[_countHealth].color = Color.black;
_countHealth++;
return _countHealth <= _playerHealthImages.Length - 1;
}
}

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@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
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icon: {instanceID: 0}
userData:
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BIN
Assets/KSH/DungeonTestScene.unity (Stored with Git LFS)

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@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@ -17,7 +18,8 @@ public abstract class CharacterBase : MonoBehaviour
[Header("상태 이상")]
public List<StatusEffect> statusEffects = new List<StatusEffect>();
public event System.Action<CharacterBase> OnDeath; // 사망 이벤트
public event Action OnDeath; // 사망 이벤트
public event Action<CharacterBase> OnGetHit; // 피격 이벤트
protected virtual void Start()
{
@ -34,13 +36,15 @@ public abstract class CharacterBase : MonoBehaviour
{
Die();
}
OnGetHit?.Invoke(this);
}
public virtual void Die()
{
Debug.Log($"{characterName}이 사망했습니다.");
// TODO: 사망 처리
OnDeath?.Invoke(this);
OnDeath?.Invoke();
}
// 상태이상 추가 메서드