CapersProject/Assets/02.Scripts/Character/Enemy/Boss/SandMole/MiniSandMole.cs
Nam Tae Gun 15bfe87a09 #20 미니 모래 두더지 소환 기능 추가
+ MiniSandMole 프리팹 추가
+ BossConfiguration So에 MiniSandMole 추가
+ MiniSandMoleData, MiniSingleRollData So 추가
+ MiniSandMole BehaviorTree 추가
+ SandMoleMapController 클래스 추가
+ ITarget, ICurrentDirection 인터페이스 추가
+ Bt Actions - CanSkill, ActivateSkill 로직 변경
+ BossHealthPoint 로직 변경
+ 미니 모래 두더지에 소환할 때, 죽을 때, 디졸브 효과 추가

Closes #20
2024-06-16 20:09:42 +09:00

209 lines
6.5 KiB
C#

using System.Collections;
using BehaviorDesigner.Runtime;
using BlueWater.Interfaces;
using BlueWater.Maps;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.Serialization;
namespace BlueWater.Enemies.Bosses.SandMole
{
public class MiniSandMole : MonoBehaviour, ITarget, ICurrentDirection
{
// Variables
#region Variables
// Components
[field: SerializeField]
public Rigidbody Rigidbody { get; private set; }
[field: SerializeField]
public CapsuleCollider CharacterCollider { get; private set; }
[field: SerializeField]
public BehaviorTree BehaviorTree { get; private set; }
[field: SerializeField]
public Transform VisualLook { get; private set; }
[field: SerializeField]
public SpriteRenderer SpriteRenderer { get; private set; }
[field: SerializeField]
public Animator Animator { get; private set; }
[field: SerializeField]
public BoxCollider HitBoxCollider { get; private set; }
// Classes
[field: SerializeField, Required]
public BossData BossData { get; private set; }
[field: SerializeField, Required]
public AnimationController AnimationController { get; private set; }
[field: SerializeField, Required]
public BossHealthPoint BossHealthPoint { get; private set; }
[field: SerializeField, Required]
public BossSkillController BossSkillController { get; private set; }
[field: SerializeField, Required]
public SandMoleStatus SandMoleStatus { get; private set; }
[field: SerializeField]
public Collider Target { get; private set; }
[Title("효과")]
[SerializeField]
private float _spawnDissolveTime = 2f;
[SerializeField]
private float _dieDissolveTime = 1f;
public BossMapController BossMapController { get; private set; }
private bool _isMoving;
public bool IsMoving
{
get => _isMoving;
set
{
_isMoving = value;
AnimationController.SetAnimationParameter("isMoving", _isMoving);
}
}
private Vector3 _currentDirection = Vector3.right;
public Vector3 CurrentDirection
{
get => _currentDirection;
set
{
if (value == Vector3.zero) return;
_currentDirection = value;
AnimationController.SetAnimationParameter("xDirection", _currentDirection.x);
AnimationController.SetAnimationParameter("zDirection", _currentDirection.z);
}
}
// Hashes
private static readonly int _dissolveValueHash = Shader.PropertyToID("_DissolveValue");
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
private void Update()
{
FlipVisualLook();
}
#endregion
// Initialize methods
#region Initialize methods
[Button("컴포넌트 초기화")]
private void InitializeComponents()
{
Rigidbody = GetComponent<Rigidbody>();
CharacterCollider = GetComponent<CapsuleCollider>();
BehaviorTree = GetComponent<BehaviorTree>();
VisualLook = transform.Find("VisualLook");
SpriteRenderer = VisualLook.GetComponent<SpriteRenderer>();
Animator = VisualLook.GetComponent<Animator>();
HitBoxCollider = transform.Find("HitBox").GetComponent<BoxCollider>();
AnimationController = GetComponent<AnimationController>();
BossHealthPoint = GetComponent<BossHealthPoint>();
BossSkillController = GetComponent<BossSkillController>();
SandMoleStatus = GetComponent<SandMoleStatus>();
BossMapController = MapManager.Instance.SandMoleMapController;
}
public void Initialize()
{
StartCoroutine(InitializeEffectCoroutine());
}
private IEnumerator InitializeEffectCoroutine()
{
Target = GameManager.Instance.CurrentCombatPlayer.GetComponent<Collider>();
BossHealthPoint.Initialize(false, BossData.MaxHealthPoint,
BossData.DisplayName, BossMapController.ParticleInstantiateLocation);
BossHealthPoint.OnDead += HandleDie;
BossSkillController.Initialize(BossData.SkillDataList);
SpriteRenderer.material.SetFloat(_dissolveValueHash, 0f);
var elapsedTime = 0f;
while (elapsedTime <= _spawnDissolveTime)
{
var value = Mathf.Lerp(0f, 1f, elapsedTime / _spawnDissolveTime);
SpriteRenderer.material.SetFloat(_dissolveValueHash, value);
elapsedTime += Time.deltaTime;
yield return null;
}
SpriteRenderer.material.SetFloat(_dissolveValueHash, 1f);
BehaviorTree.EnableBehavior();
}
#endregion
// Methods
#region Methods
private void HandleDie()
{
StartCoroutine(DieCoroutine());
}
private IEnumerator DieCoroutine()
{
if (Rigidbody)
{
Rigidbody.isKinematic = true;
}
AnimationController.SetAnimationTrigger("isDead");
SpriteRenderer.material.SetFloat(_dissolveValueHash, 0f);
var elapsedTime = 0f;
while (elapsedTime <= _dieDissolveTime)
{
var value = Mathf.Lerp(1f, 0f, elapsedTime / _dieDissolveTime);
SpriteRenderer.material.SetFloat(_dissolveValueHash, value);
elapsedTime += Time.deltaTime;
yield return null;
}
SpriteRenderer.material.SetFloat(_dissolveValueHash, 1f);
Destroy(gameObject);
}
private void FlipVisualLook()
{
var localScale = VisualLook.localScale;
localScale.x = CurrentDirection.x switch
{
> 0.01f => Mathf.Abs(localScale.x),
< -0.01f => -Mathf.Abs(localScale.x),
_ => localScale.x
};
VisualLook.localScale = localScale;
}
#endregion
}
}