CapersProject/Assets/02.Scripts/Character/Enemy/Boss/SandMole/SandMole.cs
Nam Tae Gun 7fb0da5888 #25, #26 아이템 직접 획득 방식 추가 및 선형적인 맵 구조 변경
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+ 맵 안에서 교전 중일 때, 투명 벽 쉐이더 추가
+ 맵 마다의 통로를 통해서 이동 가능
+ 선형적인 맵 구조에 맞게 리소스 및 위치 수정
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Closes #25, #26
2024-06-22 07:11:53 +09:00

172 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using BlueWater.Interfaces;
using BlueWater.Items;
using BlueWater.Maps;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Enemies.Bosses.SandMole
{
public enum SandMoleSkill
{
None = 0,
GateOfSpikes,
MultiThrowSpikes,
SingleRoll,
SpikeBarrage
}
[Serializable]
public class SummonMiniSandMole
{
[field: SerializeField]
public float HealthPercentage { get; private set; }
[field: SerializeField]
public bool SummonTrigger { get; set; }
}
public class SandMole : Boss, ICurrentDirection
{
// Variables
#region Variables
[field: SerializeField, Required]
public SandMoleStatus SandMoleStatus { get; private set; }
[SerializeField]
private List<SummonMiniSandMole> _summonMiniSandMoles;
public SandMoleData SandMoleData { get; private set; }
public SandMoleMapController SandMoleMapController { 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);
}
}
#endregion
// Unity events
#region Unity events
protected override void Update()
{
base.Update();
HandleMovement();
FlipVisualLook();
}
protected override void OnDestroy()
{
base.OnDestroy();
BossHealthPoint.OnHealthChanged -= SummonMiniSandMole;
}
#endregion
// Initialize methods
#region Initialize methods
protected override void InitializeComponents()
{
base.InitializeComponents();
SandMoleStatus = GetComponent<SandMoleStatus>();
SandMoleData = BossData as SandMoleData;
SandMoleMapController = MapManager.Instance.SandMoleMapController;
}
public override void Initialize()
{
BossHealthPoint.Initialize(true, SandMoleData.MaxHealthPoint,
SandMoleData.DisplayName, SandMoleMapController.ParticleInstanceLocation);
BossHealthPoint.OnHealthChanged += SummonMiniSandMole;
BossSkillController.Initialize(BossData.SkillDataList);
SetMoveSpeed(SandMoleData.MoveSpeed);
StopMove();
BehaviorTree.EnableBehavior();
}
#endregion
// Methods
#region Methods
protected override void HandleDie()
{
StopMove();
if (Rigidbody)
{
Rigidbody.isKinematic = true;
}
AnimationController.SetAnimationTrigger("isDead");
ItemManager.Instance.ItemDropRandomPosition(BossData.CharacterIdx, transform.position);
SandMoleMapController.ClearMap();
}
private void SummonMiniSandMole(int currentHp)
{
var currentHealthPercentage = (float)currentHp / BossData.MaxHealthPoint * 100f;
foreach (var element in _summonMiniSandMoles)
{
if (currentHealthPercentage > element.HealthPercentage || element.SummonTrigger) continue;
SandMoleMapController.SummonMiniSandMole();
element.SummonTrigger = true;
}
}
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;
}
private void HandleMovement()
{
if (!IAstarAi.canMove || IAstarAi.isStopped)
{
IsMoving = false;
return;
}
CurrentDirection = IAstarAi.velocity.normalized;
IsMoving = IAstarAi.velocity != Vector3.zero || IAstarAi.velocity != Vector3.positiveInfinity;
}
#endregion
}
}