CapersProject/Assets/02.Scripts/Character/Enemy/Boss/Boss.cs

204 lines
5.8 KiB
C#

using System.Collections;
using BehaviorDesigner.Runtime;
using BlueWater.Interfaces;
using Pathfinding;
using Sirenix.OdinInspector;
using UnityEngine;
namespace BlueWater.Enemies.Bosses
{
public enum BossType
{
None = 0,
TitanSlime,
Rhinoceros,
SandMole,
MiniSandMole,
GhostBarrel,
BoomBarrel,
SwordBarrel,
LavaBarrel
}
public enum BossSkillName
{
___SlimeSkillList___ = 0,
JumpSlam,
___RhinocerosSkillList___,
BullCharge,
HammerSlam,
MeteorSwing,
SeismicThrust,
SkyFallSmash,
___SandMoleSkillList___,
GateOfSpikes,
MultiThrowSpikes,
SingleRoll,
SpikeBarrage
}
public abstract class Boss : MonoBehaviour, ITarget, IMaterialInstance
{
// Variables
#region Variables
// Components
[field: Title("보스 컴포넌트")]
[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 BoxCollider HitBoxCollider { get; private set; }
// Classes
[field: SerializeField, Required]
public BossData BossData { get; private set; }
[field: SerializeField, Required]
public BossHealthPoint BossHealthPoint { get; private set; }
[field: SerializeField]
public AiMovement AIMovement { get; private set; }
[field: SerializeField, Required]
public BossSkillController BossSkillController { get; private set; }
[field: SerializeField]
public Collider Target { get; protected set; }
public IAstarAI AstarAi;
public Material MaterialInstance { get; protected set; }
[Title("디졸브 스폰 효과")]
[SerializeField]
protected bool IsDissolveActive = true;
[SerializeField]
protected float SpawnDissolveTime = 2f;
[SerializeField]
protected float DieDissolveTime = 1f;
protected bool IsInitialized;
// Hashes
protected static readonly int _dissolveValueHash = Shader.PropertyToID("_DissolveValue");
#endregion
// Unity events
#region Unity events
protected virtual void Awake()
{
InitializeComponents();
}
protected virtual void OnEnable()
{
}
protected virtual void Start()
{
BossHealthPoint.OnDead += Die;
Target = GameManager.Instance.CurrentCombatPlayer.GetComponent<Collider>();
}
protected virtual void Update()
{
}
protected virtual void FixedUpdate()
{
}
protected virtual void OnDisable()
{
}
protected virtual void OnDestroy()
{
BossHealthPoint.OnDead -= Die;
}
#endregion
// Initialize methods
#region Initialize methods
[Button("컴포넌트 초기화")]
protected virtual void InitializeComponents()
{
Rigidbody = GetComponent<Rigidbody>();
CharacterCollider = GetComponent<CapsuleCollider>();
BehaviorTree = GetComponent<BehaviorTree>();
VisualLook = transform.Find("VisualLook");
HitBoxCollider = transform.Find("HitBox").GetComponent<BoxCollider>();
BossHealthPoint = GetComponent<BossHealthPoint>();
AIMovement = GetComponent<AiMovement>();
BossSkillController = GetComponent<BossSkillController>();
AstarAi = GetComponent<IAstarAI>();
}
#endregion
// Methods
#region Methods
// Abstract methods
public virtual void Initialize() { }
protected abstract IEnumerator DissolveCoroutine(float start, float end, float dissolveTime);
protected abstract void Die();
// Wrapping
// BossHealthPoint
public int CurrentHealthPoint
{
get => BossHealthPoint.CurrentHealthPoint;
private set => BossHealthPoint.SetCurrentHealthPoint(value);
}
// AiMovement
public void EnableMove() => AIMovement.EnableMove();
public void StopMove() => AIMovement.StopMove();
public void Move(Vector3 position) => AIMovement.Move(position);
public void MoveTarget(Collider target) => AIMovement.MoveTarget(target);
public void Teleport(Vector3 position) => AIMovement.Teleport(position);
public bool HasReachedDestination() => AIMovement.HasReachedDestination();
public void SetMoveSpeed(float speed) => AIMovement.SetMoveSpeed(speed);
public bool IsPositionMovable(Vector3 endPosition) => AIMovement.IsPositionMovable(endPosition);
// BossSkillController
public bool IsSkillActive => BossSkillController.IsSkillActive;
public void ActivateSkill(string skillName) => BossSkillController.ActivateSkill(skillName);
public bool CanSkill(string skillName) => BossSkillController.CanSkill(skillName);
// BossData
public LayerMask TargetLayer => BossData.TargetLayer;
// Methods
public void ForceKillBoss()
{
BossHealthPoint.TakeDamage(100000);
}
#endregion
}
}