OldBlueWater/BlueWater/Assets/02.Scripts/Character/Enemy/Enemy.cs

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using System;
using System.Collections;
using BehaviorDesigner.Runtime;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.UI;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public abstract class Enemy : BaseCharacter, IDamageable, IAiView, IHelpCall
{
#region Properties and variables
// DrawGizmos
[Title("DrawGizmos")]
[Tooltip("전체 Gizmos 그리기 여부")]
[SerializeField] private bool isDrawGizmos = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟 인식 범위 그리기 여부")]
[SerializeField] private bool isDrawViewRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("이동제한 범위 그리기 여부")]
[SerializeField] private bool isDrawDefenseRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("Idle 상태에서 랜덤으로 이동하는 범위 그리기 여부")]
[SerializeField] private bool isDrawRandomMoveRange = true;
[ShowIf("@isDrawGizmos")]
[Tooltip("타겟과의 상태 그리기 여부\n빨간색 = 공격 범위 밖\n파란색 = 공격 범위 안")]
[SerializeField] private bool isDrawTargetRange = true;
// Stat
[field: Title("Stat")]
[field: Tooltip("행동 타입 설정")]
[field: SerializeField] public EBehaviorType BehaviorType { get; private set; } = EBehaviorType.DEFENDER;
[field: Tooltip("최대 체력 설정")]
[field: SerializeField] public float MaxHp { get; private set; } = 100f;
[field: Tooltip("현재 체력")]
[field: SerializeField] public float CurrentHp { get; private set; }
[field: Tooltip("이동 속도 설정")]
[field: SerializeField] public float MoveSpd { get; set; } = 5f;
[field: Tooltip("공격력 설정")]
[field: SerializeField] public float Atk { get; private set; } = 10f;
[field: Tooltip("공격 속도(다음 공격 주기)\nAtkCooldown = 2f (2초마다 1번 공격)")]
[field: SerializeField] public float AtkCooldown { get; private set; } = 1f;
[field: Tooltip("공격 사거리 설정")]
[field: SerializeField] public float AtkRange { get; set; } = 1.5f;
[field: ShowIf("@BehaviorType == EBehaviorType.DEFENDER || BehaviorType == EBehaviorType.KEEPER")]
[field: Tooltip("이동 제한 범위 설정")]
[field: SerializeField] public float DefenseRange { get; private set; } = 20f;
[field: Tooltip("Idle 상태에서 랜덤으로 이동 여부")]
[field: SerializeField] public bool IsRandomMove { get; set; } = true;
[field: ShowIf("@IsRandomMove")]
[field: Tooltip("Idle 상태에서 이동하는 범위 설정")]
[field: SerializeField] public float RandomMoveRange { get; set; } = 5f;
// HpSlider
[Title("HpSlider")]
[SerializeField] private bool useHpSlider = true;
[ShowIf("@useHpSlider")]
[Required("HpSlider 프리팹을 넣어주세요.")]
[SerializeField] private GameObject hpSliderPrefab;
[ShowIf("@useHpSlider")]
[SerializeField] private Vector3 hpSliderOffset = Vector3.up;
[ShowIf("@useHpSlider")]
[DisableIf("@true")]
[SerializeField] private Slider hpSlider;
// Data
[field: Title("Data")]
[field: DisableIf("@true")]
[field: SerializeField] public Vector3 DefensePos { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool IsCombated { get; set; }
[field: DisableIf("@true")]
[field: SerializeField] public bool BeAttackedInIdle { get; set; }
[DisableIf("@true")]
[SerializeField] protected bool beAttacked;
// 일반 변수
protected bool isAttacking;
// 컴포넌트
protected Rigidbody rb;
public Collider MyCollider { get; set; }
public NavMeshAgent Agent { get; set; }
protected BehaviorTree bt;
private Transform unitRoot;
protected Animator myAnimator;
private Canvas worldSpaceCanvas;
// Hash
protected static readonly int RunStateHash = Animator.StringToHash("RunState");
protected static readonly int DieHash = Animator.StringToHash("Die");
// Const
private static readonly WaitForSeconds BeAttackedWaitTime = new(0.3f);
#endregion
#region Unity built-in methods
protected override void OnDrawGizmosSelected()
{
base.OnDrawGizmosSelected();
if (!isDrawGizmos) return;
Vector3 myCenterPos;
Vector3 defensePos;
if (Application.isPlaying)
{
myCenterPos = MyCollider.bounds.center;
defensePos = DefensePos;
}
else
{
myCenterPos = GetComponent<Collider>().bounds.center;
defensePos = transform.position;
}
switch (BehaviorType)
{
case EBehaviorType.NONE:
break;
case EBehaviorType.STRIKER:
break;
case EBehaviorType.DEFENDER:
case EBehaviorType.KEEPER:
if (isDrawDefenseRange)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(defensePos, DefenseRange);
}
break;
default:
throw new ArgumentOutOfRangeException();
}
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if (isDrawRandomMoveRange && IsRandomMove)
{
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(defensePos, RandomMoveRange);
}
if (isDrawViewRange)
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(myCenterPos, ViewRadius);
}
if (UseHelpCall && IsDrawHelpCallRange)
{
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(myCenterPos, HelpCallRange);
}
if (!Target || !isDrawTargetRange) return;
var targetToDistance = Vector3.Distance(myCenterPos, Target.bounds.center);
Gizmos.color = targetToDistance <= AtkRange ? Color.blue : Color.red;
Gizmos.DrawLine(myCenterPos, Target.bounds.center);
}
protected override void Reset()
{
base.Reset();
isDrawGizmos = true;
isDrawViewRange = true;
isDrawDefenseRange = true;
isDrawRandomMoveRange = true;
isDrawTargetRange = true;
BehaviorType = EBehaviorType.DEFENDER;
MaxHp = 100f;
MoveSpd = 5f;
AtkCooldown = 1f;
AtkRange = 1.5f;
DefenseRange = 20f;
IsRandomMove = true;
RandomMoveRange = 5f;
ViewRadius = 15f;
UseHelpCall = false;
HelpLayer = LayerMask.GetMask("Enemy");
HelpCallRange = 15f;
}
protected override void Awake()
{
base.Awake();
rb = GetComponent<Rigidbody>();
MyCollider = GetComponent<Collider>();
Agent = GetComponent<NavMeshAgent>();
bt = GetComponent<BehaviorTree>();
unitRoot = transform.Find("UnitRoot");
if (unitRoot == null)
{
print("UnitRoot를 찾을 수 없습니다.");
}
else
{
myAnimator = unitRoot.GetComponent<Animator>();
if (myAnimator == null)
{
print("myAnimator를 찾을 수 없습니다.");
}
}
worldSpaceCanvas = GameObject.Find("WorldSpaceCanvas")?.GetComponent<Canvas>();
if (worldSpaceCanvas == null)
{
print("WorldSpaceCanvas 찾을 수 없습니다.");
}
else
{
if (useHpSlider)
{
hpSlider = Instantiate(hpSliderPrefab, worldSpaceCanvas.transform).GetComponent<Slider>();
hpSlider.gameObject.name = gameObject.name + " HpSlider";
hpSlider.transform.rotation = unitRoot.transform.rotation;
}
}
}
protected override void Start()
{
base.Start();
HelpLayer = LayerMask.GetMask("Enemy");
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TargetLayer = LayerMask.GetMask("Player") | LayerMask.GetMask("Crewmate");
Agent.updateRotation = false;
DefensePos = transform.position;
SetAgentSpeed(MoveSpd);
hpSlider.maxValue = MaxHp;
SetCurrentHp(MaxHp);
}
protected override void Update()
{
switch (useHpSlider)
{
case true when CurrentHp > 0 && CurrentHp < MaxHp:
{
if (!hpSlider.gameObject.activeSelf)
{
hpSlider.gameObject.SetActive(true);
}
var localOffset = unitRoot.TransformPoint(hpSliderOffset);
hpSlider.transform.position = localOffset;
break;
}
case true when CurrentHp <= 0 || CurrentHp >= MaxHp:
{
if (hpSlider.gameObject.activeSelf)
{
hpSlider.gameObject.SetActive(false);
}
break;
}
}
}
#endregion
#region Interface
// IDamageable
public virtual void TakeDamage(float attackerPower, float attackerShieldPenetrationRate = default, Vector3? attackPos = null)
{
IsCombated = true;
if (!Target)
{
BeAttackedInIdle = true;
bt.SendEvent("BeAttackedInIdle", attackPos);
}
else
{
if (UseHelpCall)
{
HelpCall();
}
}
var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
SetCurrentHp(changeHp);
// 죽었는지 체크
if (changeHp == 0f)
{
Die();
return;
}
StartCoroutine(nameof(BeAttacked));
}
public void Die()
{
myAnimator.SetTrigger(DieHash);
MyCollider.enabled = false;
Agent.isStopped = true;
Agent.enabled = false;
Destroy(hpSlider.gameObject, 2f);
Destroy(gameObject, 2f);
}
// IAiView
[field: Title("IAiView")]
[field: SerializeField]
public float ViewRadius { get; set; } = 15f;
[field: SerializeField] public Collider[] Targets { get; set; } = new Collider[MAX_COLLIDERS];
[field: SerializeField] public Collider Target { get; set; }
[field: SerializeField] public LayerMask TargetLayer { get; set; }
private const int MAX_COLLIDERS = 30;
public void FindNearestTargetInRange(Vector3 centerPos, bool targetIsTrigger = true)
{
Array.Clear(Targets, 0, MAX_COLLIDERS);
var numResults = Physics.OverlapSphereNonAlloc(centerPos, ViewRadius, Targets, TargetLayer,
targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
if (numResults <= 0)
{
SetTarget(null);
return;
}
var nearestDistance = ViewRadius * ViewRadius;
Collider nearestTargetCollider = null;
for (var i = 0; i < numResults; i++)
{
var distanceSqrToTarget = (centerPos - Targets[i].bounds.center).sqrMagnitude;
if (distanceSqrToTarget >= nearestDistance) continue;
nearestDistance = distanceSqrToTarget;
nearestTargetCollider = Targets[i];
}
SetTarget(nearestTargetCollider);
}
public void SetTarget(Collider value)
{
Target = value;
if (value != null)
{
IsCombated = true;
BeAttackedInIdle = false;
}
}
public virtual bool IsTargetWithinRange(Vector3 centerPos, float range)
{
var inRange = Vector3.Distance(centerPos, Target.bounds.center) <= range;
return inRange;
}
public bool GoOutOfBounds()
{
if (BehaviorType != EBehaviorType.DEFENDER && BehaviorType != EBehaviorType.KEEPER) return false;
var defensePosInRange = Vector3.Distance(transform.position, DefensePos) <= DefenseRange;
return !defensePosInRange;
}
public void MoveTarget(Vector3 targetPos, float speed, float stopDistance = float.MaxValue)
{
switch (BehaviorType)
{
case EBehaviorType.NONE:
print("BehaviorType == NONE error");
break;
case EBehaviorType.STRIKER:
case EBehaviorType.DEFENDER:
break;
case EBehaviorType.KEEPER:
return;
default:
throw new ArgumentOutOfRangeException();
}
if (Vector3.Distance(Agent.destination, targetPos) < 0.1f) return;
SetAgentSpeed(speed);
Agent.stoppingDistance = stopDistance;
Agent.isStopped = false;
Agent.SetDestination(targetPos);
}
// IHelpCall
[field: Title("IHelpCall")]
[field: Tooltip("주변 아군에게 도움 요청")]
[field: SerializeField] public bool UseHelpCall { get; set; }
[field: ShowIf("@UseHelpCall && isDrawGizmos")]
[field: Tooltip("도움 요청 범위 그리기 여부")]
[field: SerializeField] public bool IsDrawHelpCallRange { get; set; }
[field: ShowIf("@UseHelpCall")]
[field: Tooltip("도움 요청 범위 설정")]
[field: SerializeField] public LayerMask HelpLayer { get; set; }
[field: ShowIf("@UseHelpCall")]
[field: Tooltip("도움 요청 범위 설정")]
[field: SerializeField] public float HelpCallRange { get; set; } = 15f;
[field: ShowIf("@UseHelpCall")]
[field: Tooltip("도움 요청 받은 아군 목록")]
[field: SerializeField] public Collider[] HelpTargets { get; set; } = new Collider[MAX_COLLIDERS];
#endregion
#region Custom methods
private IEnumerator BeAttacked()
{
beAttacked = true;
myAnimator.SetFloat(RunStateHash, 1f);
yield return BeAttackedWaitTime;
beAttacked = false;
}
public void HelpCall(bool targetIsTrigger = true)
{
Array.Clear(HelpTargets, 0, MAX_COLLIDERS);
var myCenterPos = MyCollider.bounds.center;
var numResults = Physics.OverlapSphereNonAlloc(myCenterPos, HelpCallRange, HelpTargets, HelpLayer,
targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
for (var i = 0; i < numResults; i++)
{
var iHelpCall = HelpTargets[i].GetComponent<IHelpCall>();
if (iHelpCall == null || iHelpCall.Target != null) continue;
iHelpCall.SetTarget(Target);
}
}
private void SetCurrentHp(float value)
{
CurrentHp = value;
if (useHpSlider)
{
hpSlider.value = value;
}
}
private void SetAgentSpeed(float value) => Agent.speed = value;
#endregion
}
}