#7 Add rigidbody and collider of aiPrefab

Additional commit content
- Set aiStat for testing
- Add ai interface script
- Add layer and fix physics setting
This commit is contained in:
NTG_Lenovo 2023-08-03 12:38:50 +09:00
parent 7380e480cc
commit c86dc6b7b2
20 changed files with 1300 additions and 46 deletions

View File

@ -1,28 +1,76 @@
using System;
using UnityEngine;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWater
{
[Serializable]
public abstract class AiController : MonoBehaviour, IAiStat
public abstract class AiController : MonoBehaviour, IDamageable
{
#region interface property
#region Property and variable
[field: SerializeField] public AiStat AiStat { get; set; } = new();
private Animator aiAnimator;
private static readonly int DeathHash = Animator.StringToHash("Death");
private static readonly int DamageHash = Animator.StringToHash("TakeDamage");
#endregion
#region abstract function
//protected abstract void Attack();
#endregion
#region Unity built-in function
private void Awake()
{
SetCurrentHp(AiStat.maxHp);
aiAnimator = Utils.GetComponentAndAssert<Animator>(transform);
}
private void Start()
{
SetCurrentHp(AiStat.maxHp);
}
#endregion
#region interface property and function
[field: SerializeField] public AiStat AiStat { get; set; } = new();
public void TakeDamage(AiStat attacker, AiStat defender)
{
// 회피 성공 체크
if (Random.Range(0, 100) < defender.avoidanceRate)
{
// TODO : 회피 처리
return;
}
var finalDamage = Utils.CalcDamage(attacker, defender);
// 방패 막기 체크
if (finalDamage == 0f)
{
// TODO : 방패로 막힘 처리(애니메이션 등)
return;
}
var changeHp = Mathf.Max(defender.currentHp - finalDamage, 0);
SetCurrentHp(changeHp);
// 죽었는지 체크
if (changeHp == 0f)
{
// TODO : 죽었을 때 처리(죽는 애니메이션 이후 사라지는 효과 등)
aiAnimator.SetTrigger(DeathHash);
return;
}
aiAnimator.SetTrigger(DamageHash);
}
#endregion

View File

@ -33,5 +33,8 @@ namespace BlueWater
[Tooltip("방패 캐릭터가 관통 당할 확률을 줄여주는 관통 저항률")]
[Range(0, 100)] public int penetrationResistivity;
[Tooltip("공격을 피할 수 있는 회피율")]
[Range(0, 100)] public int avoidanceRate;
}
}

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@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWater
{
public interface IAiBase
{
}
}

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@ -0,0 +1,11 @@
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View File

@ -1,7 +1,7 @@
// ReSharper disable once CheckNamespace
namespace BlueWater
{
public interface IAiStat
public interface IAiStat : IAiBase
{
public AiStat AiStat { get; set; }
}

View File

@ -0,0 +1,12 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// ReSharper disable once CheckNamespace
namespace BlueWater
{
public interface IDamageable : IAiStat
{
public void TakeDamage(AiStat attacker, AiStat defender);
}
}

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@ -0,0 +1,11 @@
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View File

@ -49,5 +49,32 @@ namespace BlueWater
var methodName = method.Name;
UnityEngine.Debug.Log($"Call {className}.{methodName}");
}
public static float CalcDamage(AiStat attacker, AiStat defender)
{
var finalDamage = 0f;
if (defender.usingShield)
{
var penetrationChance = attacker.shieldPenetrationRate -
(attacker.shieldPenetrationRate * defender.penetrationResistivity * 0.01f);
// 방패를 관통했다면,
if (Random.Range(0, 100) < penetrationChance)
{
finalDamage = attacker.atk - defender.def;
finalDamage = Mathf.Max(finalDamage, 0);
return finalDamage;
}
// 방패를 관통하지 못 함
return 0;
}
finalDamage = attacker.atk - defender.def;
finalDamage = Mathf.Max(finalDamage, 0);
return finalDamage;
}
}
}

View File

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