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public abstract class FieldBoss : Enemy, IAnimatorBridge, INormalAttack + public abstract class FieldBoss : MonoBehaviour, IDamageable { #region Properties and variables - // Hash - protected static readonly int AttackHash = Animator.StringToHash("Attack"); - protected static readonly int AttackStateHash = Animator.StringToHash("AttackState"); - protected static readonly int NormalStateHash = Animator.StringToHash("NormalState"); - - #endregion - - #region abstract + // Stat + [field: Title("Stat")] + [field: Tooltip("최대 체력 설정")] + [field: SerializeField] public float MaxHp { get; private set; } = 100f; - protected abstract IEnumerator NormalAttackCoroutine(); + [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; + + // 컴포넌트 + protected Rigidbody rb; + public Collider MyCollider { get; set; } + protected BehaviorTree bt; + protected Transform unitRoot; #endregion + #region Unity built-in methods + protected virtual void Awake() + { + rb = GetComponent(); + MyCollider = GetComponent(); + bt = GetComponent(); + + unitRoot = transform.Find("UnitRoot"); + if (unitRoot == null) + { + print("UnitRoot를 찾을 수 없습니다."); + } + } + + protected virtual void Start() + { + SetCurrentHp(MaxHp); + } #endregion #region Interface - // IAnimatorBridge - public virtual void AttackTiming() + // IDamageable + public void TakeDamage(float attackerPower, Vector3? attackPos = null) { - if (!Target) return; + var changeHp = Mathf.Max(CurrentHp - attackerPower, 0); + SetCurrentHp(changeHp); - var myCenterPos = MyCollider.bounds.center; - var targetDir = (Target.bounds.center - myCenterPos).normalized; + // 죽었는지 체크 + if (changeHp == 0f) + { + Die(); + return; + } + + // 공격 당함 + } - if (!Physics.Raycast(MyCollider.bounds.center, targetDir, out var hit, AtkRange, TargetLayer)) return; - - var iDamageable = hit.transform.GetComponent(); - iDamageable.TakeDamage(Atk); - } - - public void SetIsAttacking(int boolValue) => isAttacking = boolValue == 1; - - // INormalAttack - public void NormalAttack() + public void Die() { - StartCoroutine(nameof(NormalAttackCoroutine)); + Destroy(gameObject, 2f); } - - public void StopNormalAttackCoroutine() => StopCoroutine(nameof(NormalAttackCoroutine)); - public bool GetUsedNormalAttackCoroutine() => usedNormalAttackCoroutine; #endregion #region Custom methods + private void SetCurrentHp(float value) + { + CurrentHp = value; + } #endregion } diff --git a/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldBoss/Type/FieldBoss01.cs b/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldBoss/Type/FieldBoss01.cs index 7c5ff083b..bd50d3315 100644 --- a/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldBoss/Type/FieldBoss01.cs +++ b/BlueWater/Assets/02.Scripts/Character/Enemy/Type/FieldBoss/Type/FieldBoss01.cs @@ -1,7 +1,4 @@ using System; -using System.Collections; -using Sirenix.OdinInspector; -using UnityEngine; // ReSharper disable once CheckNamespace namespace BlueWaterProject @@ -17,55 +14,19 @@ namespace BlueWaterProject #region Unity built-in methods - protected override void Awake() - { - base.Awake(); - - - } - - protected override void Start() - { - base.Start(); - - - } + #endregion #region Interface - // IAnimatorBridge - public override void AttackTiming() - { - - } + #endregion #region Custom methods - protected override IEnumerator NormalAttackCoroutine() - { - usedNormalAttackCoroutine = true; - - myAnimator.SetFloat(AttackStateHash, 0f); - myAnimator.SetFloat(NormalStateHash, 1f); - // Attack 애니메이션에 시작에 isAttacking = true, 끝날 때 isAttacking = false 이벤트 실행 - myAnimator.SetTrigger(AttackHash); - - var maxWaitTime = 0.5f; - var timer = 0f; - - while (isAttacking && timer < maxWaitTime) - { - timer += Time.deltaTime; - yield return null; - } - - yield return waitAtkCooldown; - usedNormalAttackCoroutine = false; - } + #endregion } diff --git a/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs b/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs index ab6e1f5d4..99c765753 100644 --- a/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs +++ b/BlueWater/Assets/02.Scripts/Character/Player/Type/InIslandPlayer.cs @@ -89,6 +89,8 @@ namespace BlueWaterProject [DisableIf("@true")] [SerializeField] private bool isRolling; [DisableIf("@true")] + [SerializeField] private bool isStiffened; + [DisableIf("@true")] [SerializeField] private bool beAttacked; [DisableIf("@true")] [SerializeField] private bool isAttacking; @@ -99,6 +101,8 @@ namespace BlueWaterProject public float angleSpeed = 0.2f; public float rollDuration = 0.3f; public float rollForce = 2f; + public float bounceForce = 1f; + public float stiffTime = 0.3f; // 일반 변수 private bool usedNormalAttackCoroutine; @@ -306,6 +310,33 @@ namespace BlueWaterProject MoveUpdate(); } + private void OnTriggerEnter(Collider other) + { + if (!other.CompareTag("FieldBoss") || isRolling || isStiffened) return; + + StartCoroutine(Stiff(other)); + } + + private IEnumerator Stiff(Collider other) + { + isStiffened = true; + + var bounceDirection = -Rb.velocity.normalized * bounceForce; + + var time = 0f; + while (time < stiffTime) + { + var t = time / stiffTime; + var easedT = t * t; + + Rb.velocity = Vector3.Lerp(bounceDirection, Vector3.zero, easedT); + time += Time.deltaTime; + yield return null; + } + + isStiffened = false; + } + #endregion #region Interface @@ -418,7 +449,7 @@ namespace BlueWaterProject if (angleBetween < attackAngle / 2f) // Checking if the target is within the desired angle range { - var iDamageable = hitColliders[i].transform.GetComponent(); + var iDamageable = hitColliders[i].transform.GetComponent() ?? hitColliders[i].GetComponentInParent(); iDamageable.TakeDamage(Atk); } } @@ -652,7 +683,7 @@ namespace BlueWaterProject private void MoveUpdate() { - if (!isRolling) + if (!isRolling && !isStiffened) { var localMovement = new Vector3(movementInput.x, 0, movementInput.y); var worldDirection = transform.TransformDirection(localMovement).normalized; diff --git a/BlueWater/Assets/02.Scripts/Skill/ActiveSkill/ActiveSkill.cs b/BlueWater/Assets/02.Scripts/Skill/ActiveSkill/ActiveSkill.cs index f3e95e440..35413ff21 100644 --- a/BlueWater/Assets/02.Scripts/Skill/ActiveSkill/ActiveSkill.cs +++ b/BlueWater/Assets/02.Scripts/Skill/ActiveSkill/ActiveSkill.cs @@ -206,7 +206,7 @@ namespace BlueWaterProject for (var i = 0; i < maxSize; i++) { - var iDamageable = hitColliders[i].GetComponent(); + var iDamageable = hitColliders[i].GetComponent() ?? hitColliders[i].GetComponentInParent(); iDamageable.TakeDamage(ActiveSkillData.Damage); } } diff --git a/BlueWater/Assets/05.Prefabs/Characters/Enemies/FieldBosses/FieldBoss01.prefab b/BlueWater/Assets/05.Prefabs/Characters/Enemies/FieldBosses/FieldBoss01.prefab index fa931bb55..3e3938bbd 100644 --- a/BlueWater/Assets/05.Prefabs/Characters/Enemies/FieldBosses/FieldBoss01.prefab +++ b/BlueWater/Assets/05.Prefabs/Characters/Enemies/FieldBosses/FieldBoss01.prefab @@ -1,6 +1,6 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1 &6294429197787252722 +--- !u!1 &137589685274440870 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -8,311 +8,37 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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