using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour //근접 몬스터
{
public GameObject targetPoint;
public int enemyHP;
private Animator animator;
public EnemyState enemyState = EnemyState.Idle;
public enum EnemyState
{
Idle, //0
Run, //1
GetHit, //2
Die, //3
Attack //4
}
void Start()
{
animator = GetComponent<Animator>();
targetPoint.SetActive(false);
StartCoroutine(EnemyAnimation());
}
void Update()
{
// 애니메이터의 현재 상태를 체크
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (stateInfo.IsName("GetHit") && stateInfo.normalizedTime >= 1.0f)
{
// GetHit 애니메이션이 끝났으면 Idle 상태로 변경
enemyState = EnemyState.Idle;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.CompareTag("Bullet"))
{
enemyHP--;
Destroy(other.gameObject);
if (enemyHP <= 0)
{
enemyState = EnemyState.Die;
}
else
{
if (enemyState != EnemyState.GetHit)
{
enemyState = EnemyState.GetHit;
animator.Play("GetHit", -1, 0f);
}
}
}
}
IEnumerator EnemyAnimation()
{
while (true) // 무한 루프로 코루틴 실행
{
switch (enemyState)
{
case EnemyState.Idle:
animator.SetInteger("state", 0);
break;
case EnemyState.Run:
animator.SetInteger("state", 1);
break;
case EnemyState.GetHit:
animator.SetInteger("state", 2);
break;
case EnemyState.Die:
animator.SetInteger("state", 3);
targetPoint.SetActive(false); // targetPoint 비활성화
this.GetComponent<Collider>().enabled = false; // Collider 비활성화
// 사망 애니메이션이 끝나면 파괴
yield return new WaitUntil(() => animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= 1f && animator.GetCurrentAnimatorStateInfo(0).IsName("Die"));
Destroy(this.gameObject);
break;
case EnemyState.Attack:
animator.SetInteger("state", 4);
break;
}
yield return null; // 다음 프레임까지 대기
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class PlayerController : MonoBehaviour
{
public Joystick joystick;
public float moveSpeed = 5.0f;
public float detectionRadius = 5.0f; // 적을 탐지하는 범위
public LayerMask enemyLayer;
public LayerMask wallLayer;
public float rayHeight = 1.0f;
private AnimationState currentState;
private Animator animator;
private Enemy targetedEnemy = null;
// Ray의 시작점과 끝점을 저장할 변수
private Vector3 rayStart;
private Vector3 rayEnd;
public GameObject bulletPrefab;
public Transform firePos;
public float fireForce = 1000f;
void Start()
{
currentState = AnimationState.Idle;
animator = GetComponent<Animator>();
}
void Update()
{
Move();
DetectEnemies();
HandleAnimation();
}
void Move()
{
Vector3 moveDirection = new Vector3(-joystick.Vertical, 0, joystick.Horizontal).normalized;
transform.Translate(moveDirection * moveSpeed * Time.deltaTime, Space.World);
if (moveDirection != Vector3.zero)
{
Quaternion toRotation = Quaternion.LookRotation(moveDirection, Vector3.up);
transform.rotation = Quaternion.RotateTowards(transform.rotation, toRotation, 360f * Time.deltaTime);
currentState = AnimationState.Run;
}
else
{
if (targetedEnemy != null)
{
currentState = AnimationState.Attack;
LookAtEnemy(targetedEnemy.transform);
}
else
currentState = AnimationState.Idle;
}
}
public void FireAtEnemy()
{
// 적의 중앙을 향한 방향 계산
Vector3 enemyCenter = targetedEnemy.transform.position + new Vector3(0, targetedEnemy.GetComponent<Collider>().bounds.extents.y, 0); //Enemy의 position + Enemy의 콜라이더 높이 절반
Vector3 fireDirection = (enemyCenter - firePos.position).normalized;
// 총알 방향을 설정
Quaternion fireRotation = Quaternion.LookRotation(fireDirection);
fireRotation *= Quaternion.Euler(90, 0, 0); // X축으로 90도 회전을 추가
GameObject bullet = Instantiate(bulletPrefab, firePos.position, fireRotation);
Rigidbody rb = bullet.GetComponent<Rigidbody>();
if (rb != null)
{
rb.AddForce(fireDirection * fireForce, ForceMode.Impulse);
}
}
void DetectEnemies()
{
Vector3 rayDirection;
Vector3 rayStartPosition = transform.position + new Vector3(0, rayHeight, 0); // Ray 시작점의 높이 조정
// 타겟이 범위를 벗어났는지 확인
if (targetedEnemy != null)
{
float distanceToTarget = Vector3.Distance(transform.position, targetedEnemy.transform.position);
if (distanceToTarget > detectionRadius)
{
targetedEnemy.targetPoint.SetActive(false);
targetedEnemy = null;
}
}
if (targetedEnemy == null)
{
Collider[] detectedEnemies = Physics.OverlapSphere(transform.position, detectionRadius, enemyLayer);
Enemy closestEnemy = null;
float minDistance = float.MaxValue;
foreach (Collider collider in detectedEnemies)
{
float distance = Vector3.Distance(transform.position, collider.transform.position);
if (distance < minDistance)
{
closestEnemy = collider.GetComponent<Enemy>();
minDistance = distance;
}
}
if (closestEnemy && closestEnemy.enemyState != Enemy.EnemyState.Die)
{
rayDirection = (closestEnemy.transform.position - transform.position).normalized;
if (targetedEnemy != null)
targetedEnemy.targetPoint.SetActive(false);
targetedEnemy = closestEnemy;
targetedEnemy.targetPoint.SetActive(true);
}
else
{
return; // 만약 타겟이 설정되지 않았으면 Ray 발사를 중단
}
}
else
{
rayDirection = (targetedEnemy.transform.position - transform.position).normalized;
}
RaycastHit hit;
if (Physics.Raycast(rayStartPosition, rayDirection, out hit, detectionRadius, enemyLayer | wallLayer))
{
// 저장된 Ray의 시작점과 끝점
rayStart = rayStartPosition;
rayEnd = hit.point; // Ray가 부딪힌 지점까지만 선을 그림
if (hit.collider.GetComponent<Enemy>())
{
}
else if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Wall"))
{
if (targetedEnemy != null)
{
targetedEnemy.targetPoint.SetActive(false);
targetedEnemy = null;
}
}
}
}
void LookAtEnemy(Transform enemyTransform)
{
Vector3 lookDirection = enemyTransform.position - transform.position;
lookDirection.y = 0;
Quaternion rotation = Quaternion.LookRotation(lookDirection);
transform.rotation = rotation;
}
void HandleAnimation()
{
animator.SetInteger("state", (int)currentState);
}
private void OnDrawGizmos()
{
Gizmos.color = Color.white;
Gizmos.DrawWireSphere(this.transform.position, detectionRadius);
// 저장된 Ray의 정보를 기반으로 선을 그림
Gizmos.color = Color.red;
Gizmos.DrawLine(rayStart, rayEnd);
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("Enemy"))
{
GameManager.Instance.PlayerHP -= 1; // HP 감소
Debug.Log("Player HP: " + GameManager.Instance.PlayerHP);
if (GameManager.Instance.PlayerHP <= 0)
{
// 플레이어가 죽는 코드
}
}
}
}
public enum AnimationState
{
Idle,
Run,
Attack,
Reload,
GetHit,
Die
}
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