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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