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Object_Controller.cs
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697 lines (597 loc) · 19.7 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public struct objinfo
{
public string objname;
public bool isMyteam;
public float movespeed;
public float attackspeed;
public float attackrange;
public float hp;
public float mp;
public float criticalchance;
public int dmg;
public float skilldmg;
public string attackeffectname;
public string skilleffectname;
public bool isbullet;
public string bulletname;
public bool isskillsplash;
public float skillsp;
public Vector3 skillrange;
}
public class Object_Controller : MonoBehaviour
{
// 프리팹 저장 애니메이터
private Animator m_animator;
// 오브젝트 설정 구조체
public objinfo m_objinfo;
#region 오브젝트 info
// 적 아군 구분 boolean
public bool m_isMyteam = true;
// 이름
private string m_name;
// 이동속도
private float m_movespeed = 2.0f;
// 공격 범위
private float m_attackrange = 0.7f;
// 현재피
public float m_hp = 10;
// 피통
public float m_maxhp = 10;
// 현재 마나
public float m_sp = 0;
// 마나통
public float m_maxsp = 10;
// 스킬 소모sp
public float m_skillsp = 10;
// 데미지
private int m_damage = 5;
// 스킬데미지
public float m_skilldamage = 10f;
// 크리확률
private float m_criticalchance = 0;
// 크리데미지
private float m_criticaldmg = 1.5f;
// 일반공격 스플래쉬 여부
public bool m_isAttackSplash = false;
// 공격 당 sp 획득 값
public float gainSpPerhit = 2.0f;
// skill splash 여부
public bool m_isSkillsplash = false;
// skill range
public Vector3 m_skillRange;
// 공격 이펙트
private string m_attackEffectName;
// 스킬 이펙트
private string m_skillEffectName;
// 투사체 여부
private bool m_isbullet = false;
// 투사체 이펙트
private string m_bulletname;
#endregion
#region 타겟 관련
// 타겟 오브젝트 포인터
GameObject target;
// 타겟과의 거리
float distancefromtarget = 0;
#endregion
#region State 및 시간관리
public string state = "idle";
// 투사체 딜레이
private float m_bulletDelay = 0.3f;
// 공격 속도 ( 공격 콜 사이 간격 )
private float m_attackspeed = 3.0f;
// 공격 시간 카운터
float m_attacktime = 0;
// 스킬 시간 카운터
public float m_skillAniTime = 3.0f;
// 죽음 시간 카운터
float m_deathTime = 2.0f;
private bool isdeath = false;
#endregion
// Start is called before the first frame update
void Start()
{
// 애니메이터 불러오기
m_animator = gameObject.GetComponent<Animator>();
// 프리팹 이름
m_name = m_objinfo.objname;
// 적아군구분
m_isMyteam = m_objinfo.isMyteam;
// 이동속도(높을수록 빠름)
m_movespeed = m_objinfo.movespeed;
// 공격속도(낮을수록 빠름)
m_attackspeed = m_objinfo.attackspeed;
// 어택범위(높을수록 멀리)
m_attackrange = m_objinfo.attackrange;
// 피통(높을수록 피통)
m_hp = m_objinfo.hp;
// 맥스피통
m_maxhp = m_objinfo.hp;
// 마나통
m_maxsp = m_objinfo.mp;
// 데미지(높을수록 강함)
m_damage = m_objinfo.dmg;
// 스킬 데미지
m_skilldamage = m_objinfo.skilldmg;
// 크리티컬확률(높을수록 확률)
m_criticalchance = m_objinfo.criticalchance;
// 스킬 범위
m_skillRange = m_objinfo.skillrange;
// 범위스킬여부
m_isSkillsplash = m_objinfo.isskillsplash;
// 투사체 오브젝트여부
m_isbullet = m_objinfo.isbullet;
// 투사체 이름
m_bulletname = m_objinfo.bulletname;
//스킬 소모값
m_skillsp = m_objinfo.skillsp;
// 이펙트이름저장
if (m_objinfo.attackeffectname!=null)
m_attackEffectName = m_objinfo.attackeffectname;
//스킬이펙트 이름저장
if (m_objinfo.skilleffectname != null)
m_skillEffectName = m_objinfo.skilleffectname;
}
// Update is called once per frame
void Update()
{
#region FSM
switch (state)
{
#region 기본
// 기본 애니메이션
case "idle":
{
if (m_isMyteam)
{
m_animator.SetInteger("Moving", 0);
if (GameSceneSingleton.Enermy_list.Count != 0)
{
StateFollow(search_nearobj(this.transform.position));
}
break;
}
else
{
m_animator.SetInteger("Moving", 0);
if (GameSceneSingleton.Player_list.Count != 0)
{
StateFollow(search_nearobj(this.transform.position));
}
break;
}
}
#endregion
#region 이동
// 추적 애니메이션
case "follow":
{
if(!targetserch())
{
target = null;
state = "idle";
break;
}
if(targetinRange())
{
state = "attack";
break;
}
m_animator.SetInteger("Moving", 1);
chaseEnermy();
break;
}
#endregion
#region 공격
// 공격 애니메이션
case "attack":
{
// 어택 idle 애니
m_animator.SetInteger("Moving", 0);
// 어택 시간에 따라 공격애니메이션 키고 어택 함수
m_attacktime -= Time.deltaTime;
if (m_attacktime < 0)
{
if (m_sp >= m_skillsp)
{
state = "skill";
m_attacktime = m_skillAniTime;
break;
}
m_animator.SetTrigger("Attack");
StartCoroutine("attacktarget");
m_attacktime = m_attackspeed;
}
if(!targetserch())
{
state = "idle";
m_attacktime = m_attackspeed;
break;
}
break;
}
#endregion
#region 스킬
// 스킬 애니메이션
case "skill":
{
//if (m_attacktime == m_skillAniTime)
//{
m_sp = 0;
m_animator.SetTrigger("Attack");
StartCoroutine("castSkill");
// }
// if(m_attacktime < 0)
// {
print("공격으로 돌아감");
state = "attack";
break;
// m_attacktime = m_attackspeed;
// }
// m_attacktime -= Time.deltaTime;
// break;
}
#endregion
#region 죽음
// 죽음 애니메이션
case "death":
{
if (!isdeath)
{
isdeath = true;
StartCoroutine(DeathandDestroy());
}
break;
}
#endregion
}
#endregion
}
#region 이동
void chaseEnermy()
{
Vector3 dir = target.transform.position - transform.position;
dir.Normalize();
gameObject.transform.localPosition += (dir * m_movespeed * Time.deltaTime);
}
#endregion
#region 추적
bool targetserch()
{
if (m_isMyteam)
{
if (GameSceneSingleton.Enermy_list.Count != 0)
{
target = search_nearobj(this.transform.position);
return true;
}
else
{
return false;
}
}
else
{
if (GameSceneSingleton.Player_list.Count != 0)
{
target = search_nearobj(this.transform.position);
return true;
}
else
{
return false;
}
}
}
bool targetinRange()
{
if (distancefromtarget < m_attackrange)
return true;
else
return false;
}
void StateFollow(GameObject _target)
{
target = _target;
state = "follow";
}
// 가장 먼적 추적
GameObject search_farestobj(Vector3 my)
{
if (m_isMyteam)
{
GameObject enermy = GameSceneSingleton.Enermy_list[0];
distancefromtarget = Vector3.Distance(my, enermy.transform.position);
foreach (GameObject i in GameSceneSingleton.Enermy_list)
{
float distance = Vector3.Distance(my, i.transform.position);
if (distance > distancefromtarget)
{
enermy = i;
distancefromtarget = distance;
}
}
return enermy;
}
else
{
GameObject enermy = GameSceneSingleton.Player_list[0];
distancefromtarget = Vector3.Distance(my, enermy.transform.position);
foreach (GameObject i in GameSceneSingleton.Player_list)
{
float distance = Vector3.Distance(my, i.transform.position);
if (distance > distancefromtarget)
{
enermy = i;
distancefromtarget = distance;
}
}
return enermy;
}
}
//가장 가까운적 추적
GameObject search_nearobj(Vector3 my)
{
if (m_isMyteam)
{
GameObject enermy = GameSceneSingleton.Enermy_list[0];
distancefromtarget = Vector3.Distance(my, enermy.transform.position);
foreach (GameObject i in GameSceneSingleton.Enermy_list)
{
float distance = Vector3.Distance(my, i.transform.position);
if (distance < distancefromtarget)
{
enermy = i;
distancefromtarget = distance;
}
}
return enermy;
}
else
{
GameObject enermy = GameSceneSingleton.Player_list[0];
distancefromtarget = Vector3.Distance(my, enermy.transform.position);
foreach (GameObject i in GameSceneSingleton.Player_list)
{
float distance = Vector3.Distance(my, i.transform.position);
if (distance < distancefromtarget)
{
enermy = i;
distancefromtarget = distance;
}
}
return enermy;
}
}
#endregion
#region 일반공격
IEnumerator attacktarget()
{
// 투사체 발사여부
if (m_isbullet == true)
{
yield return new WaitForSeconds(m_bulletDelay);
var newbullet = Instantiate(GameSceneSingleton.SingletonBullet_list[m_bulletname]) as GameObject;
var bulletscript = newbullet.GetComponent<BulletScript>();
bulletscript.target = target;
bulletscript.shooter = gameObject;
bulletscript.m_movespeed = 4f;
bulletscript.m_boomRange = 0.7f;
bulletscript.m_isSkill = false;
newbullet.transform.position = transform.position + new Vector3(0.3f,0.8f,0);
yield break;
}
Damagecalc(target);
}
public void Damagecalc(GameObject _target)
{
// 데미지 계산
float dmg;
bool iscritical;
//크리티컬 계산
if (Random.Range(0, 100) < m_criticalchance)
{
dmg = Mathf.Round(m_damage * m_criticaldmg);
iscritical = true;
print("크리티컬");
}
else
{
dmg = m_damage;
iscritical = false;
}
// Sp Gain
if (m_sp < m_maxsp)
{
gainsp();
}
// 스플래쉬 일경우 타겟으로부터 레인지박스 계산
if(m_isAttackSplash)
{
float x1 = _target.transform.position.x - (m_skillRange.x/2);
float x2 = _target.transform.position.x + (m_skillRange.x/2);
float y1 = _target.transform.position.y - (m_skillRange.y/2);
float y2 = _target.transform.position.y + (m_skillRange.y/2);
// 아군일경우
if (m_isMyteam)
{
foreach (var i in GameSceneSingleton.Enermy_list)
{
if(x1< i.transform.position.x &&
x2> i.transform.position.x &&
y1 < i.transform.position.y &&
y2 > i.transform.position.y)
{
i.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical, m_attackEffectName);
}
}
}
// 적팀일경우
else
{
foreach (var i in GameSceneSingleton.Player_list)
{
if (x1 < i.transform.position.x &&
x2 > i.transform.position.x &&
y1 < i.transform.position.y &&
y2 > i.transform.position.y)
{
i.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical, m_attackEffectName);
}
}
}
return;
}//splash
//스플래쉬 아닐경우
_target.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical,m_attackEffectName);
return;
}
#endregion
#region 스킬
IEnumerator castSkill()
{
// 투사체 발사여부
if (m_isbullet == true)
{
yield return new WaitForSeconds(m_bulletDelay);
var newbullet = Instantiate(GameSceneSingleton.SingletonBullet_list[m_bulletname]) as GameObject;
var bulletscript = newbullet.GetComponent<BulletScript>();
bulletscript.target = target;
bulletscript.shooter = gameObject;
bulletscript.m_movespeed = 4f;
bulletscript.m_boomRange = 0.7f;
bulletscript.m_isSkill = true;
newbullet.transform.position = transform.position + new Vector3(0.3f, 0.8f, 0);
yield break;
}
SkillDamagecalc(target);
}
public void SkillDamagecalc(GameObject _target)
{
print(gameObject.name + "의 스킬 발동");
// 데미지 계산
float dmg;
bool iscritical;
//크리티컬 계산
if (Random.Range(0, 100) < m_criticalchance)
{
dmg = Mathf.Round(m_skilldamage * m_criticaldmg);
iscritical = true;
print("크리티컬");
}
else
{
dmg = m_skilldamage;
iscritical = false;
}
// 스플래쉬 일경우 타겟으로부터 레인지박스 계산
if (m_isSkillsplash)
{
float x1 = _target.transform.position.x - (m_skillRange.x / 2);
float x2 = _target.transform.position.x + (m_skillRange.x / 2);
float y1 = _target.transform.position.y - (m_skillRange.y / 2);
float y2 = _target.transform.position.y + (m_skillRange.y / 2);
// 아군일경우
if (m_isMyteam)
{
foreach (var i in GameSceneSingleton.Enermy_list)
{
if (x1 < i.transform.position.x &&
x2 > i.transform.position.x &&
y1 < i.transform.position.y &&
y2 > i.transform.position.y)
{
print("몇마리");
i.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical, m_skillEffectName);
}
}
}
// 적팀일경우
else
{
foreach (var i in GameSceneSingleton.Player_list)
{
if (x1 < i.transform.position.x &&
x2 > i.transform.position.x &&
y1 < i.transform.position.y &&
y2 > i.transform.position.y)
{
i.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical, m_skillEffectName);
}
}
}
return;
}//splash
//스플래쉬 아닐경우
_target.GetComponent<Object_Controller>().DamageTaken(dmg, iscritical, m_skillEffectName);
return;
}
#endregion
#region 데미지 교환
public void DamageTaken(float _dmg, bool iscritical, string m_attackEffectName)
{
m_hp -= _dmg;
dmgtext(_dmg, iscritical);
EffectGenerate(m_attackEffectName, transform.position);
StartCoroutine("takeDamageCoroutin");
}
IEnumerator takeDamageCoroutin()
{
if (m_hp < 0)
{
state = "death";
yield return null;
}
var renderer = GetComponent<SpriteRenderer>();
yield return new WaitForSeconds(m_attackspeed * 0.15f);
renderer.color = new Color32(255, 60, 60, 255);
yield return new WaitForSeconds(0.2f);
renderer.color = new Color32(255, 255, 255, 255);
yield return null;
}
void gainsp(bool m_iscritical = false)
{
if ((m_maxsp - m_sp) < gainSpPerhit)
{
m_sp = m_maxsp;
return;
}
m_sp += gainSpPerhit;
}
void dmgtext(float _dmg, bool iscritial)
{
var dmgtext = Instantiate(GameSceneSingleton.floatingtext);
dmgtext.transform.SetParent(transform);
dmgtext.transform.localPosition = new Vector3(0, GetComponent<BoxCollider2D>().size.y + 0.5f, 0);
var dmgtext_set = dmgtext.GetComponent<floatingtext>();
dmgtext_set.m_damage = _dmg;
if (iscritial)
{
dmgtext_set.m_iscritical = true;
}
}
#endregion
#region 이펙트
void EffectGenerate(string _effectname, Vector3 _targetposition)
{
var neweffect = Instantiate(GameSceneSingleton.SingletonEffect_list[_effectname]) as GameObject;
neweffect.transform.position = _targetposition + new Vector3(0, 0.5f, 0);
}
#endregion
#region 죽음
IEnumerator DeathandDestroy()
{
m_animator.SetTrigger("Death");
//리스트에서 선제거
GameSceneSingleton.EleminateObject(gameObject, m_isMyteam);
//데스타임 코루틴
yield return new WaitForSeconds(m_animator.GetCurrentAnimatorStateInfo(0).length);
Destroy(gameObject);
yield return null;
}
#endregion
}