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이번 시간에는 전투로 인한 캐릭터 파라미터를 만들고 변경되는 부분을 처리 하겠습니다

 

새로운 스크립트를 생성하고 이름을 CharacterParams 합니다

 

CharacterParams 스크립트 작성

 

 

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//CharacterParams는 플레이어의 파라미터 클래스와 몬스터 파라미터 클래스의 부모 클래스 역할을 하게됨
public class CharacterParams : MonoBehaviour
{
    //퍼블릭 변수가 아니라 약식프로퍼티,속성으로 지정
    //퍼블릭 변수와 똑같이 사용할수 있지만 유니티 인스펙터에 노출되는 것을 막고 보안을 위해정식 프로퍼티로 전환이 쉬워짐
    public int level { get; set; } 
    public int maxHp { get; set; }
    public int curHp { get; set; }
    public int attackMin { get; set; }
    public int attackMax { get; set; }
    public int defense { get; set; }
    public bool isDead { get; set; }

    void Start()
    {
        InitParams();
    }

    //나중에 CharacterParams 클래스를 상속한 자식클래스 에서 
    //InitParams 함수 에 자신만의 명령어를 추가하기만 하면 자동으로 필요한 명령어드이 실행
    public virtual void InitParams()
    {

    }

    public int GetRandomAttack()
    {
        int randAttack = Random.Range(attackMin, attackMax + 1);
        return randAttack;
    }

    public void SetEnemyAttack(int enemyAttackPower)
    {
        curHp -= enemyAttackPower;
        UpdateAfterReceiveAttack();
    }

    //캐릭터가 적으로 부터 공격을 받은 뒤에 자동으로 실행될 함수를 가상함수로 만듬
    protected virtual void UpdateAfterReceiveAttack()
    {
        print(name + "'s HP: " + curHp);
    }

}

 

 

 

 

그리고 새로운 스크립트를 생성하고 이름을  EnemyParams라 합니다

 

 

 

 

EnemyParams 스크립트 작성

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyParams : CharacterParams
{
    public string name;
    public int exp { get; set; }
    public int rewardMoney { get; set; }
    public override void InitParams()
    {
        name = "Monster";
        level = 1;
        maxHp = 50;
        curHp = maxHp;
        attackMin = 2;
        attackMax = 5;
        defense = 1;

        exp = 10;
        rewardMoney = Random.Range(10, 31);

        isDead = false;


    }

    protected override void UpdateAfterReceiveAttack()
    {
        base.UpdateAfterReceiveAttack();
    }
}

 

 

 

 

 

 

그리고 새로운 스크립트를 만들고 이름을 PlayerParams 라 합니다

 

 

PlayerParams 스크립트작성

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerParams : CharacterParams
{
    public string name { get; set; }
    public int curExp { get; set; }
    public int expToNextLevel { get; set; }
    public int money { get; set; }

    public override void InitParams()
    {
        name = "hong";
        level = 1;
        maxHp = 100;
        curHp = maxHp;
        attackMin = 5;
        attackMax = 8;
        defense = 1;

        curExp = 0;
        expToNextLevel = 100 * level;
        money = 0;

        isDead = false;
    }

    protected override void UpdateAfterReceiveAttack()
    {
        base.UpdateAfterReceiveAttack();
    }
}

 

 

 

 

 

Player 오브젝트를 선택하고 PlayerParams 스크립트를 Player 에 붙힘니다

 

 

 

 

 

 

Enemy 오브젝트를 선택하고 EnemyParams 스크립트를  Enemy에 붙힘니다

그리고 PlayerFSM 스크립트를 선택하고 수정하겠습니다

 

 

 

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerFSM : MonoBehaviour
{  
    public enum State
    {
        Idle,
        Move,
        Attack,
        AttackWait,
        Dead
    }
    //idle 상태를 기본 상태로 지정
    public State currentState = State.Idle;

    //마우수 클릭 지점,플레이어가 이동할 목적지의 좌표를 저장할 예정
    Vector3 curTargetPos;

    GameObject curEnemy;

    public float rotAnglePerSecond = 360f; //1초에 플레이어의 방향을 360도 회전한다

    public float moveSpeed = 2f; //초당 2미터의 속도로 이동

    float attackDelay = 2f; // 공격을 한번하고 다시 공격할때 까지의 지연시간

    float attackTimer = 0f; //공격을 하고 난 뒤에 경과되는 시간을 계산하기 위한 변수

    float attackDistance = 1.5f; // 공격 거리 (적과의 거리)

    float chaseDistance = 2.5f; // 전투 중 적이 도망가면 다시 추적을 시작 하기 위한 거리

    PlayerAni myAni;

    PlayerParams myParams;

    EnemyParams curEnemyParams;


    void Start()
    {
        myAni = GetComponent<PlayerAni>();
        //  myAni.ChangeAni(PlayerAni.ANI_WALK);

        myParams = GetComponent<PlayerParams>();

        myParams.InitParams();

        ChangeState(State.Idle, PlayerAni.ANI_IDLE);
    }

    public void AttackCalculate()
    {
        if (curEnemy == null)
        {
            return;
        }
        curEnemy.GetComponent<EnemyFSM>().ShowHitEffect();

        int attackPower = myParams.GetRandomAttack();
        curEnemyParams.SetEnemyAttack(attackPower);
    }

    // 적을 공격하기 위한 함수 
    public void AttackEnemy(GameObject enemy)
    {
        if (curEnemy != null && curEnemy == enemy)
        {
            return;
        }

        //적(몬스터)의 파라미터를 변수에 저장
        curEnemyParams = enemy.GetComponent<EnemyParams>();

        if (curEnemyParams.isDead == false)
        {
            curEnemy = enemy;
            curTargetPos = curEnemy.transform.position;

            ChangeState(State.Move, PlayerAni.ANI_WALK);
        }
        else
        {
            curEnemyParams = null;
        }
  
    }
    void ChangeState(State newState, int aniNumber)
    {
        if (currentState == newState)
        {
            return;
        }
        myAni.ChangeAni(aniNumber);
        currentState = newState;
    }

 

 


    //캐릭터의 상태가 바뀌면 어떤 일이 일어날지 를 미리 정의
    void UpdateState()
    {
        switch (currentState)
        {
            case State.Idle:

                IdleState();

                break;
            case State.Move:

                MoveState();

                break;
            case State.Attack:

                AttackState();

                break;
            case State.AttackWait:

                AttackWaitState();

                break;
            case State.Dead:

                DeadState();

                break;
            default:
                break;
        }
    }
   void IdleState()
    {

    }

    void MoveState()
    {
        TurnToDestination();
        MoveToDestination();
    }
    void AttackState()
    {
        attackTimer = 0f;

        //transform.LookAt(목표지점 위치) 목표지점을 향해 오브젝트를 회전 시키는 함수
        transform.LookAt(curTargetPos);
        ChangeState(State.AttackWait, PlayerAni.ANI_ATKIDLE);
    }
    void AttackWaitState()
    {
        if (attackTimer > attackDelay)
        {
            ChangeState(State.Attack, PlayerAni.ANI_ATTACK);

        }

        attackTimer += Time.deltaTime;
    }
    void DeadState()
    {

    }

    //MoveTo(캐릭터가 이동할 목표 지점의 좌표)
   public void MoveTo(Vector3 tPos)
    {
        curEnemy = null;
        curTargetPos = tPos;
        ChangeState(State.Move, PlayerAni.ANI_WALK);
    }

    void TurnToDestination()
    {
        // Quaternion lookRotation(회전할 목표 방향) : 목표 방향은 목적지 위치에서 자신의 위치를 빼면 구함
        Quaternion lookRotation = Quaternion.LookRotation(curTargetPos - transform.position);

        //Quaternion.RotateTowards(현재의 rotation값, 최종목표rotation 값, 최대 회전각)
        transform.rotation = Quaternion.RotateTowards(transform.rotation, lookRotation, Time.deltaTime * rotAnglePerSecond);
    }

    void MoveToDestination()
    {
        //Vector3.MoveTowards(시작지점, 목표지점,최대이동거리)
        transform.position = Vector3.MoveTowards(transform.position, curTargetPos,moveSpeed * Time.deltaTime);

        if (curEnemy == null)
        {
            //플레이어의 위치와 목표지점의 위치가 같으면, 상태를 Idle 상태로 바꾸라는 명령
            if (transform.position == curTargetPos)
            {
                ChangeState(State.Idle, PlayerAni.ANI_IDLE);
            }
        }
        else if (Vector3.Distance(transform.position,curTargetPos) < attackDistance)//Vector3.Distance(A,B):A와B사이의 거리
        {
            ChangeState(State.Attack, PlayerAni.ANI_ATTACK);
        }
    }
    void Update()
    {
        UpdateState();
    }
}

 

 

 

 

 

게임을 실행하고 플레이어가 적을 공격하였을때 콘솔창에 적의 HP 가 깍이는 것을 확인합니다

https://youtu.be/eKgHYr8TEsw

 

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