142 lines
7.4 KiB
C#
142 lines
7.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Platformer.Mechanics;
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using Platformer.Gameplay;
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using static Platformer.Core.Simulation;
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namespace EerieVillage.Skills.Effectors
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{
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/// <summary>
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/// 레이저 Effector — FX_Dragonfire 레이저.
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/// PD 지시 (2026-05-13):
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/// - 3초마다 발사 (BaseCooldown 3)
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/// - 캐릭터 위치에서 정면 방향 발사
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/// - 40프레임 이후부터 이펙트 소멸 시점까지 0.5초 간격 5 데미지
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/// - 경로 상 긴 범위 내 적 (HitboxSize.x=길이·HitboxSize.y=폭)
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/// </summary>
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public class LaserSpawner : IEffector
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{
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public void Trigger(ActiveSkillRuntime runtime, PlayerSkillInventory inventory)
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{
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var data = runtime.ActiveData;
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// PD 지시 2026-05-13 분리 — OffsetDistance(forwardDir) = 히트박스만·OffsetXY = 이펙트만
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Vector2 facing = Vector2.right;
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var pc = inventory.GetComponent<PlayerController>();
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if (pc != null) facing = pc.Facing;
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// PD 지시 2026-05-13 — FxRotation 은 이펙트(시각) 전용. 박스(판정) 은 facing 만 반영.
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float baseAngle = Mathf.Atan2(facing.y, facing.x) * Mathf.Rad2Deg; // 박스 회전 = facing 만 (좌/우)
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float fxAngle = baseAngle + data.FxRotation; // 이펙트 회전 = facing + FxRotation
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Vector2 boxForward = facing.normalized; // 박스 진행 방향 = facing (FxRotation 미적용)
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Vector2 playerPos = inventory.transform.position;
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Vector2 fxPos = playerPos + data.OffsetXY; // 이펙트 위치
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// 이펙트 spawn — fxPos·HitFxScale·facing+FxRotation 적용
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GameObject fx = null;
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if (data.OnHitFxPrefab != null)
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{
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fx = Object.Instantiate(data.OnHitFxPrefab, (Vector3)fxPos, Quaternion.Euler(0f, 0f, fxAngle));
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fx.hideFlags = HideFlags.DontSave;
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fx.transform.SetParent(inventory.transform, true);
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fx.transform.localScale *= data.HitFxScale;
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// PD 지시 2026-05-13 — ParticleSystem 명시 Play
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foreach (var ps in fx.GetComponentsInChildren<ParticleSystem>(true)) { var m = ps.main; m.scalingMode = ParticleSystemScalingMode.Hierarchy; ps.Play(true); }
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}
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float fxLifetime = GetFxLifetime(fx);
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// PD 지시 2026-05-13 — fx AutoDestroy 누락 fix·unscaledTime cap (Time.timeScale=0 영역 잔존 차단)
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if (fx != null) FxAutoDestroyUnscaled.Attach(fx, Mathf.Min(fxLifetime + 0.2f, 5f));
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int damage = Mathf.Max(data.BaseDamage, 1);
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float length = Mathf.Max(data.HitboxSize.x, 1f);
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float width = Mathf.Max(data.HitboxSize.y, 0.5f);
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// 박스 = Player 자식 부착·facing 만 회전 (FxRotation 미적용)
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var boxGo = new GameObject("LaserHitbox_Debug");
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boxGo.hideFlags = HideFlags.DontSave;
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boxGo.transform.SetParent(inventory.transform, false);
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float lpx = inventory.transform.lossyScale.x != 0f ? Mathf.Abs(inventory.transform.lossyScale.x) : 1f;
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float lpy = inventory.transform.lossyScale.y != 0f ? Mathf.Abs(inventory.transform.lossyScale.y) : 1f;
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// PD 지시 2026-05-13 — OffsetDistance.x 는 facing sign 반영 (좌/우 반전)
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float signX = facing.x < 0f ? -1f : 1f;
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float localX = (signX * data.OffsetDistance.x + boxForward.x * length * 0.5f) / lpx;
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float localY = (data.OffsetDistance.y + boxForward.y * length * 0.5f) / lpy;
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boxGo.transform.localPosition = new Vector3(localX, localY, 0f);
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boxGo.transform.localRotation = Quaternion.Euler(0f, 0f, baseAngle); // facing 만
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boxGo.transform.localScale = new Vector3(length / lpx, width / lpy, 1f);
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var sr = boxGo.AddComponent<SpriteRenderer>();
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sr.sprite = HitboxDebug.GetWhiteSprite();
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sr.color = new Color(1f, 0f, 0f, 0.35f);
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sr.sortingOrder = 100;
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sr.enabled = HitboxDebug.ShowDebugVisuals;
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Object.Destroy(boxGo, fxLifetime + 0.2f);
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// PD 지시 2026-05-13 — DamageFrameDelay·반복 피해 영역 정합 (Player 영역 매 hit 시 영역 영역)
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inventory.StartCoroutine(LaserFixedHitDamageCoroutine(inventory, fx, data, damage, length, width));
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}
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static IEnumerator LaserFixedHitDamageCoroutine(PlayerSkillInventory inventory, GameObject fx, ActiveSkillData data, int damage, float length, float width)
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{
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for (int i = 0; i < data.DamageFrameDelay; i++) yield return null;
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if (fx == null || inventory == null) yield break;
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ApplyLaserDamage(inventory, data, damage, length, width);
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if (data.EnableRepeatDamage)
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{
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int remaining = Mathf.Max(0, data.MaxHitCount - 1);
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int interval = Mathf.Max(1, data.RepeatFrameInterval);
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for (int hit = 0; hit < remaining; hit++)
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{
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for (int i = 0; i < interval; i++) yield return null;
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if (fx == null || inventory == null) yield break;
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ApplyLaserDamage(inventory, data, damage, length, width);
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}
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}
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}
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// PD 지시 2026-05-13 — 판정 방향 = facing 만 (FxRotation 은 시각 전용·박스 미적용)
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static void ApplyLaserDamage(PlayerSkillInventory inventory, ActiveSkillData data, int damage, float length, float width)
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{
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if (inventory == null) return;
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Vector2 facing = Vector2.right;
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var pc = inventory.GetComponent<PlayerController>();
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if (pc != null) facing = pc.Facing;
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Vector2 forwardDir = facing.normalized; // 판정 진행 방향 = facing 만
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float signX = facing.x < 0f ? -1f : 1f; // OffsetDistance.x 좌/우 반전
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Vector2 origin = (Vector2)inventory.transform.position
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+ new Vector2(signX * data.OffsetDistance.x, data.OffsetDistance.y);
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var enemies = Object.FindObjectsByType<EnemyController>(FindObjectsSortMode.None);
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int hits = 0;
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foreach (var e in enemies)
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{
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if (e == null) continue;
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Vector2 toEnemy = (Vector2)e.transform.position - origin;
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float along = Vector2.Dot(toEnemy, forwardDir);
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if (along < 0f || along > length) continue;
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Vector2 perpVec = toEnemy - forwardDir * along;
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if (perpVec.magnitude > width * 0.5f) continue;
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var h = e.GetComponent<Health>();
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if (h == null || !h.IsAlive) continue;
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h.DecrementBypassInvulnWithHit(damage);
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hits++;
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if (!h.IsAlive) Schedule<EnemyDeath>().enemy = e;
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}
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}
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static float GetFxLifetime(GameObject fxGo)
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{
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if (fxGo == null) return 2f;
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var psList = fxGo.GetComponentsInChildren<ParticleSystem>(true);
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float max = 0f;
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foreach (var ps in psList)
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{
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var main = ps.main;
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float t = main.duration + main.startLifetime.constantMax;
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if (t > max) max = t;
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}
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return max > 0.1f ? max : 2f;
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}
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}
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}
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