134 lines
6.2 KiB
C#
134 lines
6.2 KiB
C#
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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/// A05 학익진 — 플레이어 주변 범위 즉시 피해 + FX_SLASH 이펙트.
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/// PD 지시 (2026-05-13):
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/// - 1.5초 간격 (BaseCooldown 1.5)
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/// - 플레이어 주변 영역 (HitboxSize 반경) 내 적에게 피해
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/// - 공격력 10 (BaseDamage)
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/// - FX_SLASH 이펙트 재생 (data.OnHitFxPrefab)
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/// </summary>
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public class MeleeAreaSpawner : 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 — OffsetDistanceX = X 절대·OffsetDistance = Y 절대·OffsetXY = 이펙트만
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Vector2 playerPos = inventory.transform.position;
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Vector2 fxPos = playerPos + data.OffsetXY;
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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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// 이펙트 spawn — fxPos·HitFxScale·FxRotation·facing flip
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GameObject fxGo = null;
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float fxLifetime = 1f;
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if (data.OnHitFxPrefab != null)
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{
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fxGo = Object.Instantiate(data.OnHitFxPrefab, fxPos, Quaternion.Euler(0f, 0f, data.FxRotation));
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fxGo.hideFlags = HideFlags.DontSave; // PD 지시 2026-05-13 — Scene 저장 회피
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Vector3 s = fxGo.transform.localScale * data.HitFxScale;
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if (facing.x < 0f) s.x = -Mathf.Abs(s.x);
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fxGo.transform.localScale = s;
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fxLifetime = GetFxLifetime(fxGo);
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Object.Destroy(fxGo, fxLifetime + 0.2f);
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}
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// PD 지시 2026-05-13 — 박스 영역 Player 자식 영역 부착·매 frame Player 따라감
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Vector2 hitboxSize = data.HitboxSize;
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int damage = Mathf.Max(runtime.CalculateEffectiveDamage(), data.BaseDamage);
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float duration = Mathf.Max(data.BaseCooldown, 1f);
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var boxGo = new GameObject("MeleeHitbox_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 — 박스(판정) = facing 좌/우 sign 만 반영 · FxRotation 미적용 (시각 전용)
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float signX = facing.x < 0f ? -1f : 1f;
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boxGo.transform.localPosition = new Vector3(signX * data.OffsetDistance.x / lpx, data.OffsetDistance.y / lpy, 0f);
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boxGo.transform.localRotation = Quaternion.identity;
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boxGo.transform.localScale = new Vector3(hitboxSize.x / lpx, hitboxSize.y / 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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Object.Destroy(boxGo, duration);
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// PD 지시 2026-05-13 — DamageFrameDelay·반복 피해 영역 정합 (Player 영역 매 hit 시 영역 영역 영역)
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inventory.StartCoroutine(MeleeFixedHitDamageCoroutine(inventory, data, damage));
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}
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static System.Collections.IEnumerator MeleeFixedHitDamageCoroutine(PlayerSkillInventory inventory, ActiveSkillData data, int damage)
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{
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for (int i = 0; i < data.DamageFrameDelay; i++) yield return null;
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DoOverlapBoxFromPlayer(inventory, data, damage);
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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 (inventory == null) yield break;
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DoOverlapBoxFromPlayer(inventory, data, damage);
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}
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}
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}
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static void DoOverlapBoxFromPlayer(PlayerSkillInventory inventory, ActiveSkillData data, int damage)
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{
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if (inventory == null) return;
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// PD 지시 2026-05-13 — 박스(판정) = facing 좌/우 sign 만 · FxRotation 미적용
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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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float signX = facing.x < 0f ? -1f : 1f;
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Vector2 hitboxPos = (Vector2)inventory.transform.position
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+ new Vector2(signX * data.OffsetDistance.x, data.OffsetDistance.y);
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var cf = new ContactFilter2D();
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cf.useTriggers = false;
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var results = new Collider2D[32];
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int n = Physics2D.OverlapBox(hitboxPos, data.HitboxSize, 0f, cf, results);
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for (int i = 0; i < n; i++)
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{
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var c = results[i];
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if (c == null) continue;
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var e = c.GetComponent<EnemyController>();
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if (e == null) continue;
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var h = c.GetComponent<Health>();
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if (h == null || !h.IsAlive) continue;
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h.DecrementBypassInvulnWithHit(damage);
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if (!h.IsAlive) Schedule<EnemyDeath>().enemy = e;
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}
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}
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static void AutoDestroyFx(GameObject fxGo)
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{
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if (fxGo == null) return;
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Object.Destroy(fxGo, GetFxLifetime(fxGo) + 0.2f);
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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 1f;
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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 Mathf.Max(max, 1f);
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}
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}
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}
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