Project_WL/Assets/Script/Character/Mob/MobActor.cs

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2024-12-15 01:39:39 +00:00
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
public enum eMobStatus { PatrolWait, PatrolRot, Patroling, Battle, BattleStop, Attack, Chase, }
public class MobActor : Actor
{
public int MagicID, HealCount;
public float HealRate = 0.1f;
protected int m_SpawnerId;
protected eMobStatus MobStatus;
Vector3 OriginalPos, TargetPatrolPos;
float m_PatrolDelay, m_DieTime;
bool b_IsFirstAttack, NoUpdate_byTool;
protected MonsterAppearData m_MonsterAppearData;
protected MonsterTableData m_MonsterTableData;
Action<int> m_actDie;
protected MobMark m_MobMark;
protected override void Start()
{
base.Start();
GetComponent<Rigidbody>().isKinematic = true;
}
public override void Set(bool isEnemy, Actor owner, ServerData sdata, int _id, bool _stop, bool _ui = false)
{
base.Set(isEnemy, owner, sdata, _id, _stop);
if (MagicID > 0) m_Magic = new UseMagicInfo { m_SkillTableData = table_skilllist.Ins.Get_Data_orNull(MagicID), m_uiIndex = -1 };
m_SpawnerId = _id;
m_MonsterAppearData = table_monsterappear.Ins.Get_Data_orNull(m_SpawnerId);
//var chapter = InGameInfo.Ins.Get_CurStageData().Chapter;
if (transform.localScale.x > 1f)
{
m_NavMeshAgent.stoppingDistance = m_NavStopDistance * transform.localScale.x;
if (m_AttackType == eAttackType.Physics && m_NavMeshAgent.stoppingDistance > 7f) m_NavMeshAgent.stoppingDistance = 7f;
//else m_AttackType == eAttackType.Range && m_NavMeshAgent.stoppingDistance > 20f) m_NavMeshAgent.stoppingDistance = 20f;
}
if (m_SubRole == eSubRol.Dummy) IsStop = true;
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest") return;
#endif
Set_RunSmoke(false);
Set_Warp(Get_position());
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
}
public void Set(eRole role, MonsterTableData mobtable, Vector3 pos, Action<int> actDie, int order)
{
m_Role = role;
m_actDie = actDie;
bool IsBoss = IsRole(eRole.Boss);
m_MonsterTableData = mobtable;
var scale = m_MonsterTableData.f_DefaultScale;
if (!DSUtil.CheckNull(m_MonsterTableData)) transform.localScale = (IsBoss ? 1.3f : 1f) * scale * Vector3.one;
if (!IsBoss) IsBoss = scale > 2f;
m_AttackType = m_MonsterTableData.e_AttackType;
b_IsFirstAttack = m_MonsterTableData.b_IsFirstAttack;
//var chapter = InGameInfo.Ins.Get_CurStageData().Chapter;
//if (IsBoss && chapter < 101) { GameUI.Ins.IngameUI.m_BossInfoUI.Set(m_MonsterTableData.Get_Name()); }
// 순찰 모드로 전환
transform.SetPositionAndRotation(pos, Quaternion.identity);
OriginalPos = pos;
Change_MobStatus(eMobStatus.PatrolWait);
// 몹 스탯 설정
m_Stat = new ActorStatInfo(m_Role, m_MonsterTableData, m_MonsterAppearData);
Reset_AttackCoolTime();
m_NavMeshAgent.speed = (float)m_Stat.Get_Stat(eStat.FinalMoveSpeed);
m_NavMeshAgent.avoidancePriority = 51 + order;
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest")
{
transform.localPosition = Vector3.zero;
return;
}
#endif
//GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.MeetMob, mobid = m_MonsterTableData.n_MonsterID });
}
public override void On_Regen()
{
base.On_Regen();
Set_Warp(OriginalPos);
Change_MobStatus(eMobStatus.PatrolWait);
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
}
protected override void Awake()
{
base.Awake();
m_NavMeshAgent.avoidancePriority = 51;
tag = "Mob";
}
protected override void Update()
{
if (NoUpdate_byTool || IsStop || IsDead() || IsCC()) return;
Update_ETC();
// 순찰 중
switch (MobStatus)
{
case eMobStatus.PatrolWait:
if (m_PatrolDelay > 0f)
m_PatrolDelay -= Time.deltaTime;
else
Change_MobStatus(eMobStatus.PatrolRot);
Check_Battle();
break;
case eMobStatus.PatrolRot:
// TargetPatrolPos 위치를 바라봄
Vector3 directionToTarget = (TargetPatrolPos - transform.position).normalized;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(directionToTarget.x, 0, directionToTarget.z));
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
if (Quaternion.Angle(transform.rotation, lookRotation) < 5f)
Change_MobStatus(eMobStatus.Patroling);
//Check_Battle();
break;
case eMobStatus.Patroling:
// TargetPatrolPos 위치로 이동함
if (Complete_Destination())
Change_MobStatus(eMobStatus.PatrolWait);
//Check_Battle();
break;
case eMobStatus.BattleStop:
Change_MobStatus(eMobStatus.PatrolRot);
Heal(1f);
break;
case eMobStatus.Battle:
if (!DSUtil.CheckNull(m_Target))
{
if (CurAnim < eAnim.Attack && Vector3.Distance(Get_position(), m_Target.Get_position()) > m_NavMeshAgent.stoppingDistance)
{
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3))
Change_MobStatus(eMobStatus.Chase);
}
else
Change_MobStatus(eMobStatus.Attack);
}
else
Change_MobStatus(eMobStatus.BattleStop);
Check_Patrol();
break;
case eMobStatus.Attack:
if (!DSUtil.CheckNull(m_Target))
{
if (m_Target.IsDead())
{
Check_Battle();
if (MobStatus == eMobStatus.Attack) // 다음 타겟 못 찾았음
Change_MobStatus(eMobStatus.PatrolWait);
}
else
{
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && Vector3.Distance(m_Target.Get_position(), Get_position()) > m_MonsterTableData.f_BaseATKRange + 0.5f)
Change_MobStatus(eMobStatus.Chase);
else if (m_attackCoolTime <= 0f)
{
m_attackCoolTime = 1f;
Play_Attack(0, m_MonsterTableData.f_BaseATKSpeed);
}
}
}
else
Change_MobStatus(eMobStatus.BattleStop);
break;
case eMobStatus.Chase:
if (!DSUtil.CheckNull(m_Target))
{
Set_Path(m_Target.Get_position());
if (Vector3.Distance(Get_position(), m_Target.Get_position()) <= m_NavMeshAgent.stoppingDistance)
Change_MobStatus(eMobStatus.Attack);
}
Check_Patrol();
break;
}
{
if (m_attackCoolTime > 0f) m_attackCoolTime -= Time.deltaTime;
if (m_HitTime > 0f) { m_HitTime -= Time.deltaTime; if (m_attackCoolTime > 0f) return; }
if (GoToTargetTime > 0f && IsAutoAIMob()) GoToTargetTime -= Time.deltaTime;
//// 일정 시간이 지나면 가장 가까운 적을 다시 찾아봄
//if (FindOtherTargetTime > 0f)
//{
// FindOtherTargetTime -= Time.deltaTime;
// if (FindOtherTargetTime <= 0f)
// {
// FindOtherTargetTime = 7.5f;
// FindNextTarget(m_FindDist);
// }
//}
}
}
protected void Change_MobStatus(eMobStatus mobStatus)
{
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest") return;
#endif
MobStatus = mobStatus;
switch (mobStatus)
{
case eMobStatus.PatrolWait:
Del_Target();
Play_Idle();
m_PatrolDelay = m_MonsterTableData.f_PatrolWaitTime;
if (m_NavMeshAgent.isOnNavMesh && !IsCC()) m_NavMeshAgent.isStopped = false;
m_NavMeshAgent.stoppingDistance = 0.1f;
break;
case eMobStatus.PatrolRot:
Del_Target();
if (m_NavMeshAgent.isOnNavMesh && !IsCC()) m_NavMeshAgent.isStopped = false;
TargetPatrolPos = DSUtil.Get_RandomPos_onNavMesh(OriginalPos, m_MonsterAppearData.f_PatrolRange - 1f, m_MonsterAppearData.f_PatrolRange);
break;
case eMobStatus.Patroling:
Del_Target();
Play_Run();
Set_Path(TargetPatrolPos);
m_NavMeshAgent.stoppingDistance = 0.1f;
break;
case eMobStatus.Battle:
m_NavMeshAgent.stoppingDistance = m_MonsterTableData.f_BaseATKRange;
FindNextTarget(10000f);
break;
case eMobStatus.BattleStop:
Del_Target();
Play_Idle();
StopMove_Imm();
break;
case eMobStatus.Attack:
break;
case eMobStatus.Chase:
Play_Run();
break;
}
}
void Check_Battle()
{
if (b_IsFirstAttack)
{ // 선공이고, 플레이어가 추적 범위 안에 들어오면 전투 상태로 전환
var enemies = ActorInfo.Ins.Get_EnemyActors(IsEnemy(), Get_position(), m_MonsterTableData.f_BaseChaseRange);
if (enemies.Count > 0)
Change_MobStatus(eMobStatus.Battle);
}
}
void Check_Patrol()
{
// 플레이어가 추적 범위 밖으로 나가면 순찰 상태로 전환
if (!isPlaying(eAnim.Attack, eAnim.Attack2, eAnim.Attack3) && m_Target == null || Vector3.Distance(OriginalPos, Get_position()) > m_MonsterTableData.f_BaseChaseRange)
Change_MobStatus(eMobStatus.BattleStop);
}
//protected override void Check_Attack()
//{
// // 현재 애니메이션 상태 정보를 가져옴
// AnimatorStateInfo stateInfo = m_animation.GetCurrentAnimatorStateInfo(0);
// // 애니메이션의 특정 구간 (예: 30%에서 40% 사이) 확인
// if (stateInfo.normalizedTime >= 0.3f && stateInfo.normalizedTime <= 0.4f && stateInfo.IsName("attack"))
// {
// // 데미지를 한 번만 적용
// if (!hasAppliedDamage)
// {
// switch (CurAnim)
// {
// case eAnim.Attack:
// case eAnim.Attack2:
// case eAnim.Attack3:
// case eAnim.Attack4:
// switch (m_AttackType)
// {
// // 근접
// case eAttackType.MeleePhysics:
// case eAttackType.MeleeMagic:
// case eAttackType.MeleePure:
// m_Target.Get_Damage(Get_DamageInfo());
// break;
// // 원거리
// case eAttackType.RangePhysics:
// case eAttackType.RangeMagic:
// case eAttackType.RangePure:
// ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile, this, m_Target, 1f, tfs_ProjectileStart[0].position);
// break;
// }
// break;
// case eAnim.Skill1:
// case eAnim.Skill2:
// break;
// }
// hasAppliedDamage = true; // 데미지가 적용되었음을 표시
// }
// }
// else
// {
// // 구간을 벗어나면 다시 데미지 적용 가능하도록 설정
// hasAppliedDamage = false;
// }
//}
bool IsAutoAIMob() { return IsRole(eRole.Mob) || IsRole(eRole.Boss); }
public void Set_Target(Actor _target) { m_Target = _target; }
void FindNextTarget(float _dist)
{
switch (m_SubRole)
{
case eSubRol.Healer:
var allies = ActorInfo.Ins.Get_AlliesActors(IsEnemy(), Get_position());
var hurts = allies.FindAll(f => f.Get_HP() < f.Get_MaxHP());
m_Target = hurts.Count > 0 ? hurts[0] : null;
break;
case eSubRol.Dummy:
break;
case eSubRol.None:
case eSubRol.Ore:
case eSubRol.Witch:
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position());
// 내가 타게팅했으니 너도 날 타게팅 할 수 있어야 한다.
if (m_Target != null)
{
//ActorInfo.Ins.Add_FindTarget_AllPC(m_Target.IsEnemy(), m_Role, m_SpawnerId);
if (IsRole(eRole.QuestMob))
GoToTargetTime = 0f;
}
break;
}
}
protected override void Kill_OnePunch(DamageInfo dinfo)
{
base.Kill_OnePunch(dinfo);
if (!DSUtil.CheckNull(dinfo.Beater_pd) &&
!DSUtil.CheckNull(dinfo.Beater_pd.m_SkillListTableData) &&
dinfo.Beater_pd.m_SkillListTableData.e_Skill == eEffect.Skill_FireBolt)
ServerInfo.Ins.m_ServerData.Add_TitleCondition(59); // 칭호 : 두방은 사치
}
protected override void VeryStrongDamage(double dmg)
{
base.VeryStrongDamage(dmg);
if (dmg > 1000000000000d) ServerInfo.Ins.m_ServerData.Add_Item(new ItemData(eItem.Title, 68, 1)); // 칭호 : 한방있는
}
protected override void Set_Die()
{
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#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest")
{
return;
}
#endif
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var sdata = ServerInfo.Ins.m_ServerData;
m_actDie?.Invoke(m_MonsterTableData.n_MonsterID);
sdata.Add_CollectionMobKill(m_MonsterTableData.n_MonsterID);
base.Set_Die();
if (IsRole(eRole.QuestMob))
GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.SaveNPC });
else
{
m_DieTime = m_MonsterAppearData.f_SpawnerDelay;
//m_MonsterAppearData.Cal_DropItems(this);
if (IsRole(eRole.Boss))
{
Time.timeScale = 0.3f;
Set_Coroutine(() =>
{
Time.timeScale = MyValue.Get_GameSpeed();
}, 0.4f);
sdata.Add_MissionCount(MyValue.arr_Mission[0], 3);
sdata.Add_MissionCount(MyValue.arr_Mission[1], 2);
if (dic_ccData[eCC.Freeze].CCTime > 0) sdata.Add_TitleCondition(57); // 칭호 : 얼음땡
if (dic_ccData[eCC.KnockedAirborne].CCTime > 0) sdata.Add_TitleCondition(58); // 칭호 : 비행기 태우는
//GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.BossKill, mobid = m_MonsterTableData.n_MonsterID });
}
else
{
#if UNITY_EDITOR
if (SceneManager.GetActiveScene().name == "StatTest") return;
#endif
sdata.Add_MissionCount(MyValue.arr_Mission[0], 2);
sdata.Add_MissionCount(MyValue.arr_Mission[1], 1);
//GameUI.Ins.IngameUI.m_ChapterQuest.Add_PurposeCount(new ChapterQuestAddData { purpose = ePurpose.MobKill, mobid = m_MonsterTableData.n_MonsterID });
}
}
}
public override void Shoot_Skill()
{
base.Shoot_Skill();
if (IsRole(eRole.MemoryMob) && m_SubRole == eSubRol.Witch) { }
else Reset_AttackCoolTime();
}
public override void Get_Damage(DamageInfo _dinfo)
{
//_dinfo.Damage = 1f; // 테스트 : 몹 안 죽게
base.Get_Damage(_dinfo);
switch (m_Role)
{
case eRole.QuestMob:
case eRole.MemoryMob:
if (m_SubRole == eSubRol.Dummy)
{
if (!GameUI.Ins.IngameUI.m_StageTimeUI.Get_Start()) GameUI.Ins.IngameUI.m_StageTimeUI.Set_Start();
// 젬 드랍
if (DSUtil.RandomTrue(0.1f))
InGameInfo.Ins.Shoot_Effect(new ProjectileData { shooter = this, m_Skill = eEffect.DropItem_Gem });
return; // 더미는 타겟 안 잡음
}
break;
}
// 멀리서 맞았으면 맞은 몹을 타겟으로 잡고 주변 몹들도 같이 간다.
if (m_Target == null || IsRole(eRole.QuestMob))
{
if (m_Target == null)
Change_Target(false, _dinfo.Beater, true);
// TODO 정인호 : 몬스터 주변 몬스터 부르기
//var allies = ActorInfo.Ins.Get_EnemyActors(m_Role, transform, m_byHitDist);
//for (int i = 0; i < allies.Count; i++)
// if (allies[i].Get_Target() == null)
// allies[i].Change_Target(false, m_Target, true);
}
}
public override void Change_Target(bool _ispc, Actor target, bool _ChangeTargetByHit = false)
{
base.Change_Target(_ispc, target, _ChangeTargetByHit);
if (m_Target != null) b_IsFirstAttack = true;
if (b_IsFirstAttack) Change_MobStatus(eMobStatus.Battle);
}
protected override void Heal_To_Target()
{
base.Heal_To_Target();
if (m_Target != null) m_Target.Heal(HealRate);
if (HealCount > 0)
{
var allies = ActorInfo.Ins.Get_AlliesActors(IsEnemy(), Get_position());
var hurts = allies.FindAll(f => f != m_Target && f.Get_HP() < f.Get_MaxHP());
for (int i = 0; i < hurts.Count; i++)
{
hurts[i].Heal(HealRate);
if (i + 1 == HealCount - 1) break;
}
}
}
public override MonsterAppearData Get_MonsterStatTableData() { return m_MonsterAppearData; }
public override int Get_Group() { return m_SpawnerId; }
protected override void Set_MobMark(bool active)
{
if (m_MobMark == null)
{
m_MobMark = InGameInfo.Ins.Get_Obj(eObj.MobMark).GetComponent<MobMark>();
m_MobMark.transform.localScale = Vector3.one * 0.2f;
}
m_MobMark.Set(active, tf_HUD_Dmg);
}
public override void Projectile(string s)
{
base.Projectile(s);
if (ProjectileInfo.Ins)
ProjectileInfo.Ins.Shoot_Projectile(m_MonsterTableData.s_Porjectile1, this, m_Target, 1f, Get_CenterPositionFoward(),
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m_MonsterTableData.f_ProjectileLifeTime1);
}
public void Set_NoUpdate_byTool(MonsterTableData mobdata)
{
NoUpdate_byTool = true;
m_MonsterTableData = mobdata;
}
}