using UnityEngine; namespace TKS { /// 전장의 유닛 1기. 능력치·상태·콜라이더를 가진다. 시각은 UnitView 가 담당. [RequireComponent(typeof(CircleCollider2D))] public class Unit : MonoBehaviour { public string DisplayName; public UnitType Type; public Faction Faction; public bool IsBoss; public int MaxHp; public int Hp; public int Atk; public int Def; public float Radius; public float SlingMaxDistance; public float AttackRange; /// 이번 아군 턴에 행동을 마쳤는가. public bool ActedThisTurn; /// 보병이 최종 목표점 명중으로 얻은 추가 이동(이동만 가능). public bool BonusMoveAvailable; /// 창병 대기(견제) 상태 — 적군 턴에 반경 안에서 움직이는 적에게 피해. public bool Overwatch; public CircleCollider2D Collider { get; private set; } public UnitView View { get; private set; } public bool IsAlive { get { return Hp > 0; } } public Vector2 Position { get { return transform.position; } set { transform.position = new Vector3(value.x, value.y, 0f); } } public void Init(BalanceConfig cfg, UnitType type, Faction faction, string displayName, float hpMult, float atkMult, bool boss) { var s = cfg.GetStats(type); Type = type; Faction = faction; DisplayName = displayName; IsBoss = boss; MaxHp = Mathf.Max(1, Mathf.RoundToInt(s.maxHp * hpMult * (boss ? cfg.bossHpMult : 1f))); Hp = MaxHp; Atk = Mathf.Max(1, Mathf.RoundToInt(s.atk * atkMult)); Def = s.def; Radius = s.radius * (boss ? cfg.bossRadiusMult : 1f); SlingMaxDistance = s.slingMaxDistance; AttackRange = s.attackRange; gameObject.name = (faction == Faction.Player ? "P_" : "E_") + displayName; Collider = GetComponent(); Collider.radius = Radius; Collider.isTrigger = false; Collider.enabled = true; View = GetComponentInChildren(); if (View == null) { var vgo = new GameObject("View"); vgo.transform.SetParent(transform, false); View = vgo.AddComponent(); } View.Build(this); } public void TakeDamage(int dmg) { if (!IsAlive) return; Hp = Mathf.Max(0, Hp - dmg); if (View != null) { View.OnHit(); View.Refresh(); } if (!IsAlive) Die(); } void Die() { Overwatch = false; BonusMoveAvailable = false; Collider.enabled = false; if (View != null) View.PlayDeath(); } public void SetOverwatch(bool on) { Overwatch = on && IsAlive; if (View != null) View.Refresh(); } public void ResetForNewTurn() { ActedThisTurn = false; BonusMoveAvailable = false; Overwatch = false; if (View != null) View.Refresh(); } public void MarkActed() { ActedThisTurn = true; BonusMoveAvailable = false; if (View != null) View.Refresh(); } public void GrantBonusMove() { ActedThisTurn = false; BonusMoveAvailable = true; if (View != null) View.Refresh(); } } }