OneShotOneKill/Assets/Script/InGame/Projectile/Projectile.cs

332 lines
9.7 KiB
C#

using CodeStage.AntiCheat.ObscuredTypes;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
public float m_Speed = 12f;
public float radius = 0.1f;
Vector2 dir;
Vector2 prevPos;
ObscuredInt m_ReflectCount;
float m_LifeTime;
ProjectileData m_ProjectileData;
#region
ProjectileMgr owner;
string prefabKey;
public void SetOwner(ProjectileMgr mgr, string key)
{
owner = mgr;
prefabKey = key;
}
public string GetPoolKey() { return prefabKey; }
void Kill()
{
owner.Return(this);
// 이펙트 표시 필요
}
public ProjectileTableData Get_ProjectileTData() { return m_ProjectileData.m_Data; }
#endregion
public void Set(ProjectileData pd)
{
m_ProjectileData = pd;
m_LifeTime = m_ProjectileData.m_Data.n_ProjectileLife;
Vector3 pos = pd.tf_Start.position;
Quaternion rot = pd.tf_Start.rotation;
/* =============================
* 직선 화살 위치 분산
* ============================= */
if (pd.PreviousArrow > 0)
{
int count = pd.PreviousArrow + 1;
float spacing = 0.5f;
float offset = (pd.LineIndex - (count - 1) * 0.5f) * spacing;
pos += pd.tf_Start.right * offset;
}
transform.SetPositionAndRotation(pos, rot);
/* =============================
* 사선 화살 각도 분산
* ============================= */
float angle = 0f;
if (pd.DiagonalArrow > 0 && pd.DiagIndex > 0)
{
int n = pd.DiagonalArrow;
float step = 90f / (n + 1);
int order = pd.DiagIndex;
float offset = step * order;
bool right = (order % 2) == 1;
angle = right ? offset : -offset;
}
transform.rotation = Quaternion.AngleAxis(angle, transform.forward) * transform.rotation;
if (!pd.IsPC)
transform.eulerAngles += new Vector3(0f, 0f, 180f);
dir = transform.up.normalized;
m_ReflectCount = m_ProjectileData.m_Data.n_AttackBounceLimit;
if (pd.IsPC)
m_ReflectCount += (int)IngameMgr.Ins.Get_SkillValue(eSkillType.Reflect);
if (m_ProjectileData.m_Data.n_ProjectileID == 3002)
{
transform.eulerAngles = Vector3.zero;
var lv = IngameMgr.Ins.Get_SkillLv(eSkillType.Explosion);
var skillTdata = table_skill.Ins.Get_Data(eSkillType.Explosion);
var scale = skillTdata.f_ExplosionScale + (skillTdata.f_ExplosionScalePerLv * (lv - 1));
transform.localScale = Vector3.one * scale;
m_ReflectCount = 0;
}
m_ReflectCount.RandomizeCryptoKey();
}
void Update()
{
if (m_LifeTime > 0)
{
m_LifeTime -= Time.deltaTime;
if (m_LifeTime <= 0f)
{
Kill();
return;
}
}
if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return;
prevPos = transform.position;
float moveDist = m_Speed * Time.deltaTime;
transform.position += (Vector3)(dir * moveDist);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (!m_ProjectileData.IsPC && collision.tag == "Mob") return;
Check_Hit(collision);
if (m_ProjectileData.m_Data.n_ProjectileID == 3002) return;
if (m_ProjectileData.Pierce > 0)
{
--m_ProjectileData.Pierce;
return;
}
if (m_ReflectCount <= 0)
{
Kill();
return;
}
Vector2 currentPos = transform.position;
Vector2 moveVec = currentPos - prevPos;
float distance = moveVec.magnitude;
Vector2 moveDir = distance > 0 ? moveVec / distance : dir;
// CircleCast로 정확한 충돌 지점(centroid)과 법선 탐색
RaycastHit2D[] hits = Physics2D.CircleCastAll(prevPos, radius, moveDir, distance);
RaycastHit2D hit = new RaycastHit2D();
bool found = false;
foreach (var h in hits)
{
if (h.collider == collision)
{
// 자기 자신(시작 위치에서 걸리는 경우) 제외 로직이 필요할 수 있으나,
// distance > 0 체크 등으로 보완. 여기서는 가장 먼저 닿는 지점을 찾음.
hit = h;
found = true;
break;
}
}
Vector2 normal;
Vector2 targetPos;
if (found)
{
normal = hit.normal;
// CircleCast의 centroid는 충돌 시의 원의 중심 위치입니다.
targetPos = hit.centroid;
}
else
{
// fallback: ClosestPoint
Vector2 closestRef = collision.ClosestPoint(prevPos);
normal = (prevPos - closestRef).normalized;
if (normal == Vector2.zero)
{
normal = (prevPos - (Vector2)collision.bounds.center).normalized;
}
targetPos = closestRef + normal * radius;
}
// 반사
dir = Vector2.Reflect(dir, normal).normalized;
m_ReflectCount--;
m_ReflectCount.RandomizeCryptoKey();
// 회전
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
transform.rotation = Quaternion.Euler(0, 0, angle);
// 위치 보정
transform.position = targetPos;
}
void Check_Hit(Collider2D collision)
{
if (!string.IsNullOrEmpty(m_ProjectileData.m_Data.s_HitEffect))
EffectMgr.Ins.Show_Effect(m_ProjectileData.m_Data.s_HitEffect, transform.position);
if (m_ProjectileData.IsPC)
{
switch(collision.tag)
{
case "Mob":
collision.GetComponent<MobActor>().Get_Dmg(m_ProjectileData);
Spawn_LeftRight(collision.transform);
Spawn_UpDown(collision.transform);
Spawn_Bounce(collision.GetComponent<MobActor>());
break;
case "MobShield": collision.GetComponent<MobShield>().Get_Dmg(); break;
}
}
else
{
if (collision.tag == "Wall_HP")
{
IngameMgr.Ins.Get_Dmg(m_ProjectileData.Dmg);
}
}
}
public void SetDirection(Vector2 direction)
{
dir = direction.normalized;
// 방향에 맞게 회전도 맞춰줌
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg - 90f;
transform.rotation = Quaternion.Euler(0, 0, angle);
}
List<float> GetOffsets(int count, float spacing)
{
List<float> offsets = new List<float>();
float start = -(count - 1) * 0.5f;
for (int i = 0; i < count; i++)
offsets.Add((start + i) * spacing);
return offsets;
}
void SpawnExtra(Vector3 pos, Vector3 dir)
{
var p = ProjectileMgr.Ins.Get(m_ProjectileData.m_Data.s_ProjectilePrefabs);
p.Set(new ProjectileData
{
IsPC = m_ProjectileData.IsPC,
m_Data = m_ProjectileData.m_Data,
tf_Start = transform,
Dmg = m_ProjectileData.Dmg,
ArrowLeftRight = 0,
ArrowUpDown = 0,
Bounce = m_ProjectileData.Bounce,
Pierce = m_ProjectileData.Pierce,
});
p.transform.position = pos;
p.SetDirection(dir);
}
void Spawn_LeftRight(Transform tf)
{
if (m_ProjectileData.ArrowLeftRight <= 0) return;
Vector3 hitPos = tf.position;
float spacing = 0.5f;
int count = m_ProjectileData.ArrowLeftRight;
var offsets = GetOffsets(count, spacing);
foreach (float offset in offsets)
{
// ▶ 오른쪽
SpawnExtra(hitPos + Vector3.up * (offset + 0.5f), Vector2.right);
// ◀ 왼쪽
SpawnExtra(hitPos + Vector3.up * (offset + 0.5f), Vector2.left);
}
}
void Spawn_UpDown(Transform tf)
{
if (m_ProjectileData.ArrowUpDown <= 0) return;
Vector3 hitPos = tf.position;
float spacing = 0.5f;
int count = m_ProjectileData.ArrowUpDown;
var offsets = GetOffsets(count, spacing);
foreach (float offset in offsets)
{
// ▲ 위
SpawnExtra(hitPos + Vector3.right * offset + Vector3.up * 1.5f, Vector2.up);
// ▼ 아래
SpawnExtra(hitPos + Vector3.right * offset + Vector3.down * 0.5f, Vector2.down);
}
}
void Spawn_Bounce(MobActor mob)
{
if (m_ProjectileData.Bounce <= 0 || mob == null) return;
MobActor target = IngameMgr.Ins.FindNearestMob(mob.transform.position, mob);
if (target == null)
{
Kill();
return;
}
--m_ProjectileData.Bounce;
SpawnExtra(mob.transform.position, target.transform.position - mob.transform.position);
}
}
public class ProjectileData
{
public ProjectileTableData m_Data;
public Transform tf_Start;
ObscuredBool _IsPC; public bool IsPC { get { return _IsPC; } set { _IsPC = value; _IsPC.RandomizeCryptoKey(); } }
ObscuredInt _Lv; public int Lv { get { return _Lv; } set { _Lv = value; _Lv.RandomizeCryptoKey(); } }
ObscuredInt _Dmg; public int Dmg { get { return _Dmg; } set { _Dmg = value; _Dmg.RandomizeCryptoKey(); } }
// 발사 계열
public int PreviousArrow;
public int DiagonalArrow;
public int LineIndex;
public int DiagIndex;
// 피격 계열
public int ArrowLeftRight;
public int ArrowUpDown;
public int Bounce;
public int Pierce;
}