165 lines
4.5 KiB
C#
165 lines
4.5 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class UnitCtrl : MonoBehaviour
|
|
{
|
|
public UnitInfo unit;
|
|
public Animator anim;
|
|
public GameObject defensObj;
|
|
public Sprite unitSprite;
|
|
bool isHomeAttack;
|
|
public BoxCollider2D[] components;
|
|
public int tableIndex;
|
|
|
|
List<UnitCtrl> enemyUnits;
|
|
|
|
public bool isEnemy;
|
|
|
|
float delay;
|
|
|
|
bool _isDie = false;
|
|
public bool isDie { get { return _isDie; } }
|
|
|
|
public void DataSet(int tableIndex)
|
|
{
|
|
//이곳은 List유닛에게 세팅됨
|
|
this.tableIndex = tableIndex;
|
|
unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
|
|
}
|
|
|
|
public void UnitBonusSet(bool isEnemy, int unitLevel)
|
|
{
|
|
//이곳은 생성된 유닛에게 세팅됨
|
|
this.isEnemy = isEnemy;
|
|
unit.UnitSet(Statics.excelDatas.unitData[tableIndex]);
|
|
if (!isEnemy)//아군 유닛에게만 세팅이 되어야함
|
|
unit.DeckUnitInfoSet();
|
|
unit.UnitBonusSet(new UnitBonus(unitLevel, new int[0], 0, 0));
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
enemyUnits = new List<UnitCtrl>();
|
|
isHomeAttack = false;
|
|
delay = 0;
|
|
_isDie = false;
|
|
}
|
|
private void Start()
|
|
{
|
|
if (isEnemy)
|
|
{
|
|
defensObj.tag = "enemy";
|
|
transform.localScale = Vector3.one;
|
|
}
|
|
else
|
|
{
|
|
transform.localScale = new Vector3(-1, 1, 1);
|
|
defensObj.tag = "player";
|
|
}
|
|
}
|
|
private void Update()
|
|
{
|
|
if (PlayCtrl.Instance.isEndGame || _isDie || PlayCtrl.Instance.isStop)
|
|
return;
|
|
delay -= Time.deltaTime;
|
|
if (delay > 0)
|
|
return;
|
|
if (enemyUnits.Count != 0 || isHomeAttack)
|
|
{
|
|
anim.SetBool("isMove", false);
|
|
if (enemyUnits.Count == 0)
|
|
{
|
|
anim.SetTrigger("attack");
|
|
if (isEnemy)
|
|
{
|
|
PlayCtrl.Instance.player.campHp -= unit.attack;
|
|
if(PlayCtrl.Instance.player.campHp <= 0)
|
|
{
|
|
Debug.Log("패배!");
|
|
PlayCtrl.Instance.isEndGame = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PlayCtrl.Instance.enemy.campHp -= unit.attack;
|
|
if (PlayCtrl.Instance.enemy.campHp <= 0)
|
|
{
|
|
Debug.Log("승리!");
|
|
PlayCtrl.Instance.isEndGame = true;
|
|
}
|
|
}
|
|
delay = unit.attackSpeed;
|
|
}
|
|
else
|
|
{
|
|
if (enemyUnits[0] != null && !enemyUnits[0].isDie)
|
|
{
|
|
anim.SetTrigger("attack");
|
|
enemyUnits[0].Attack(unit.attack);
|
|
delay = unit.attackSpeed;
|
|
}
|
|
else
|
|
{
|
|
enemyUnits.RemoveAt(0);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
anim.SetBool("isMove", true);
|
|
transform.position += Vector3.left * unit.moveSpeed * Time.deltaTime * (isEnemy ? 1 : -1);
|
|
}
|
|
|
|
}
|
|
private void OnTriggerEnter2D(Collider2D collision)
|
|
{
|
|
if (isEnemy)
|
|
{
|
|
if (collision.gameObject.CompareTag("player"))
|
|
{
|
|
enemyUnits.Add(collision.gameObject.GetComponentInParent<UnitCtrl>());
|
|
}
|
|
if (collision.gameObject.CompareTag("player_home"))
|
|
{
|
|
isHomeAttack = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (collision.gameObject.CompareTag("enemy"))
|
|
{
|
|
enemyUnits.Add(collision.gameObject.GetComponentInParent<UnitCtrl>());
|
|
}
|
|
if (collision.gameObject.CompareTag("enemy_home"))
|
|
{
|
|
isHomeAttack = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 공격을 받았을때 호출되게 만들기
|
|
/// </summary>
|
|
/// <param name="dmg">공격 대미지</param>
|
|
public void Attack(int dmg)
|
|
{
|
|
if(unit.defense > dmg)
|
|
{
|
|
dmg = unit.defense + 100;
|
|
}
|
|
unit.hp -= (dmg - unit.defense);
|
|
if(unit.hp <= 0)
|
|
{
|
|
//임시로 삭제하게 처리 추후 재활용 할수 있게 처리할것
|
|
anim.SetBool("isDie", true);
|
|
components[0].enabled = false;
|
|
components[1].enabled = false;
|
|
_isDie = true;
|
|
Destroy(gameObject, 1.0f);
|
|
}
|
|
}
|
|
|
|
}
|
|
// 리지드, 콜라이더 위치 변경 Unit > oder
|
|
// oder 콜라이더 트리거 체크
|
|
// 디펜스 오브젝트 좀더 상위로 위치변경 |