thewar_client/Client/Assets/1_Script/Info/UnitCtrl.cs

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C#
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using System.Collections.Generic;
using UnityEngine;
public class UnitCtrl : MonoBehaviour
{
public UnitInfo unit;
public Animator anim;
public GameObject defensObj;
bool isHomeAttack;
List<UnitCtrl> enemyUnits;
public bool isEnemy;
float delay;
private void Awake()
{
enemyUnits = new List<UnitCtrl>();
isHomeAttack = false;
delay = 0;
}
private void Start()
{
if(isEnemy)
defensObj.tag = "enemy";
else
defensObj.tag = "player";
}
private void Update()
{
if (PlayCtrl.Instance.isEndGame)
return;
delay -= Time.deltaTime;
if (delay > 0)
return;
if (enemyUnits.Count != 0 || isHomeAttack)
{
if (enemyUnits.Count == 0)
{
anim.SetTrigger("att");
if (isEnemy)
{
PlayCtrl.Instance.player.campHp -= unit.attack;
if(PlayCtrl.Instance.player.campHp <= 0)
{
PlayCtrl.Instance.isEndGame = true;
}
}
else
{
PlayCtrl.Instance.enemy.campHp -= unit.attack;
if (PlayCtrl.Instance.enemy.campHp <= 0)
{
PlayCtrl.Instance.isEndGame = true;
}
}
delay = unit.attackSpeed;
}
else
{
if (enemyUnits[0] != null)
{
anim.SetTrigger("att");
enemyUnits[0].Attack(unit.attack);
delay = unit.attackSpeed;
}
else
{
enemyUnits.RemoveAt(0);
}
}
}
else
{
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>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>޾<EFBFBD><DEBE><EFBFBD><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="dmg"><3E><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
public void Attack(int dmg)
{
unit.hp -= (dmg - unit.defense);
Debug.Log($"{dmg - unit.defense}<7D><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>! {unit.hp}<7D><><EFBFBD><EFBFBD>.");
if(unit.hp <= 0)
{
//<2F>ӽ÷<D3BD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> ó<><C3B3> <20><><EFBFBD><EFBFBD> <20><>Ȱ<EFBFBD><C8B0> <20>Ҽ<EFBFBD> <20>ְ<EFBFBD> ó<><C3B3><EFBFBD>Ұ<EFBFBD>
Destroy(gameObject);
}
}
}