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

159 lines
4.2 KiB
C#

using System;
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;
List<UnitCtrl> enemyUnits;
public bool isEnemy;
float delay;
bool isDie = false;
public void DataSet(UnitData ud)
{
unit.name = ud.name;
unit.hp = ud.hp;
unit.attack = ud.attack;
unit.attackSpeed = ud.attack_speed;
unit.defense = ud.defense;
unit.moveSpeed = ud.move_speed;
unit.buy = ud.buy.ToArray();
}
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)
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("ÆÐ¹è!");
PlayCtrl.Instance.isEndGame = true;
}
}
else
{
PlayCtrl.Instance.enemy.campHp -= unit.attack;
if (PlayCtrl.Instance.enemy.campHp <= 0)
{
Debug.Log("½Â¸®!");
PlayCtrl.Instance.isEndGame = true;
}
}
delay = unit.attackSpeed;
}
else
{
if (enemyUnits[0] != null)
{
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>
/// °ø°ÝÀ» ¹Þ¾ÒÀ»¶§ È£ÃâµÇ°Ô ¸¸µé±â
/// </summary>
/// <param name="dmg">°ø°Ý ´ë¹ÌÁö</param>
public void Attack(int dmg)
{
if(unit.defense > dmg)
{
dmg = unit.defense + 100;
}
unit.hp -= (dmg - unit.defense);
Debug.Log($"{dmg - unit.defense}µ¥¹ÌÁö! {unit.hp}³²À½.");
if(unit.hp <= 0)
{
//Àӽ÷Π»èÁ¦ÇÏ°Ô Ã³¸® ÃßÈÄ ÀçȰ¿ë ÇÒ¼ö ÀÖ°Ô Ã³¸®ÇÒ°Í
anim.SetBool("isDie", true);
components[0].enabled = false;
components[1].enabled = false;
isDie = true;
Destroy(gameObject, 1.0f);
}
}
}
// ¸®Áöµå, ÄݶóÀÌ´õ À§Ä¡ º¯°æ Unit > oder
// oder ÄݶóÀÌ´õ Æ®¸®°Å üũ
// µðÆæ½º ¿ÀºêÁ§Æ® Á»´õ »óÀ§·Î À§Ä¡º¯°æ