CapersProject/Assets/02.Scripts/Character/Enemy/Boss/SandMole/SandMole.cs
Nam Tae Gun 4db6c2bf57 #17 모래두더지 구르기 스킬(SingleRoll) 추가
+ BaseSkillData에서 TargetLayer를 받아오게끔 로직 수정(스킬마다의 Target이 다름)
+ DamageableProps 태그 추가
+ DamageableProps 부모 클래스 추가
+ DamageableProps 상속 클래스 Rockfall 추가
+ SandMole(모래두더지)가 벽에 박치기 한 뒤에 Rockfall(낙석)을 떨어뜨리는 기능 추가
2024-06-14 18:11:35 +09:00

129 lines
3.4 KiB
C#

using BlueWater.Maps;
using UnityEngine;
namespace BlueWater.Enemies.Bosses.SandMole
{
public enum SandMoleSkill
{
None = 0,
Rockfall,
RollingBarrage,
SingleRoll,
SpikeBarrage,
SummonMiniSandMole
}
public class SandMole : Boss
{
// Variables
#region Variables
public SandMoleData SandMoleData { get; private set; }
public BossMapController BossMapController { get; private set; }
private bool _isMoving;
public bool IsMoving
{
get => _isMoving;
set
{
_isMoving = value;
AnimationController.SetAnimationParameter("isMoving", _isMoving);
}
}
private Vector3 _currentDirection = Vector3.right;
public Vector3 CurrentDirection
{
get => _currentDirection;
set
{
if (value == Vector3.zero) return;
_currentDirection = value;
AnimationController.SetAnimationParameter("xDirection", _currentDirection.x);
AnimationController.SetAnimationParameter("zDirection", _currentDirection.z);
}
}
#endregion
// Unity events
#region Unity events
protected override void Update()
{
base.Update();
HandleMovement();
FlipVisualLook();
}
#endregion
// Initialize methods
#region Initialize methods
protected override void InitializeComponents()
{
base.InitializeComponents();
SandMoleData = BossData as SandMoleData;
BossMapController = MapManager.Instance.SandMoleMapController;
}
public override void Initialize()
{
BossHealthPoint.InitializeComponents(true, CharacterCollider, SpriteRenderer, SandMoleData.MaxHealthPoint,
SandMoleData.DisplayName, BossMapController.ParticleInstantiateLocation);
BossSkillController.Initialize(BossData.SkillDataList);
SetMoveSpeed(SandMoleData.MoveSpeed);
StopMove();
BehaviorTree.EnableBehavior();
}
#endregion
// Methods
#region Methods
protected override void HandleDie()
{
StopMove();
if (Rigidbody)
{
Rigidbody.isKinematic = true;
}
AnimationController.SetAnimationTrigger("isDead");
BossMapController.MapClear();
}
private void FlipVisualLook()
{
var localScale = VisualLook.localScale;
localScale.x = CurrentDirection.x switch
{
> 0.01f => Mathf.Abs(localScale.x),
< -0.01f => -Mathf.Abs(localScale.x),
_ => localScale.x
};
VisualLook.localScale = localScale;
}
private void HandleMovement()
{
if (!IAstarAi.canMove || IAstarAi.isStopped)
{
IsMoving = false;
return;
}
CurrentDirection = IAstarAi.velocity.normalized;
IsMoving = IAstarAi.velocity != Vector3.zero || IAstarAi.velocity != Vector3.positiveInfinity;
}
#endregion
}
}