558 lines
18 KiB
C#
558 lines
18 KiB
C#
using System;
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using System.Collections;
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using BehaviorDesigner.Runtime;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.AI;
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using UnityEngine.UI;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public abstract class Enemy : BaseCharacter, IDamageable, IAiView, IHelpCall, IDroppable
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{
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#region Properties and variables
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// DrawGizmos
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[Title("DrawGizmos")]
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[Tooltip("전체 Gizmos 그리기 여부")]
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[SerializeField] private bool isDrawGizmos = true;
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[ShowIf("@isDrawGizmos")]
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[Tooltip("타겟 인식 범위 그리기 여부")]
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[SerializeField] private bool isDrawViewRange = true;
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[ShowIf("@isDrawGizmos")]
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[Tooltip("이동제한 범위 그리기 여부")]
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[SerializeField] private bool isDrawDefenseRange = true;
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[ShowIf("@isDrawGizmos")]
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[Tooltip("Idle 상태에서 랜덤으로 이동하는 범위 그리기 여부")]
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[SerializeField] private bool isDrawRandomMoveRange = true;
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[ShowIf("@isDrawGizmos")]
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[Tooltip("타겟과의 상태 그리기 여부\n빨간색 = 공격 범위 밖\n파란색 = 공격 범위 안")]
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[SerializeField] private bool isDrawTargetRange = true;
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// Stat
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[field: Title("Stat")]
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[field: Tooltip("행동 타입 설정")]
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[field: SerializeField] public EBehaviorType BehaviorType { get; private set; } = EBehaviorType.DEFENDER;
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[field: Tooltip("최대 체력 설정")]
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[field: SerializeField] public float MaxHp { get; private set; } = 100f;
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[field: Tooltip("현재 체력")]
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[field: SerializeField] public float CurrentHp { get; private set; }
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[field: Tooltip("이동 속도 설정")]
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[field: SerializeField] public float MoveSpd { get; set; } = 5f;
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[field: Tooltip("공격력 설정")]
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[field: SerializeField] public float Atk { get; private set; } = 10f;
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[field: Tooltip("공격 속도(다음 공격 주기)\nAtkCooldown = 2f (2초마다 1번 공격)")]
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[field: OnValueChanged("SetAtkWaitCooldown")]
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[field: SerializeField] public float AtkCooldown { get; private set; } = 1f;
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[field: Tooltip("공격 사거리 설정")]
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[field: SerializeField] public float AtkRange { get; set; } = 1.5f;
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[field: ShowIf("@BehaviorType == EBehaviorType.DEFENDER || BehaviorType == EBehaviorType.KEEPER")]
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[field: Tooltip("이동 제한 범위 설정")]
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[field: SerializeField] public float DefenseRange { get; private set; } = 20f;
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[field: Tooltip("Idle 상태에서 랜덤으로 이동 여부")]
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[field: SerializeField] public bool IsRandomMove { get; set; } = true;
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[field: ShowIf("@IsRandomMove")]
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[field: Tooltip("Idle 상태에서 이동하는 범위 설정")]
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[field: SerializeField] public float RandomMoveRange { get; set; } = 5f;
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// HpSlider
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[Title("HpSlider")]
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[SerializeField] private bool useHpSlider = true;
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[ShowIf("@useHpSlider")]
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[Required("HpSlider 프리팹을 넣어주세요.")]
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[SerializeField] private GameObject hpSliderPrefab;
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[ShowIf("@useHpSlider")]
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[SerializeField] private Vector3 hpSliderOffset = Vector3.up;
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[ShowIf("@useHpSlider")]
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[DisableIf("@true")]
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[SerializeField] private Slider hpSlider;
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// Data
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[field: Title("Data")]
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[field: DisableIf("@true")]
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[field: SerializeField] public Vector3 DefensePos { get; set; }
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[field: DisableIf("@true")]
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[field: SerializeField] public bool IsCombated { get; set; }
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[field: DisableIf("@true")]
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[field: SerializeField] public bool BeAttackedInIdle { get; set; }
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[DisableIf("@true")]
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[SerializeField] protected bool beAttacked;
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[field: Title("드롭 아이템")]
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[field: SerializeField] public int ItemDropTableIdx { get; set; }
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// 일반 변수
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protected bool isAttacking;
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protected bool usedNormalAttackCoroutine;
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protected WaitForSeconds waitAtkCooldown;
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// 컴포넌트
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protected Rigidbody rb;
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public Collider MyCollider { get; set; }
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public NavMeshAgent Agent { get; set; }
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protected BehaviorTree bt;
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private Transform unitRoot;
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protected Animator myAnimator;
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private Canvas worldSpaceCanvas;
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// Hash
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protected static readonly int RunStateHash = Animator.StringToHash("RunState");
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protected static readonly int DieHash = Animator.StringToHash("Die");
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// Const
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private static readonly WaitForSeconds BeAttackedWaitTime = new(0.3f);
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#endregion
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#region Unity built-in methods
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protected override void OnDrawGizmosSelected()
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{
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base.OnDrawGizmosSelected();
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if (!isDrawGizmos) return;
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Vector3 myCenterPos;
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Vector3 defensePos;
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if (Application.isPlaying)
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{
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myCenterPos = MyCollider.bounds.center;
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defensePos = DefensePos;
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}
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else
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{
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myCenterPos = GetComponent<Collider>().bounds.center;
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defensePos = transform.position;
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}
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switch (BehaviorType)
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{
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case EBehaviorType.NONE:
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break;
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case EBehaviorType.STRIKER:
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break;
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case EBehaviorType.DEFENDER:
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case EBehaviorType.KEEPER:
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if (isDrawDefenseRange)
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{
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Gizmos.color = Color.blue;
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Gizmos.DrawWireSphere(defensePos, DefenseRange);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (isDrawRandomMoveRange && IsRandomMove)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawWireSphere(defensePos, RandomMoveRange);
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}
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if (isDrawViewRange)
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(myCenterPos, ViewRadius);
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}
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if (UseHelpCall && IsDrawHelpCallRange)
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{
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Gizmos.color = Color.magenta;
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Gizmos.DrawWireSphere(myCenterPos, HelpCallRange);
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}
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if (!Target || !isDrawTargetRange) return;
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var targetToDistance = Vector3.Distance(myCenterPos, Target.bounds.center);
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Gizmos.color = targetToDistance <= AtkRange ? Color.blue : Color.red;
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Gizmos.DrawLine(myCenterPos, Target.bounds.center);
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}
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protected override void Reset()
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{
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base.Reset();
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isDrawGizmos = true;
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isDrawViewRange = true;
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isDrawDefenseRange = true;
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isDrawRandomMoveRange = true;
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isDrawTargetRange = true;
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BehaviorType = EBehaviorType.DEFENDER;
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MaxHp = 100f;
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MoveSpd = 5f;
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AtkCooldown = 1f;
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AtkRange = 1.5f;
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DefenseRange = 20f;
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IsRandomMove = true;
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RandomMoveRange = 5f;
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ViewRadius = 15f;
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UseHelpCall = false;
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HelpLayer = LayerMask.GetMask("Enemy");
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HelpCallRange = 15f;
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}
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protected override void Awake()
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{
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base.Awake();
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rb = GetComponent<Rigidbody>();
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MyCollider = GetComponent<Collider>();
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Agent = GetComponent<NavMeshAgent>();
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bt = GetComponent<BehaviorTree>();
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unitRoot = transform.Find("UnitRoot");
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if (unitRoot == null)
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{
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print("UnitRoot를 찾을 수 없습니다.");
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}
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else
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{
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myAnimator = unitRoot.GetComponent<Animator>();
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if (myAnimator == null)
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{
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print("myAnimator를 찾을 수 없습니다.");
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}
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}
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worldSpaceCanvas = GameObject.Find("WorldSpaceCanvas")?.GetComponent<Canvas>();
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if (worldSpaceCanvas == null)
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{
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print("WorldSpaceCanvas 찾을 수 없습니다.");
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}
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else
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{
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if (useHpSlider)
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{
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hpSlider = Instantiate(hpSliderPrefab, worldSpaceCanvas.transform).GetComponent<Slider>();
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hpSlider.gameObject.name = gameObject.name + " HpSlider";
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if (unitRoot)
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{
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hpSlider.transform.rotation = unitRoot.transform.rotation;
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}
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}
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}
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}
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protected override void Start()
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{
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base.Start();
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HelpLayer = LayerMask.GetMask("Enemy");
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TargetLayer = LayerMask.GetMask("Player") | LayerMask.GetMask("Crewmate");
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waitAtkCooldown = new WaitForSeconds(AtkCooldown);
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Agent.updateRotation = false;
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DefensePos = transform.position;
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SetAgentSpeed(MoveSpd);
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hpSlider.maxValue = MaxHp;
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SetCurrentHp(MaxHp);
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}
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protected override void Update()
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{
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HpSliderUpdate();
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if (CurrentHp <= 0) return;
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MoveUpdate();
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FlipCharacterUpdate();
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}
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#endregion
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#region Interface
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// IDamageable
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public virtual void TakeDamage(float attackerPower, Vector3? attackPos = null)
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{
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IsCombated = true;
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if (!Target)
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{
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BeAttackedInIdle = true;
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bt.SendEvent("BeAttackedInIdle", attackPos);
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}
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else
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{
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if (UseHelpCall)
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{
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HelpCall();
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}
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}
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var changeHp = Mathf.Max(CurrentHp - attackerPower, 0);
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SetCurrentHp(changeHp);
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// 죽었는지 체크
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if (changeHp == 0f)
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{
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Die();
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return;
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}
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StartCoroutine(nameof(BeAttacked));
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}
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[Button("Die테스트")]
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public void Die()
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{
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myAnimator?.SetTrigger(DieHash);
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MyCollider.enabled = false;
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Agent.isStopped = true;
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Agent.enabled = false;
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Invoke(nameof(DieEvent), 2f);
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}
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private void DieEvent()
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{
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ItemManager.Inst.ItemDrop(ItemDropTableIdx, transform.position + Vector3.up * 0.5f);
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Destroy(hpSlider.gameObject);
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Destroy(gameObject);
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}
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public float GetCurrentHp() => CurrentHp;
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// IAiView
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[field: Title("IAiView")]
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[field: SerializeField]
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public float ViewRadius { get; set; } = 15f;
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[field: SerializeField] public Collider[] Targets { get; set; } = new Collider[MAX_COLLIDERS];
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[field: SerializeField] public Collider Target { get; set; }
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[field: SerializeField] public LayerMask TargetLayer { get; set; }
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private const int MAX_COLLIDERS = 30;
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public void FindNearestTargetInRange(Vector3 centerPos, bool targetIsTrigger = true)
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{
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Array.Clear(Targets, 0, MAX_COLLIDERS);
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var numResults = Physics.OverlapSphereNonAlloc(centerPos, ViewRadius, Targets, TargetLayer,
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targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
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if (numResults <= 0)
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{
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SetTarget(null);
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return;
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}
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var nearestDistance = ViewRadius * ViewRadius;
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Collider nearestTargetCollider = null;
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for (var i = 0; i < numResults; i++)
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{
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var distanceSqrToTarget = (centerPos - Targets[i].bounds.center).sqrMagnitude;
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if (distanceSqrToTarget >= nearestDistance) continue;
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nearestDistance = distanceSqrToTarget;
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nearestTargetCollider = Targets[i];
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}
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SetTarget(nearestTargetCollider);
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}
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public void SetTarget(Collider value)
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{
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Target = value;
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if (value != null)
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{
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IsCombated = true;
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BeAttackedInIdle = false;
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}
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}
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public virtual bool IsTargetWithinRange(Vector3 centerPos, float range)
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{
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var inRange = Vector3.Distance(centerPos, Target.bounds.center) <= range;
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return inRange;
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}
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public bool GoOutOfBounds()
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{
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if (BehaviorType != EBehaviorType.DEFENDER && BehaviorType != EBehaviorType.KEEPER) return false;
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var defensePosInRange = Vector3.Distance(transform.position, DefensePos) <= DefenseRange;
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return !defensePosInRange;
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}
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public void MoveTarget(Vector3 targetPos, float speed, float stopDistance = float.MaxValue)
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{
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switch (BehaviorType)
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{
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case EBehaviorType.NONE:
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print("BehaviorType == NONE error");
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break;
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case EBehaviorType.STRIKER:
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case EBehaviorType.DEFENDER:
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break;
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case EBehaviorType.KEEPER:
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (Vector3.Distance(Agent.destination, targetPos) < 0.1f) return;
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SetAgentSpeed(speed);
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Agent.stoppingDistance = stopDistance;
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Agent.isStopped = false;
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Agent.SetDestination(targetPos);
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}
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// IHelpCall
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[field: Title("IHelpCall")]
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[field: Tooltip("주변 아군에게 도움 요청")]
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[field: SerializeField] public bool UseHelpCall { get; set; }
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[field: ShowIf("@UseHelpCall && isDrawGizmos")]
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[field: Tooltip("도움 요청 범위 그리기 여부")]
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[field: SerializeField] public bool IsDrawHelpCallRange { get; set; }
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[field: ShowIf("@UseHelpCall")]
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[field: Tooltip("도움 요청 범위 설정")]
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[field: SerializeField] public LayerMask HelpLayer { get; set; }
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[field: ShowIf("@UseHelpCall")]
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[field: Tooltip("도움 요청 범위 설정")]
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[field: SerializeField] public float HelpCallRange { get; set; } = 15f;
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[field: ShowIf("@UseHelpCall")]
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[field: Tooltip("도움 요청 받은 아군 목록")]
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[field: SerializeField] public Collider[] HelpTargets { get; set; } = new Collider[MAX_COLLIDERS];
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#endregion
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#region Custom methods
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private void HpSliderUpdate()
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{
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switch (useHpSlider)
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{
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case true when CurrentHp > 0 && CurrentHp < MaxHp:
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{
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if (!hpSlider.gameObject.activeSelf)
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{
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hpSlider.gameObject.SetActive(true);
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}
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var localOffset = unitRoot.TransformPoint(hpSliderOffset);
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hpSlider.transform.position = localOffset;
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break;
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}
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case true when CurrentHp <= 0 || CurrentHp >= MaxHp:
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{
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if (hpSlider.gameObject.activeSelf)
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{
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hpSlider.gameObject.SetActive(false);
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}
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break;
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}
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}
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}
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private void MoveUpdate()
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{
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float runStateValue;
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// 움직이는 경우
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if (Agent.velocity.x != 0 || Agent.velocity.z != 0)
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{
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runStateValue = 0.5f;
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}
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// 멈춰있는 경우
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else
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{
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runStateValue = 0f;
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}
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if (!beAttacked)
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{
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myAnimator?.SetFloat(RunStateHash, runStateValue);
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}
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}
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private void FlipCharacterUpdate()
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{
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var localScale = transform.localScale;
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if (Agent.velocity.x != 0)
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{
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localScale.x = Agent.velocity.x > 0 ? Mathf.Abs(localScale.x) : -Mathf.Abs(localScale.x);
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}
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else
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{
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if (Target)
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{
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var targetToDistanceX = Target.bounds.center.x - MyCollider.bounds.center.x;
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localScale.x = targetToDistanceX > 0 ? Mathf.Abs(localScale.x) : -Mathf.Abs(localScale.x);
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}
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}
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transform.localScale = localScale;
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}
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private IEnumerator BeAttacked()
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{
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beAttacked = true;
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myAnimator?.SetFloat(RunStateHash, 1f);
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yield return BeAttackedWaitTime;
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beAttacked = false;
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}
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public void HelpCall(bool targetIsTrigger = true)
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{
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Array.Clear(HelpTargets, 0, MAX_COLLIDERS);
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var myCenterPos = MyCollider.bounds.center;
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var numResults = Physics.OverlapSphereNonAlloc(myCenterPos, HelpCallRange, HelpTargets, HelpLayer,
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targetIsTrigger ? QueryTriggerInteraction.Collide : QueryTriggerInteraction.Ignore);
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for (var i = 0; i < numResults; i++)
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{
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var iHelpCall = HelpTargets[i].GetComponent<IHelpCall>();
|
|
|
|
if (iHelpCall == null || iHelpCall.Target != null) continue;
|
|
|
|
iHelpCall.SetTarget(Target);
|
|
}
|
|
}
|
|
|
|
private void SetCurrentHp(float value)
|
|
{
|
|
CurrentHp = value;
|
|
|
|
if (useHpSlider)
|
|
{
|
|
hpSlider.value = value;
|
|
}
|
|
}
|
|
|
|
private void SetAgentSpeed(float value) => Agent.speed = value;
|
|
private void SetAtkWaitCooldown() => waitAtkCooldown = new WaitForSeconds(AtkCooldown);
|
|
|
|
#endregion
|
|
}
|
|
} |