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Author SHA1 Message Date
5bb8cd533e 파괴 가능 오브젝트에 대해서 피격 시 로그를 남기도록 함 2026-02-16 09:52:14 +09:00
047c115f95 Enemy의 사망 애니메이션 로직
네트워크 상에서의 동작 확인 완료
2026-02-16 00:13:25 +09:00
7 changed files with 238 additions and 7 deletions

View File

@@ -80,8 +80,8 @@ AnimatorController:
m_DefaultInt: 0
m_DefaultBool: 0
m_Controller: {fileID: 9100000}
- m_Name: bIsDeath
m_Type: 4
- m_Name: Die
m_Type: 9
m_DefaultFloat: 0
m_DefaultInt: 0
m_DefaultBool: 0
@@ -242,7 +242,7 @@ AnimatorStateTransition:
m_Name:
m_Conditions:
- m_ConditionMode: 1
m_ConditionEvent: bIsDeath
m_ConditionEvent: Die
m_EventTreshold: 0
m_DstStateMachine: {fileID: 0}
m_DstState: {fileID: 3895323774234557799}

View File

@@ -93,6 +93,8 @@ namespace Northbound
int actualDamage = Mathf.Min(damage, _currentHealth.Value);
_currentHealth.Value -= actualDamage;
Debug.Log($"<color=red>[Core] 코어가 {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
// 데미지 이펙트
ShowDamageEffectClientRpc();

View File

@@ -119,9 +119,24 @@ namespace Northbound
{
TransitionToState(EnemyAIState.Idle);
}
// 사망 이벤트 구독
if (_enemyUnit != null)
{
_enemyUnit.OnDeath += HandleDeath;
}
}
}
public override void OnNetworkDespawn()
{
if (_enemyUnit != null)
{
_enemyUnit.OnDeath -= HandleDeath;
}
base.OnNetworkDespawn();
}
private void Update()
{
if (!IsServer) return;
@@ -134,6 +149,7 @@ namespace Northbound
case EnemyAIState.ChasePlayer: UpdateChasePlayer(); break;
case EnemyAIState.Attack: UpdateAttack(); break;
case EnemyAIState.ReturnToOrigin: UpdateReturnToOrigin(); break;
case EnemyAIState.Dead: break; // 사망 상태에서는 아무것도 하지 않음
}
}
@@ -471,11 +487,28 @@ namespace Northbound
if (state == EnemyAIState.ChasePlayer) _chaseStartPosition = transform.position;
if (state == EnemyAIState.ReturnToOrigin) _agent.SetDestination(_originPosition);
break;
case EnemyAIState.Dead:
_agent.isStopped = true;
_agent.ResetPath();
_agent.enabled = false; // NavMeshAgent 비활성화
break;
}
}
private void OnExitState(EnemyAIState state) { }
private void HandleDeath(ulong killerId)
{
if (!IsServer) return;
// 사망 상태로 전환
TransitionToState(EnemyAIState.Dead);
ClearTargetPlayer();
if (showDebugInfo)
Debug.Log($"<color=red>[EnemyAI] {gameObject.name}이(가) 사망했습니다. (killer: {killerId})</color>");
}
private void OnLostTarget()
{
ClearTargetPlayer();

View File

@@ -9,6 +9,7 @@ namespace Northbound
MoveToCore, // 코어로 이동 (몬스터 기본 상태)
ChasePlayer, // 플레이어 추적
Attack, // 공격
ReturnToOrigin // 원래 위치로 복귀 (적대 세력)
ReturnToOrigin, // 원래 위치로 복귀 (적대 세력)
Dead // 사망 (아무것도 하지 않음)
}
}

View File

@@ -4,8 +4,32 @@ using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
public class EnemyPortal : NetworkBehaviour
public class EnemyPortal : NetworkBehaviour, IDamageable, ITeamMember
{
[Header("Team Settings")]
[Tooltip("포털의 팀 (Hostile 또는 Monster)")]
[SerializeField] private TeamType portalTeam = TeamType.Hostile;
[Header("Health Settings")]
[Tooltip("최대 체력")]
[SerializeField] private int maxHealth = 500;
[Header("Visual Effects")]
[SerializeField] private GameObject damageEffectPrefab;
[SerializeField] private GameObject destroyEffectPrefab;
[SerializeField] private Transform effectSpawnPoint;
private NetworkVariable<int> _currentHealth = new NetworkVariable<int>(
0,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private NetworkVariable<TeamType> _team = new NetworkVariable<TeamType>(
TeamType.Neutral,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
[System.Serializable]
public class MonsterEntry
{
@@ -27,12 +51,33 @@ using UnityEngine;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
if (IsServer)
{
// 체력 초기화
if (_currentHealth.Value == 0)
{
_currentHealth.Value = maxHealth;
}
// 팀 초기화
if (_team.Value == TeamType.Neutral)
{
_team.Value = portalTeam;
}
Debug.Log($"<color=cyan>[EnemyPortal] 포털 스폰됨 (팀: {TeamManager.GetTeamName(_team.Value)}, 체력: {_currentHealth.Value}/{maxHealth})</color>");
}
GlobalTimer.Instance.OnCycleStart += OnCycleStart;
}
public override void OnNetworkDespawn()
{
GlobalTimer.Instance.OnCycleStart -= OnCycleStart;
// 체력 변경 이벤트 정리 (나중에 추가할 경우 대비)
base.OnNetworkDespawn();
}
@@ -153,11 +198,113 @@ using UnityEngine;
visibility.updateInterval = 0.2f;
}
enemy.GetComponent<NetworkObject>().SpawnWithOwnership(NetworkManager.Singleton.LocalClientId);
var netObj = enemy.GetComponent<NetworkObject>();
netObj.Spawn(true);
Debug.Log($"<color=cyan>[EnemyPortal] {enemy.name} 스폰됨 - OwnerClientId: {netObj.OwnerClientId}, IsServer: {IsServer}</color>");
}
private void IncreaseCost()
{
currentCost *= (1f + costIncreaseRate / 100f);
}
#region ITeamMember Implementation
public TeamType GetTeam() => _team.Value;
public void SetTeam(TeamType team)
{
if (!IsServer) return;
_team.Value = team;
}
#endregion
#region IDamageable Implementation
public void TakeDamage(int damage, ulong attackerId)
{
if (!IsServer) return;
// 이미 파괴됨
if (_currentHealth.Value <= 0) return;
// 공격자의 팀 확인
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(attackerId, out NetworkObject attackerObj))
{
var attackerTeamMember = attackerObj.GetComponent<ITeamMember>();
if (attackerTeamMember != null)
{
if (!TeamManager.CanAttack(attackerTeamMember, this))
{
Debug.Log($"<color=yellow>[EnemyPortal] {TeamManager.GetTeamName(attackerTeamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(_team.Value)} 팀 포털을 공격할 수 없습니다.</color>");
return;
}
}
}
// 데미지 적용
int actualDamage = Mathf.Min(damage, _currentHealth.Value);
_currentHealth.Value -= actualDamage;
Debug.Log($"<color=red>[EnemyPortal] 포털이 {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
// 데미지 이펙트
ShowDamageEffectClientRpc();
// 체력이 0이 되면 파괴
if (_currentHealth.Value <= 0)
{
DestroyPortal(attackerId);
}
}
private void DestroyPortal(ulong attackerId)
{
if (!IsServer) return;
Debug.Log($"<color=red>[EnemyPortal] 포털이 파괴되었습니다! (공격자: {attackerId})</color>");
// 파괴 이펙트
ShowDestroyEffectClientRpc();
// 몬스터 스폰 중지 (이벤트 구독 해제)
GlobalTimer.Instance.OnCycleStart -= OnCycleStart;
// 네트워크 오브젝트 파괴 (약간의 딜레이)
Invoke(nameof(DespawnPortal), 1.0f);
}
private void DespawnPortal()
{
if (IsServer && NetworkObject != null)
{
NetworkObject.Despawn(true);
}
}
[ClientRpc]
private void ShowDamageEffectClientRpc()
{
if (damageEffectPrefab != null)
{
Transform spawnPoint = effectSpawnPoint != null ? effectSpawnPoint : transform;
GameObject effect = Instantiate(damageEffectPrefab, spawnPoint.position, spawnPoint.rotation);
Destroy(effect, 2f);
}
}
[ClientRpc]
private void ShowDestroyEffectClientRpc()
{
if (destroyEffectPrefab != null)
{
Transform spawnPoint = effectSpawnPoint != null ? effectSpawnPoint : transform;
GameObject effect = Instantiate(destroyEffectPrefab, spawnPoint.position, spawnPoint.rotation);
Destroy(effect, 3f);
}
}
#endregion
}

View File

@@ -32,6 +32,11 @@ namespace Northbound
NetworkVariableWritePermission.Server
);
/// <summary>
/// 사망 시 발생하는 이벤트 (매개변수: killerId)
/// </summary>
public event System.Action<ulong> OnDeath;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
@@ -71,6 +76,8 @@ namespace Northbound
int actualDamage = Mathf.Min(damage, _currentHealth.Value);
_currentHealth.Value -= actualDamage;
Debug.Log($"<color=red>[EnemyUnit] 적 유닛이 {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
// 데미지 이펙트
ShowDamageEffectClientRpc();
@@ -85,11 +92,14 @@ namespace Northbound
{
if (!IsServer) return;
// 사망 이벤트 발생 (애니메이션 등)
OnDeath?.Invoke(attackerId);
// 파괴 이펙트
ShowDestroyEffectClientRpc();
// 네트워크 오브젝트 파괴
Invoke(nameof(DespawnUnit), 0.5f);
Invoke(nameof(DespawnUnit), 3.0f);
}
private void DespawnUnit()

View File

@@ -18,6 +18,9 @@ namespace Northbound
[Tooltip("IsMoving bool parameter name in Animator")]
public string isMovingParam = "IsMoving";
[Tooltip("Death trigger parameter name in Animator")]
public string dieTriggerParam = "Die";
[Header("Settings")]
[Tooltip("Auto-load animator controller from MonsterData")]
public bool autoLoadFromMonsterData = true;
@@ -27,6 +30,7 @@ namespace Northbound
private Animator _animator;
private EnemyAIController _aiController;
private EnemyUnit _enemyUnit;
private NavMeshAgent _agent;
private NetworkVariable<float> _networkSpeed = new NetworkVariable<float>(
@@ -47,9 +51,14 @@ namespace Northbound
_animator = GetComponent<Animator>();
_aiController = GetComponent<EnemyAIController>();
_enemyUnit = GetComponent<EnemyUnit>();
_agent = GetComponent<NavMeshAgent>();
_aiController.OnAttackPerformed += HandleAttackPerformed;
if (_enemyUnit != null)
{
_enemyUnit.OnDeath += HandleDeath;
}
if (autoLoadFromMonsterData)
{
@@ -63,6 +72,10 @@ namespace Northbound
{
_aiController.OnAttackPerformed -= HandleAttackPerformed;
}
if (_enemyUnit != null)
{
_enemyUnit.OnDeath -= HandleDeath;
}
base.OnNetworkDespawn();
}
@@ -74,6 +87,14 @@ namespace Northbound
Debug.Log($"[MonsterAnimationController] Triggered attack animation for {target.name}", this);
}
private void HandleDeath(ulong killerId)
{
if (!IsServer) return;
TriggerDeathClientRpc();
if (debugLogging)
Debug.Log($"[MonsterAnimationController] Triggered death animation (killer: {killerId})", this);
}
private void LoadAnimatorController()
{
var monsterDataComponent = GetComponent<MonsterDataComponent>();
@@ -111,6 +132,14 @@ namespace Northbound
private void UpdateServerSide()
{
// 사망 상태면 이동 애니메이션 중지
if (_aiController != null && _aiController.GetCurrentState() == EnemyAIState.Dead)
{
_networkSpeed.Value = 0f;
_networkIsMoving.Value = false;
return;
}
if (_agent == null) return;
float currentSpeed = _agent.velocity.magnitude;
@@ -137,6 +166,15 @@ namespace Northbound
}
}
[Rpc(SendTo.ClientsAndHost)]
private void TriggerDeathClientRpc()
{
if (_animator != null)
{
_animator.SetTrigger(dieTriggerParam);
}
}
public void ResetAttackTrigger()
{
if (_animator != null)