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// 쉐이더 프로퍼티 ID (문자열보다 성능이 좋음) private static readonly int EmissionColorProp = Shader.PropertyToID("_EmissionColor"); + void Awake() + { + _moveScript = GetComponent(); + if (enemyRenderer == null) enemyRenderer = GetComponentInChildren(); + if (enemyRenderer != null) + { + _enemyMaterial = enemyRenderer.material; + _enemyMaterial.EnableKeyword("_EMISSION"); + _originalEmissionColor = _enemyMaterial.GetColor(EmissionColorProp); + } + } + void Update() { - // 이동 스크립트로부터 현재 목표를 실시간으로 가져옵니다. - if (_target == null) + if (_moveScript != null && _moveScript.Target != _target) { - // EnemyMoveDefault에서 _target을 public이나 프로퍼티로 만들어 가져오세요 - _target = GetComponent().Target; - if (_target != null) _targetDamageable = _target.GetComponent(); - return; + SetAttackTarget(_moveScript.Target); } - float distance = Vector3.Distance(transform.position, _target.position); + if (_target == null) return; + + // --- 거리 계산 방식 수정 (핵심) --- + float distance = GetDistanceToTarget(); - // 사거리 안에 있고 타겟이 살아있을 때만 공격 if (distance <= attackRange) { if (Time.time >= _nextAttackTime) @@ -39,24 +57,28 @@ public class EnemyAttack : MonoBehaviour } } + private float GetDistanceToTarget() + { + if (_targetCollider == null) return Vector3.Distance(transform.position, _target.position); + + // 타겟의 표면상에서 내 위치와 가장 가까운 점을 찾습니다. + Vector3 closestPoint = _targetCollider.ClosestPoint(transform.position); + + // 내 발밑(transform.position)과 그 표면 사이의 실제 거리를 계산합니다. + return Vector3.Distance(transform.position, closestPoint); + } + private void Attack() { if (_target == null) return; - - if (_targetDamageable == null) - { - _targetDamageable = _target.GetComponentInParent(); - } + if (_targetDamageable == null) _targetDamageable = _target.GetComponentInParent(); if (_targetDamageable != null) { _targetDamageable.TakeDamage(damage); _nextAttackTime = Time.time + attackCooldown; - } - else - { - // 대상이 IDamageable이 아니거나 이미 파괴됨 - _target = null; + StartCoroutine(FlashEmissionRoutine()); + Debug.Log($"[공격!] 대상: {_target.name}"); } } @@ -64,6 +86,24 @@ public class EnemyAttack : MonoBehaviour { _target = newTarget; if (_target != null) - _targetDamageable = _target.GetComponent(); + { + _targetCollider = _target.GetComponentInChildren(); + _targetDamageable = _target.GetComponentInParent(); + } + else + { + _targetCollider = null; + _targetDamageable = null; + } + } + + private IEnumerator FlashEmissionRoutine() + { + if (_enemyMaterial != null) + { + _enemyMaterial.SetColor(EmissionColorProp, flashEmissionColor); + yield return new WaitForSeconds(flashDuration); + _enemyMaterial.SetColor(EmissionColorProp, _originalEmissionColor); + } } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs index da0c747..6fbc823 100644 --- a/Assets/Scripts/Player/PlayerMovement.cs +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -8,6 +8,9 @@ public class PlayerMovement : MonoBehaviour private CharacterController _controller; private PlayerInputActions _inputActions; + private Vector3 _velocity; + public float gravity = -19.62f; // 조금 더 묵직하게 설정 + void Awake() { _controller = GetComponent(); @@ -23,20 +26,29 @@ public class PlayerMovement : MonoBehaviour void Update() { - // 입력받은 방향으로 이동 계산 + // 1. 수직 속도(중력) 계산 + if (_controller.isGrounded && _velocity.y < 0) + { + // 바닥에 닿아있을 때 속도를 아주 작게 유지 (경사로 등에서 안정적) + _velocity.y = -2f; + } + + // 2. 입력받은 방향으로 평면 이동 계산 Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y); + + // 수평 이동 실행 _controller.Move(move * Time.deltaTime * moveSpeed); - // 이동 중일 때 바라보는 방향 전환 (선택 사항) + // 3. 중력 가속도 적용 (v = v + g * t) + _velocity.y += gravity * Time.deltaTime; + + // 4. 수직 이동(중력) 실행 (s = v * t) + _controller.Move(_velocity * Time.deltaTime); + + // 이동 중일 때 바라보는 방향 전환 if (move != Vector3.zero) { transform.forward = move; } } - - // Player 스크립트 내부 - void OnControllerColliderHit(ControllerColliderHit hit) - { - Debug.Log($"무언가와 부딪힘: {hit.gameObject.name}"); - } } \ No newline at end of file