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transform.localScale = new Vector3(size.x, 5f, size.y); + transform.localScale = new Vector3(size.x, 1f, size.y); // UI 생성 및 초기화 if (uiPrefab != null) @@ -29,6 +29,7 @@ public class ConstructionSite : MonoBehaviour _progressSlider = uiObj.GetComponentInChildren(); if (_progressSlider != null) { + _progressSlider.transform.localScale = Vector3.one; // 슬라이더 크기 조절 _progressSlider.maxValue = 1f; _progressSlider.value = 0f; } @@ -58,7 +59,7 @@ public class ConstructionSite : MonoBehaviour GameObject turret = Instantiate(_finalTurretPrefab, transform.position, transform.rotation); // 2. 생성된 타워의 크기를 저장해둔 사이즈로 변경! - turret.transform.localScale = new Vector3(_size.x, 5f, _size.y); + turret.transform.localScale = new Vector3(_size.x, 1f, _size.y); Destroy(gameObject); } diff --git a/Assets/Scripts/GameBase/Projectile.cs b/Assets/Scripts/GameBase/Projectile.cs new file mode 100644 index 0000000..aeb169c --- /dev/null +++ b/Assets/Scripts/GameBase/Projectile.cs @@ -0,0 +1,47 @@ +using UnityEngine; + +public class Projectile : MonoBehaviour +{ + private Transform _target; + public float speed = 20f; + public float damage = 20f; + + public void Seek(Transform target) + { + _target = target; + } + + void Update() + { + if (_target == null) + { + Destroy(gameObject); + return; + } + + // 타겟 방향으로 이동 + Vector3 dir = _target.position - transform.position; + float distanceThisFrame = speed * Time.deltaTime; + + // 적에게 도달했는지 확인 + if (dir.magnitude <= distanceThisFrame) + { + HitTarget(); + return; + } + + transform.Translate(dir.normalized * distanceThisFrame, Space.World); + transform.LookAt(_target); // 적을 바라보게 회전 + } + + void HitTarget() + { + IDamageable damageable = _target.GetComponentInParent(); + if (damageable != null) + { + damageable.TakeDamage(damage); + } + + Destroy(gameObject); // 충돌 후 소멸 + } +} \ No newline at end of file diff --git a/Assets/Scripts/GameBase/TowerAttack.cs b/Assets/Scripts/GameBase/TowerAttack.cs new file mode 100644 index 0000000..fc61ea8 --- /dev/null +++ b/Assets/Scripts/GameBase/TowerAttack.cs @@ -0,0 +1,76 @@ +using UnityEngine; +using System.Collections.Generic; + +public class TowerAttack : MonoBehaviour +{ + [Header("Tower Settings")] + public float range = 10f; // 사거리 + public float fireRate = 1f; // 초당 발사 횟수 + public GameObject projectilePrefab; // 화살/마법탄 등 프리팹 + public Transform firePoint; // 투사체가 발사될 위치 + + private float _fireCountdown = 0f; + private Transform _target; + + void Update() + { + UpdateTarget(); // 가장 가까운 적 찾기 + + if (_target == null) return; + + // 발사 간격 관리 + if (_fireCountdown <= 0f) + { + Shoot(); + _fireCountdown = 1f / fireRate; + } + + _fireCountdown -= Time.deltaTime; + } + + void UpdateTarget() + { + // "Enemy" 태그를 가진 모든 오브젝트 검색 + GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy"); + float shortestDistance = Mathf.Infinity; + GameObject nearestEnemy = null; + + foreach (GameObject enemy in enemies) + { + float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position); + if (distanceToEnemy < shortestDistance) + { + shortestDistance = distanceToEnemy; + nearestEnemy = enemy; + } + } + + // 가장 가까운 적이 사거리 안에 있을 때만 타겟으로 설정 + if (nearestEnemy != null && shortestDistance <= range) + { + _target = nearestEnemy.transform; + } + else + { + _target = null; + } + } + + void Shoot() + { + GameObject projectileGo = Instantiate(projectilePrefab, firePoint.position, firePoint.rotation); + Projectile projectile = projectileGo.GetComponent(); + + if (projectile != null) + { + projectile.Seek(_target); // 투사체에게 타겟 정보 전달 + } + } + + // 에디터 씬 뷰에서 사거리를 시각적으로 확인 + void OnDrawGizmosSelected() + { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(transform.position, range); + } +} \ No newline at end of file diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 38b47aa..08de538 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -6,6 +6,7 @@ TagManager: tags: - Core - Gate + - Enemy layers: - Default - TransparentFX