타워 공격 기능 추가

각 타워 외형 변경 및 투사체 생성
This commit is contained in:
2026-01-14 01:45:59 +09:00
parent b346bd0d7b
commit 745166803c
15 changed files with 2033 additions and 408 deletions

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@@ -0,0 +1,33 @@
using UnityEngine;
public class EnemyHealth : MonoBehaviour, IDamageable
{
public float maxHealth = 50f;
private float _currentHealth;
void Start()
{
_currentHealth = maxHealth;
}
public void TakeDamage(float damage)
{
_currentHealth -= damage;
Debug.Log($"{gameObject.name} 남은 체력: {_currentHealth}");
// 데미지 입었을 때 반짝이는 효과를 여기서 호출해도 좋습니다.
// 예: GetComponent<EnemyAttack>().StartFlash();
if (_currentHealth <= 0)
{
Die();
}
}
private void Die()
{
Debug.Log($"{gameObject.name} 사망!");
// 여기서 파티클 생성이나 점수 추가 등을 처리합니다.
Destroy(gameObject);
}
}

View File

@@ -20,7 +20,7 @@ public class ConstructionSite : MonoBehaviour
_size = size; // 사이즈 저장
// 토대 자체의 크기 조절 (BuildManager에서 해도 되지만 여기서 하면 더 확실합니다)
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<Slider>();
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);
}

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@@ -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<IDamageable>();
if (damageable != null)
{
damageable.TakeDamage(damage);
}
Destroy(gameObject); // 충돌 후 소멸
}
}

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@@ -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<Projectile>();
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);
}
}

View File

@@ -6,6 +6,7 @@ TagManager:
tags:
- Core
- Gate
- Enemy
layers:
- Default
- TransparentFX