타워 기능 추가 및 개선

This commit is contained in:
2026-01-14 11:33:18 +09:00
parent 745166803c
commit 96de63dd47
17 changed files with 2504 additions and 34 deletions

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using UnityEngine;
using System.Collections.Generic;
public class AreaTowerAttack : MonoBehaviour
{
[Header("Tower Settings")]
public float range = 15f; // 넓은 사거리
public float fireRate = 0.5f; // 발사 속도가 느림 (큰 데미지)
public GameObject explosiveProjectilePrefab; // 새로운 폭발 투사체 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)
{
AreaShoot();
_fireCountdown = 1f / fireRate;
}
_fireCountdown -= Time.deltaTime;
}
void UpdateTarget()
{
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;
}
}
if (nearestEnemy != null && shortestDistance <= range)
{
_target = nearestEnemy.transform;
}
else
{
_target = null;
}
}
void AreaShoot()
{
// 타겟의 현재 위치를 폭발 투사체의 목표 지점으로 설정
GameObject projectileGo = Instantiate(explosiveProjectilePrefab, firePoint.position, firePoint.rotation);
ExplosiveProjectile explosiveProjectile = projectileGo.GetComponent<ExplosiveProjectile>();
if (explosiveProjectile != null)
{
// 투사체에게 '목표 지점'을 전달 (추적 아님!)
explosiveProjectile.SetTargetPosition(_target.position);
}
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, range);
}
}