75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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public class AreaTowerAttack : MonoBehaviour
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{
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[Header("Tower Settings")]
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public float range = 15f; // 넓은 사거리
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public float fireRate = 0.5f; // 발사 속도가 느림 (큰 데미지)
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public GameObject explosiveProjectilePrefab; // 새로운 폭발 투사체 프리팹
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public Transform firePoint; // 투사체가 발사될 위치
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private float _fireCountdown = 0f;
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private Transform _target;
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void Update()
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{
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UpdateTarget(); // 가장 가까운 적 찾기
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if (_target == null) return;
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// 발사 간격 관리
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if (_fireCountdown <= 0f)
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{
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AreaShoot();
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_fireCountdown = 1f / fireRate;
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}
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_fireCountdown -= Time.deltaTime;
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}
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void UpdateTarget()
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{
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GameObject[] enemies = GameObject.FindGameObjectsWithTag("Enemy");
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float shortestDistance = Mathf.Infinity;
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GameObject nearestEnemy = null;
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foreach (GameObject enemy in enemies)
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{
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float distanceToEnemy = Vector3.Distance(transform.position, enemy.transform.position);
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if (distanceToEnemy < shortestDistance)
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{
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shortestDistance = distanceToEnemy;
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nearestEnemy = enemy;
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}
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}
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if (nearestEnemy != null && shortestDistance <= range)
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{
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_target = nearestEnemy.transform;
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}
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else
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{
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_target = null;
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}
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}
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void AreaShoot()
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{
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// 타겟의 현재 위치를 폭발 투사체의 목표 지점으로 설정
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GameObject projectileGo = Instantiate(explosiveProjectilePrefab, firePoint.position, firePoint.rotation);
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ExplosiveProjectile explosiveProjectile = projectileGo.GetComponent<ExplosiveProjectile>();
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if (explosiveProjectile != null)
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{
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// 투사체에게 '목표 지점'을 전달 (추적 아님!)
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explosiveProjectile.SetTargetPosition(_target.position);
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}
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}
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void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(transform.position, range);
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}
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} |