적군 구현

This commit is contained in:
김도환
2026-04-18 17:30:41 +09:00
parent 00b52e8b79
commit aec5dfbcf6
7 changed files with 421 additions and 7 deletions

42
Assets/Scripts/Enemy.cs Normal file
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@@ -0,0 +1,42 @@
using System;
using UnityEngine;
public class Enemy: LivingEntity
{
private SpriteRenderer _spriteRenderer;
private GameObject _player;
private Player _playerScript;
public float speed = 20f;
public int attackDamage = 1;
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Player"))
{
_playerScript.Damage(attackDamage);
}
}
private void Start()
{
_player = GameObject.FindGameObjectsWithTag("Player")[0];
_playerScript = _player.GetComponent<Player>();
_spriteRenderer = GetComponent<SpriteRenderer>();
}
private void Update()
{
Vector2 direction = transform.position - _player.transform.position;
var rad2Deg = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0, 0, rad2Deg + 180);
transform.Translate(direction.normalized * (Time.deltaTime * speed * -1));
}
protected override void OnDamaged(float damage)
{
var spriteRenderer = _spriteRenderer;
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 625c2fb5b495454296dab3fbfa13b65c
timeCreated: 1776450504

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@@ -1,11 +1,14 @@
using System;
using UnityEngine;
public class LivingEntity : MonoBehaviour
public abstract class LivingEntity : MonoBehaviour
{
public float health;
protected abstract void OnDamaged(float damage);
public void Damage(float amount)
{
OnDamaged(amount);
health -= amount;
if (health <= 0)
{
@@ -16,8 +19,7 @@ public class LivingEntity : MonoBehaviour
{
if (other.gameObject.layer == LayerMask.NameToLayer("Bullet"))
{
Destroy(gameObject);
other.gameObject.SetActive(false);
Damage(5);
}
}
}

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@@ -1,9 +1,10 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class Player : MonoBehaviour
public class Player : LivingEntity
{
private Camera _camera;
private Queue<GameObject> _bulletPool = new Queue<GameObject>();
@@ -17,9 +18,12 @@ public class Player : MonoBehaviour
public float fireRate = 0.1f; // 총알 발사 간격 (0.1초마다 1발)
private float _fireTimer; // 발사 타이머
private bool _isShooting; // 발사 버튼을 누르고 있는지 여부
private SpriteRenderer _spriteRenderer;
void Start()
private void Start()
{
health = 20.0f;
_spriteRenderer = GetComponent<SpriteRenderer>();
_camera = Camera.main;
// 처음 클릭 시 즉시 발사되도록 타이머 초기화
@@ -40,7 +44,7 @@ public class Player : MonoBehaviour
private void FixedUpdate()
{
var readValue = InputManager.InputSystem.Player.Move.ReadValue<Vector2>();
var moveDir = new Vector3(readValue.x, readValue.y, 0);
var moveDir = new Vector3(readValue.x, readValue.y, 0).normalized;
transform.position += moveDir * (Time.fixedDeltaTime * moveSpeed);
backGround.transform.position = transform.position;
}
@@ -111,4 +115,21 @@ public class Player : MonoBehaviour
InputManager.InputSystem.Player.Click.canceled -= OnShootCanceled;
}
}
protected override void OnDamaged(float damage)
{
StartCoroutine(DamageEffect());
}
private IEnumerator DamageEffect()
{
var originalColor = _spriteRenderer.color;
var alphaEdited = _spriteRenderer.color;
alphaEdited.a = 0.5f;
_spriteRenderer.color = alphaEdited;
moveSpeed = 50;
yield return new WaitForSeconds(0.5f); // 0.1초 동안 유지
_spriteRenderer.color = originalColor; // 원래 색상으로 복원
moveSpeed = 20;
}
}