2026-05-20 적 경직추가

This commit is contained in:
2026-05-20 14:56:11 +09:00
parent e7c1330754
commit 08cdab421d
10 changed files with 113 additions and 31 deletions

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@@ -68,6 +68,7 @@ public class ActionData : ScriptableObject
// ─── 피격자 반응 (피격된 적의 동작) ───────────────────────────────── // ─── 피격자 반응 (피격된 적의 동작) ─────────────────────────────────
[Header("Hit Reaction")] [Header("Hit Reaction")]
public Vector2 HitVelocity = Vector2.zero; // 적에게 가할 넉백 속도 (X는 공격자 facing 방향) public Vector2 HitVelocity = Vector2.zero; // 적에게 가할 넉백 속도 (X는 공격자 facing 방향)
public float HitStunDuration = 0.25f; // 피격자가 이동/공격을 못 하는 경직 시간
public bool UseHitPositionCorrection; // 적의 위치를 강제로 보정할지 (잡기/연계 안정성) public bool UseHitPositionCorrection; // 적의 위치를 강제로 보정할지 (잡기/연계 안정성)
public Vector2 HitTargetOffset = new Vector2(0.8f, 0f); // 보정 시 공격자 기준 적의 목표 위치 public Vector2 HitTargetOffset = new Vector2(0.8f, 0f); // 보정 시 공격자 기준 적의 목표 위치
public float HitPositionCorrectionDuration = 0.08f; // 보정 보간 시간 (0이면 즉시 텔레포트) public float HitPositionCorrectionDuration = 0.08f; // 보정 보간 시간 (0이면 즉시 텔레포트)

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@@ -35,6 +35,7 @@ public class AttackHitbox : MonoBehaviour
private bool _correctHitTargetY; // 위치 보정에서 Y도 보정할지 private bool _correctHitTargetY; // 위치 보정에서 Y도 보정할지
private int _hitPositionSolidMask; // 보정 시 끼이지 않게 검사할 솔리드 레이어 private int _hitPositionSolidMask; // 보정 시 끼이지 않게 검사할 솔리드 레이어
private float _hitPositionCorrectionDuration; // 보정 보간 시간 (0이면 즉시) private float _hitPositionCorrectionDuration; // 보정 보간 시간 (0이면 즉시)
private float _hitStunDuration; // 피격 경직 시간
private string _hitReactionState; // 피격자가 재생할 애니메이션 State 이름 private string _hitReactionState; // 피격자가 재생할 애니메이션 State 이름
private LayerMask _targetLayer; // 데미지를 줄 레이어 (보통 Enemy) private LayerMask _targetLayer; // 데미지를 줄 레이어 (보통 Enemy)
@@ -88,6 +89,7 @@ public void Activate(ActionData data, Vector2 localPosition, Vector2 hitVelocity
_correctHitTargetY = correctHitTargetY; _correctHitTargetY = correctHitTargetY;
_hitPositionSolidMask = hitPositionSolidMask; _hitPositionSolidMask = hitPositionSolidMask;
_hitPositionCorrectionDuration = data.HitPositionCorrectionDuration; _hitPositionCorrectionDuration = data.HitPositionCorrectionDuration;
_hitStunDuration = data.HitStunDuration;
_hitReactionState = data.HitReactionAnimationState; _hitReactionState = data.HitReactionAnimationState;
_targetLayer = targetLayer; _targetLayer = targetLayer;
_alreadyHit.Clear(); _alreadyHit.Clear();
@@ -140,7 +142,7 @@ private void TryDamage(Collider2D other)
_alreadyHit.Add(target); _alreadyHit.Add(target);
Debug.Log($"[Hitbox] t={Time.time:F3} damage={_damage} → {other.name} (parent={(target as MonoBehaviour)?.gameObject.name})"); Debug.Log($"[Hitbox] t={Time.time:F3} damage={_damage} → {other.name} (parent={(target as MonoBehaviour)?.gameObject.name})");
Vector2? targetPosition = GetCorrectionTargetPosition(other); Vector2? targetPosition = GetCorrectionTargetPosition(other);
target.TakeDamage(_damage, _hitVelocity, _hitReactionState, targetPosition, _correctHitTargetY, _hitPositionSolidMask, _hitPositionCorrectionDuration); target.TakeDamage(_damage, _hitVelocity, _hitReactionState, targetPosition, _correctHitTargetY, _hitPositionSolidMask, _hitPositionCorrectionDuration, _hitStunDuration);
OnHit?.Invoke(target); OnHit?.Invoke(target);
} }

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@@ -15,8 +15,9 @@
// correctHitTargetY — 위 위치 보정에서 Y도 보정할지 (false면 X만) // correctHitTargetY — 위 위치 보정에서 Y도 보정할지 (false면 X만)
// hitPositionSolidMask — 위치 보정 시 끼이지 않게 검사할 솔리드 레이어 // hitPositionSolidMask — 위치 보정 시 끼이지 않게 검사할 솔리드 레이어
// hitPositionCorrectionDuration — 위치 보정 보간 시간 (0이면 즉시 스냅) // hitPositionCorrectionDuration — 위치 보정 보간 시간 (0이면 즉시 스냅)
// hitStunDuration — 피격 경직 시간. 음수면 피격자 기본값 사용
// ============================================================================ // ============================================================================
public interface IDamageable public interface IDamageable
{ {
void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0f); void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0f, float hitStunDuration = -1f);
} }

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@@ -1,3 +1,4 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@@ -25,6 +26,8 @@ public class Enemy : MonoBehaviour, IDamageable
[Header("Hit Feedback")] [Header("Hit Feedback")]
[SerializeField] private float _hitFlashDuration = 0.1f; // 빨강 깜빡 지속 시간 [SerializeField] private float _hitFlashDuration = 0.1f; // 빨강 깜빡 지속 시간
[SerializeField] private Color _hitFlashColor = Color.red; // 깜빡 색상 [SerializeField] private Color _hitFlashColor = Color.red; // 깜빡 색상
[SerializeField] private float _hitStunDuration = 0.25f; // ActionData 값이 없을 때 쓰는 기본 경직 시간
[SerializeField] private string _hitAnimationState = "HitDamage"; // 공격 데이터에 피격 애니가 없을 때 재생할 기본 State
// ─── 넉백 / 벽 반사 파라미터 ───────────────────────────────────────── // ─── 넉백 / 벽 반사 파라미터 ─────────────────────────────────────────
[Header("Hit Bounce")] [Header("Hit Bounce")]
@@ -53,6 +56,8 @@ public class Enemy : MonoBehaviour, IDamageable
private SpriteRenderer _spriteRenderer; private SpriteRenderer _spriteRenderer;
private Color _originalColor; // hit flash 끝나면 복귀할 원본 색 private Color _originalColor; // hit flash 끝나면 복귀할 원본 색
private float _flashTimer; // 깜빡 남은 시간 private float _flashTimer; // 깜빡 남은 시간
private bool _isFlashing;
private float _hitStunTimer; // 피격 경직 남은 시간
private float _hitReactionTimer; // 넉백 유효 시간 카운트다운 (벽 반사 조건) private float _hitReactionTimer; // 넉백 유효 시간 카운트다운 (벽 반사 조건)
private bool _isGrounded; private bool _isGrounded;
private Vector2 _lastVelocity; // 직전 프레임 속도 (벽 충돌 시 반사 벡터 계산용) private Vector2 _lastVelocity; // 직전 프레임 속도 (벽 충돌 시 반사 벡터 계산용)
@@ -76,9 +81,11 @@ public class Enemy : MonoBehaviour, IDamageable
public bool IsDead => _health != null && _health.IsDead; public bool IsDead => _health != null && _health.IsDead;
public bool IsGrabbed => _isGrabbed; public bool IsGrabbed => _isGrabbed;
public bool IsInHitReaction => _hitReactionTimer > 0f || _isHitPositionCorrecting || _flashTimer > 0f; public bool IsInHitReaction => _hitStunTimer > 0f || _hitReactionTimer > 0f || _isHitPositionCorrecting || _flashTimer > 0f;
public bool CanUseAI => !IsDead && !_isGrabbed && !IsInHitReaction; public bool CanUseAI => !IsDead && !_isGrabbed && !IsInHitReaction;
public event Action OnDamaged;
// 컴포넌트 캐싱 + Health.OnDied 구독 (사망 시 HandleDeath 자동 호출). // 컴포넌트 캐싱 + Health.OnDied 구독 (사망 시 HandleDeath 자동 호출).
private void Awake() private void Awake()
@@ -106,15 +113,75 @@ private void Update()
if (_flashTimer > 0f) if (_flashTimer > 0f)
{ {
_flashTimer -= Time.deltaTime; _flashTimer -= Time.deltaTime;
if (_flashTimer <= 0f && _spriteRenderer != null) if (_flashTimer <= 0f)
{ EndHitFlash();
Debug.Log($"[Flash END] t={Time.time:F3} → revert to {_originalColor}");
_spriteRenderer.color = _originalColor;
}
} }
if (_hitReactionTimer > 0f) if (_hitReactionTimer > 0f)
_hitReactionTimer -= Time.deltaTime; _hitReactionTimer -= Time.deltaTime;
if (_hitStunTimer > 0f)
_hitStunTimer -= Time.deltaTime;
}
private void LateUpdate()
{
if (_isFlashing)
ApplyHitFlashColor();
}
private void StartHitFlash()
{
if (_spriteRenderer == null || _hitFlashDuration <= 0f) return;
_flashTimer = Mathf.Max(_flashTimer, _hitFlashDuration);
_isFlashing = true;
ApplyHitFlashColor();
}
private void ApplyHitFlashColor()
{
if (_spriteRenderer != null)
_spriteRenderer.color = _hitFlashColor;
}
private void EndHitFlash()
{
_flashTimer = 0f;
_isFlashing = false;
if (_spriteRenderer != null)
_spriteRenderer.color = _originalColor;
}
private void PlayHitAnimation(string hitReactionAnimationState)
{
string stateName = !string.IsNullOrEmpty(hitReactionAnimationState)
? hitReactionAnimationState
: _hitAnimationState;
if (_anim == null || string.IsNullOrEmpty(stateName)) return;
int stateHash = Animator.StringToHash(stateName);
if (_anim.HasState(0, stateHash))
{
_anim.Play(stateHash, 0, 0f);
_anim.Update(0f);
return;
}
if (!stateName.Contains("."))
{
int baseLayerStateHash = Animator.StringToHash($"Base Layer.{stateName}");
if (_anim.HasState(0, baseLayerStateHash))
{
_anim.Play(baseLayerStateHash, 0, 0f);
_anim.Update(0f);
return;
}
}
Debug.LogWarning($"{name} 피격 애니메이션 State를 찾을 수 없습니다: {stateName}", this);
} }
// 매 물리 프레임의 메인: // 매 물리 프레임의 메인:
@@ -204,21 +271,17 @@ private void ApplySeparation()
// 5) 이전 넉백 속도 초기화 후 새 넉백 적용 // 5) 이전 넉백 속도 초기화 후 새 넉백 적용
// 6) 위치 보정 (옵션) // 6) 위치 보정 (옵션)
// 7) Health.TakeDamage로 HP 감소 → 0이면 OnDied 이벤트로 HandleDeath 트리거 // 7) Health.TakeDamage로 HP 감소 → 0이면 OnDied 이벤트로 HandleDeath 트리거
public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0f) public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0f, float hitStunDuration = -1f)
{ {
if (_health == null || _health.IsDead) return; if (_health == null || _health.IsDead) return;
float appliedHitStunDuration = hitStunDuration >= 0f ? hitStunDuration : _hitStunDuration;
_hitStunTimer = Mathf.Max(_hitStunTimer, appliedHitStunDuration);
OnDamaged?.Invoke();
_isGrabbed = false; _isGrabbed = false;
if (_spriteRenderer != null) StartHitFlash();
{ PlayHitAnimation(hitReactionAnimationState);
Debug.Log($"[Flash START] t={Time.time:F3} duration={_hitFlashDuration:F3} (current color was {_spriteRenderer.color})");
_spriteRenderer.color = _hitFlashColor;
_flashTimer = _hitFlashDuration;
}
if (_anim != null && !string.IsNullOrEmpty(hitReactionAnimationState))
_anim.Play(hitReactionAnimationState);
// 새 피격이 반응 속도를 전부 결정하므로, 이전 튕김/넉백 속도는 먼저 제거한다. // 새 피격이 반응 속도를 전부 결정하므로, 이전 튕김/넉백 속도는 먼저 제거한다.
if (_rb != null) if (_rb != null)

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@@ -34,12 +34,11 @@ private enum AIState
[SerializeField] private float _attackLockDuration = 0.45f; [SerializeField] private float _attackLockDuration = 0.45f;
[SerializeField] private float _attackCooldown = 1f; [SerializeField] private float _attackCooldown = 1f;
[SerializeField] private Vector2 _attackHitVelocity = new Vector2(3f, 0f); [SerializeField] private Vector2 _attackHitVelocity = new Vector2(3f, 0f);
[SerializeField] private string _targetHitReactionAnimationState;
[Header("Animation")] [Header("Animation")]
[SerializeField] private string _idleAnimationState = ""; [SerializeField] private string _idleAnimationState = "Idle";
[SerializeField] private string _runAnimationState = ""; [SerializeField] private string _runAnimationState = "Run";
[SerializeField] private string _attackAnimationState = ""; [SerializeField] private string _attackAnimationState = "PunchA";
private Enemy _enemy; private Enemy _enemy;
private Health _health; private Health _health;
@@ -75,9 +74,17 @@ private void OnEnable()
_hasAppliedAttackDamage = false; _hasAppliedAttackDamage = false;
_attackTimer = 0f; _attackTimer = 0f;
_attackCooldownTimer = 0f; _attackCooldownTimer = 0f;
if (_enemy != null)
_enemy.OnDamaged += HandleDamaged;
ResolveTarget(); ResolveTarget();
} }
private void OnDisable()
{
if (_enemy != null)
_enemy.OnDamaged -= HandleDamaged;
}
private void Update() private void Update()
{ {
TickCooldown(); TickCooldown();
@@ -282,6 +289,14 @@ private void CancelAttack()
_isAttacking = false; _isAttacking = false;
_hasAppliedAttackDamage = false; _hasAppliedAttackDamage = false;
_attackTimer = 0f; _attackTimer = 0f;
_state = AIState.Idle;
_activeAnimationState = null;
}
private void HandleDamaged()
{
CancelAttack();
_attackCooldownTimer = Mathf.Max(_attackCooldownTimer, _attackCooldown);
} }
private void TryApplyAttackDamage() private void TryApplyAttackDamage()
@@ -295,7 +310,7 @@ private void TryApplyAttackDamage()
if (!IsTargetLayerValid()) return; if (!IsTargetLayerValid()) return;
Vector2 hitVelocity = new Vector2(_attackHitVelocity.x * _facingDirection, _attackHitVelocity.y); Vector2 hitVelocity = new Vector2(_attackHitVelocity.x * _facingDirection, _attackHitVelocity.y);
_targetDamageable.TakeDamage(_attackDamage, hitVelocity, _targetHitReactionAnimationState); _targetDamageable.TakeDamage(_attackDamage, hitVelocity);
} }
private bool IsTargetLayerValid() private bool IsTargetLayerValid()

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@@ -733,7 +733,7 @@ private async Awaitable GrabRoutine(ActionData data, CancellationToken token)
} }
target.EndGrab(); target.EndGrab();
target.TakeDamage(data.Damage, GetHitVelocity(data.HitVelocity), data.HitReactionAnimationState); target.TakeDamage(data.Damage, GetHitVelocity(data.HitVelocity), data.HitReactionAnimationState, hitStunDuration: data.HitStunDuration);
} }
catch (System.OperationCanceledException) catch (System.OperationCanceledException)
{ {
@@ -1578,7 +1578,7 @@ private void DrawTimelineBar(ActionData data, float elapsed)
GUI.color = Color.white; GUI.color = Color.white;
} }
public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0) public void TakeDamage(int amount, Vector2 hitVelocity = default, string hitReactionAnimationState = null, Vector2? hitTargetPosition = null, bool correctHitTargetY = false, int hitPositionSolidMask = 0, float hitPositionCorrectionDuration = 0, float hitStunDuration = -1f)
{ {
if (_health == null || _health.IsDead) return; if (_health == null || _health.IsDead) return;

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