private Transform monsterTr;
private Transform playerTr;
List enemyLists = new List();
}
void Start()
{
playerTr = GetComponent();
}
void Update()
{
if (enemyLists.Count > 0)
{
Transform monsterTr = enemyLists[0];
}
IEnumerator CheckPlayerState()
{
while (!isDie)
{
yield return new WaitForSeconds(0.1f);
Β float distance = Vector3.Distance(monsterTr.position, playerTr.position);
Debug.Log(distance);
if (distance <= attackRange) //곡격 μ¬κ±°λ¦¬ μ΄λ΄μ λ€μ΄μλκ°?
{
playerState = PlayerState.attack;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.tag == "Monster")
{
enemyLists.Add(collision.transform);
}
}
private void OnTriggerExit2D(Collider2D collision)
{
foreach (Transform go in enemyLists)
{
if (go == collision.transform)
{
enemyLists.Remove(go);
break;
}
}
}
μλ μ§κΈ μλ²½λΆν° μ§κΈκΉμ§ κ³μ μ°Ύμλ΄£λλ° λμ ν λͺ¨λ₯΄κ² μ
λ€λ₯Έλ°©λ²μΌλ‘ λ€ μλ ν΄λ΄£λλ° μλ¨
Debug.Log(distance);κ° μμ μΆλ ₯μ‘°μ°¨ μλκ³
distanceκ° μμ κ³μ°μ΄ μλ¨
λ΄κ° μλ λ°©λ² λ€ μλν΄λ΄£λλ° λ€μλ¨ μ΄μΌν΄μΌλ¨ γ
γ
?
λλ κ·Έλ₯ μ λ€μ€μ κ°μ₯ κ°κΉμ΄ μ μ μ°Ύκ³ μΆμ λΏμΈλ° γ γ γ
λμ§ μλ€ λ³Όλμ²΄λ‘ λμ€λ
무γ γ μΌ μ μ½λ μ€κ°μ μ΄μνκ² λμ€μ§
float distance = Vector3.Distance(monsterTr.position, playerTr.position);
μλν°μμ μ€μ·μ°μ΄μ μ¬λ¦¬μ λμ¨μ μ½λ λͺ»μ¬λ¦Ό
γ γ γ³γ³
λμ§ μλμ½λμΈκ°
μλμ½λκ°λ©λ―Έ?