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Zombie Survive 전체 스크립트

by HyunS_PG 2020. 6. 1.
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GameManager.cs

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using Photon.Pun;
using UnityEngine;
using UnityEngine.SceneManagement;
 
// 점수와 게임 오버 여부, 게임 UI를 관리하는 게임 매니저
public class GameManager : MonoBehaviourPunCallbacks, IPunObservable
{
    // 외부에서 싱글톤 오브젝트를 가져올때 사용할 프로퍼티
    public static GameManager instance
    {
        get
        {
            // 만약 싱글톤 변수에 아직 오브젝트가 할당되지 않았다면
            if (m_instance == null)
            {
                // 씬에서 GameManager 오브젝트를 찾아 할당
                m_instance = FindObjectOfType<GameManager>();
            }
 
            // 싱글톤 오브젝트를 반환
            return m_instance;
        }
    }
 
    private static GameManager m_instance; // 싱글톤이 할당될 static 변수
 
    public GameObject playerPrefab; // 생성할 플레이어 캐릭터 프리팹
 
    private int score = 0// 현재 게임 점수
    public bool isGameover { get; private set; } // 게임 오버 상태
 
    // 주기적으로 자동 실행되는, 동기화 메서드
    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        // 로컬 오브젝트라면 쓰기 부분이 실행됨
        if (stream.IsWriting)
        {
            // 네트워크를 통해 score 값을 보내기
            stream.SendNext(score);
        }
        else
        {
            // 리모트 오브젝트라면 읽기 부분이 실행됨         
            // 네트워크를 통해 score 값 받기
            score = (int) stream.ReceiveNext();
            // 동기화하여 받은 점수를 UI로 표시
            UIManager.instance.UpdateScoreText(score);
        }
    }
 
 
    private void Awake() {
        // 씬에 싱글톤 오브젝트가 된 다른 GameManager 오브젝트가 있다면
        if (instance != this)
        {
            // 자신을 파괴
            Destroy(gameObject);
        }
    }
 
    // 게임 시작과 동시에 플레이어가 될 게임 오브젝트를 생성
    private void Start()
    {
        // 생성할 랜덤 위치 지정
        Vector3 randomSpawnPos = Random.insideUnitSphere * 5f;
        // 위치 y값은 0으로 변경
        randomSpawnPos.y = 0f;
 
        // 네트워크 상의 모든 클라이언트들에서 생성 실행
        // 단, 해당 게임 오브젝트의 주도권은, 생성 메서드를 직접 실행한 클라이언트에게 있음
        PhotonNetwork.Instantiate(playerPrefab.name, randomSpawnPos, Quaternion.identity);
    }
 
    // 점수를 추가하고 UI 갱신
    public void AddScore(int newScore) {
        // 게임 오버가 아닌 상태에서만 점수 증가 가능
        if (!isGameover)
        {
            // 점수 추가
            score += newScore;
            // 점수 UI 텍스트 갱신
            UIManager.instance.UpdateScoreText(score);
        }
    }
 
    // 게임 오버 처리
    public void EndGame() {
        // 게임 오버 상태를 참으로 변경
        isGameover = true;
        // 게임 오버 UI를 활성화
        UIManager.instance.SetActiveGameoverUI(true);
    }
 
    // 키보드 입력을 감지하고 룸을 나가게 함
    private void Update() {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            PhotonNetwork.LeaveRoom();
        }
    }
 
    // 룸을 나갈때 자동 실행되는 메서드
    public override void OnLeftRoom() {
        // 룸을 나가면 로비 씬으로 돌아감
        SceneManager.LoadScene("Lobby");
    }
}
cs

 

 

 

 

UIManager.cs

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using UnityEngine;
using UnityEngine.SceneManagement; // 씬 관리자 관련 코드
using UnityEngine.UI; // UI 관련 코드
 
// 필요한 UI에 즉시 접근하고 변경할 수 있도록 허용하는 UI 매니저
public class UIManager : MonoBehaviour {
    // 싱글톤 접근용 프로퍼티
    public static UIManager instance
    {
        get
        {
            if (m_instance == null)
            {
                m_instance = FindObjectOfType<UIManager>();
            }
 
            return m_instance;
        }
    }
 
    private static UIManager m_instance; // 싱글톤이 할당될 변수
 
    public Text ammoText; // 탄약 표시용 텍스트
    public Text scoreText; // 점수 표시용 텍스트
    public Text waveText; // 적 웨이브 표시용 텍스트
    public GameObject gameoverUI; // 게임 오버시 활성화할 UI 
 
    // 탄약 텍스트 갱신
    public void UpdateAmmoText(int magAmmo, int remainAmmo) {
        ammoText.text = magAmmo + "/" + remainAmmo;
    }
 
    // 점수 텍스트 갱신
    public void UpdateScoreText(int newScore) {
        scoreText.text = "Score : " + newScore;
    }
 
    // 적 웨이브 텍스트 갱신
    public void UpdateWaveText(int waves, int count) {
        waveText.text = "Wave : " + waves + "\nEnemy Left : " + count;
    }
 
    // 게임 오버 UI 활성화
    public void SetActiveGameoverUI(bool active) {
        gameoverUI.SetActive(active);
    }
 
    // 게임 재시작
    public void GameRestart() {
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
    }
}
cs

 

 

 

 

LobbyManager.cs

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using Photon.Pun; // 유니티용 포톤 컴포넌트들
using Photon.Realtime; // 포톤 서비스 관련 라이브러리
using UnityEngine;
using UnityEngine.UI;
 
// 마스터(매치 메이킹) 서버와 룸 접속을 담당
public class LobbyManager : MonoBehaviourPunCallbacks
{
    private string gameVersion = "1"// 게임 버전
 
    public Text connectionInfoText; // 네트워크 정보를 표시할 텍스트
    public Button joinButton; // 룸 접속 버튼
 
    // 게임 실행과 동시에 마스터 서버 접속 시도
    private void Start()
    {
        PhotonNetwork.GameVersion = gameVersion;
        PhotonNetwork.ConnectUsingSettings();
 
        joinButton.interactable = false;
        connectionInfoText.text = "마스터 서버에 접속 중...";
    }
 
    // 마스터 서버 접속 성공시 자동 실행
    public override void OnConnectedToMaster()
    {
        joinButton.interactable = true;
        connectionInfoText.text = "온라인 : 마스터 서버와 연결됨";
    }
 
    // 마스터 서버 접속 실패시 자동 실행
    public override void OnDisconnected(DisconnectCause cause)
    {
        joinButton.interactable = false;
        connectionInfoText.text = "오프라인 : 마스터 서버와 연결되지 않음/n" + "접속 재시도 중...";
 
        PhotonNetwork.ConnectUsingSettings();
    }
 
    // 룸 접속 시도
    public void Connect()
    {
        joinButton.interactable = false;
 
        if(PhotonNetwork.IsConnected)
        {
            connectionInfoText.text = "룸에 접속...";
            PhotonNetwork.JoinRandomRoom();
        }
        else
        {
            connectionInfoText.text = "오프라인 : 마스터 서버와 연결되지 않음/n" + "접속 재시도 중...";
            PhotonNetwork.ConnectUsingSettings();
        }
    }
 
    // (빈 방이 없어)랜덤 룸 참가에 실패한 경우 자동 실행
    public override void OnJoinRandomFailed(short returnCode, string message)
    {
        connectionInfoText.text = "빈 방이 없음, 새로운 방 생성...";
        PhotonNetwork.CreateRoom(nullnew RoomOptions { MaxPlayers = 4 });
    }
 
    // 룸에 참가 완료된 경우 자동 실행
    public override void OnJoinedRoom()
    {
        connectionInfoText.text = "방 참가 성공";
        PhotonNetwork.LoadLevel("Main");
    }
}
cs

 

 

 

 

CameraSetup.cs

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using Cinemachine; // 시네머신 관련 코드
using Photon.Pun; // PUN 관련 코드
using UnityEngine;
 
// 시네머신 카메라가 로컬 플레이어를 추적하도록 설정
public class CameraSetup : MonoBehaviourPun
{
    void Start()
    {
        if(photonView.IsMine)
        {
            CinemachineVirtualCamera followCam = FindObjectOfType<CinemachineVirtualCamera>();
 
            followCam.Follow = transform;
            followCam.LookAt = transform;
        }
    }
}
cs

 

 

 

 

LivingEntity.cs

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using System;
using Photon.Pun;
using UnityEngine;
using UnityEngine.UI; // UI 관련 코드
 
// 생명체로서 동작할 게임 오브젝트들을 위한 뼈대를 제공
// 체력, 데미지 받아들이기, 사망 기능, 사망 이벤트를 제공
public class LivingEntity : MonoBehaviourPun, IDamageable
{
    public GameObject damageUIPrefab;   // 데미지 팝업 UI
    protected FloatingText popupText;   // 데미지 수치
 
    public float startingHealth = 100f; // 시작 체력
    public float health { get; protected set; } // 현재 체력
    public Slider healthSlider;     // 체력을 표시할 UI 슬라이더
 
    public bool dead { get; protected set; } // 사망 상태
    public event Action onDeath; // 사망시 발동할 이벤트
 
    public float fireDamage = 10f;          // 불 데미지
    public float timeBetFireDamage = 0.5f;  // 불 데미지 간격
    private float lastFireDamageTime;       // 마지막 불 데미지 시점
 
    // 호스트->모든 클라이언트 방향으로 체력과 사망 상태를 동기화 하는 메서드
    [PunRPC]
    public void ApplyUpdatedHealth(float newHealth, bool newDead)
    {
        health = newHealth;
        dead = newDead;
    }
 
    // 생명체가 활성화될때 상태를 리셋
    protected virtual void OnEnable()
    {
        // 사망하지 않은 상태로 시작
        dead = false;
        // 체력을 시작 체력으로 초기화
        health = startingHealth;
 
        healthSlider.gameObject.SetActive(true);
        healthSlider.maxValue = startingHealth;
        healthSlider.value = health;
 
        popupText = damageUIPrefab.GetComponent<FloatingText>();
    }
 
    // 데미지 처리
    // 호스트에서 먼저 단독 실행되고, 호스트를 통해 다른 클라이언트들에서 일괄 실행됨
    [PunRPC]
    public virtual void OnDamage(float damage, Vector3 hitPoint, Vector3 hitNormal) {
        if (PhotonNetwork.IsMasterClient)
        {
            // 데미지만큼 체력 감소
            health -= damage;
 
            healthSlider.value = health;
 
            // 호스트에서 클라이언트로 동기화
            photonView.RPC("ApplyUpdatedHealth", RpcTarget.Others, health, dead);
 
            // 다른 클라이언트들도 OnDamage를 실행하도록 함
            photonView.RPC("OnDamage", RpcTarget.Others, damage, hitPoint, hitNormal);
        }
 
        // 체력이 0 이하 && 아직 죽지 않았다면 사망 처리 실행
        if (health <= 0 && !dead)
        {
            Die();
        }
    }
 
    //데미지 수치를 캐릭터 머리위에 표시
    [PunRPC]
    public virtual void DamagePopup(float damage)
    {
        if (!dead)
        {
            Vector3 randVecter = new Vector3(UnityEngine.Random.Range(0f, 0.6f), 2.3f, UnityEngine.Random.Range(0f, 0.6f));
            popupText.Text = damage.ToString("F1");
            GameObject d = Instantiate(damageUIPrefab, transform.position + randVecter, transform.rotation, transform);
        }
    }
 
    // 체력을 회복하는 기능
    [PunRPC]
    public virtual void RestoreHealth(float newHealth) {
        if (dead)
        {
            // 이미 사망한 경우 체력을 회복할 수 없음
            return;
        }
 
        // 호스트만 체력을 직접 갱신 가능
        if (PhotonNetwork.IsMasterClient) {
            // 체력 추가
            health += newHealth;
            // 서버에서 클라이언트로 동기화
            photonView.RPC("ApplyUpdatedHealth", RpcTarget.Others, health, dead);
 
            // 다른 클라이언트들도 RestoreHealth를 실행하도록 함
            photonView.RPC("RestoreHealth", RpcTarget.Others, newHealth);
        }
    }
    
    public virtual void Die()
    {
        // onDeath 이벤트에 등록된 메서드가 있다면 실행
        if (onDeath != null)
        {
            onDeath();
        }
 
        // 사망 상태를 참으로 변경
        dead = true;
 
        healthSlider.gameObject.SetActive(false);
    }
 
    // 생명체가 불에 닿으면 체력 소모
    private void OnTriggerStay(Collider other)
    {
        if (other.tag == "Fire")
        {
            if (!dead && Time.time >= lastFireDamageTime + timeBetFireDamage)
            {
                lastFireDamageTime = Time.time;
 
                Vector3 hitPoint = other.ClosestPoint(transform.position);
                Vector3 hitNormal = transform.position - other.transform.position;
 
                OnDamage(fireDamage, hitPoint, hitNormal);
            }
        }
    }
}
cs

 

 

 

 

IDamageable.cs

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using UnityEngine;
 
// 데미지를 입을 수 있는 타입들이 공통적으로 가져야 하는 인터페이스
public interface IDamageable {
    // 데미지를 입을 수 있는 타입들은 IDamageable을 상속하고 OnDamage 메서드를 반드시 구현해야 한다
    // OnDamage 메서드는 입력으로 데미지 크기(damage), 맞은 지점(hitPoint), 맞은 표면의 방향(hitNormal)을 받는다
    void OnDamage(float damage, Vector3 hitPoint, Vector3 hitNormal);
}
cs

 

 

 

 

FloatingText.cs

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using UnityEngine;
using System.Collections;
 
public class FloatingText : MonoBehaviour
{
    public GUISkin CustomSkin;// GUISkin
    public string Text = "";// Text
    public float LifeTime = 1;// Life time
    public bool FadeEnd = false;// Fade out at last 1 second before destroyed
    public Color TextColor = Color.white; // Text color
    public bool Position3D = false// enabled when you need the text along with world 3d position
    public Vector2 Position; // 2D Position
    
    private float alpha = 1;
    private float timeTemp = 0;
    
    void Start ()
    {
        timeTemp = Time.time;
        GameObject.Destroy(this.gameObject,LifeTime);
        if(Position3D)
        {
            Vector3 screenPos = Camera.main.WorldToScreenPoint(this.transform.position);
            Position = new Vector2(screenPos.x,Screen.height - screenPos.y);
        }
    }
 
    void Update ()
    {
 
        if(FadeEnd)
        {
            if(Time.time >= ((timeTemp + LifeTime) - 1)){
                alpha = 1.0f - (Time.time - ((timeTemp + LifeTime) - 1));
            }
        }
        else
        {
            alpha = 1.0f - ((1.0f / LifeTime) * (Time.time - timeTemp));
        }
    
        if(Position3D)
        {
            Vector3 screenPos = Camera.main.WorldToScreenPoint(this.transform.position);
            Position = new Vector2(screenPos.x,Screen.height - screenPos.y);
        }
    
    }
 
    void OnGUI(){
        
        GUI.color = new Color(GUI.color.r,GUI.color.g,GUI.color.b,alpha);
        if(CustomSkin)
        {
            GUI.skin = CustomSkin;
        }
        
        Vector2 textsize = GUI.skin.label.CalcSize(new GUIContent(Text));
        Rect rect = new Rect(Position.x - (textsize.x/2), Position.y,textsize.x,textsize.y);
 
        GUI.skin.label.normal.textColor = TextColor;
        GUI.Label(rect,Text);
    }
}
 
cs

 

 

 

 

PlayerShooter.cs

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using Photon.Pun;
using UnityEngine;
 
// 주어진 Gun 오브젝트를 쏘거나 재장전
// 알맞은 애니메이션을 재생하고 IK를 사용해 캐릭터 양손이 총에 위치하도록 조정
public class PlayerShooter : MonoBehaviourPun {
    public Gun gun; // 사용할 총
    public Transform gunPivot; // 총 배치의 기준점
    public Transform leftHandMount; // 총의 왼쪽 손잡이, 왼손이 위치할 지점
    public Transform rightHandMount; // 총의 오른쪽 손잡이, 오른손이 위치할 지점
 
    private PlayerInput playerInput; // 플레이어의 입력
    private Animator playerAnimator; // 애니메이터 컴포넌트
 
    private void Start() {
        // 사용할 컴포넌트들을 가져오기
        playerInput = GetComponent<PlayerInput>();
        playerAnimator = GetComponent<Animator>();
    }
 
    private void OnEnable() {
        // 슈터가 활성화될 때 총도 함께 활성화
        gun.gameObject.SetActive(true);
    }
 
    private void OnDisable() {
        // 슈터가 비활성화될 때 총도 함께 비활성화
        gun.gameObject.SetActive(false);
    }
 
    private void Update() {
        // 로컬 플레이어만 총을 직접 사격, 탄약 UI 갱신 가능
        if (!photonView.IsMine)
        {
            return;
        }
 
        // 입력을 감지하고 총 발사하거나 재장전
        if (playerInput.fire)
        {
            // 발사 입력 감지시 총 발사
            gun.Fire();
        }
        else if (playerInput.reload)
        {
            // 재장전 입력 감지시 재장전
            if (gun.Reload())
            {
                // 재장전 성공시에만 재장전 애니메이션 재생
                playerAnimator.SetTrigger("Reload");
            }
        }
 
        // 남은 탄약 UI를 갱신
        UpdateUI();
    }
 
    // 탄약 UI 갱신
    private void UpdateUI() {
        if (gun != null && UIManager.instance != null)
        {
            // UI 매니저의 탄약 텍스트에 탄창의 탄약과 남은 전체 탄약을 표시
            UIManager.instance.UpdateAmmoText(gun.magAmmo, gun.ammoRemain);
        }
    }
 
    // 애니메이터의 IK 갱신
    private void OnAnimatorIK(int layerIndex) {
        // 총의 기준점 gunPivot을 3D 모델의 오른쪽 팔꿈치 위치로 이동
        gunPivot.position = playerAnimator.GetIKHintPosition(AvatarIKHint.RightElbow);
 
        // IK를 사용하여 왼손의 위치와 회전을 총의 오른쪽 손잡이에 맞춘다
        playerAnimator.SetIKPositionWeight(AvatarIKGoal.LeftHand, 1.0f);
        playerAnimator.SetIKRotationWeight(AvatarIKGoal.LeftHand, 1.0f);
 
        playerAnimator.SetIKPosition(AvatarIKGoal.LeftHand, leftHandMount.position);
        playerAnimator.SetIKRotation(AvatarIKGoal.LeftHand, leftHandMount.rotation);
 
        // IK를 사용하여 오른손의 위치와 회전을 총의 오른쪽 손잡이에 맞춘다
        playerAnimator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1.0f);
        playerAnimator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1.0f);
 
        playerAnimator.SetIKPosition(AvatarIKGoal.RightHand, rightHandMount.position);
        playerAnimator.SetIKRotation(AvatarIKGoal.RightHand, rightHandMount.rotation);
    }
}
cs

 

 

 

 

PlayerInput.cs

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using Photon.Pun;
using UnityEngine;
 
// 플레이어 캐릭터를 조작하기 위한 사용자 입력을 감지
// 감지된 입력값을 다른 컴포넌트들이 사용할 수 있도록 제공
public class PlayerInput : MonoBehaviourPun
{
    public string verticalAxisName = "Vertical";
    public string horizontalAxisName = "Horizontal";
    public string fireButtonName = "Fire1"// 발사를 위한 입력 버튼 이름
    public string reloadButtonName = "Reload"// 재장전을 위한 입력 버튼 이름
 
    // 값 할당은 내부에서만 가능
    public float verticalMove { get; private set; } // 감지된 움직임 입력값
    public float horizontalMove { get; private set; } // 감지된 움직임 입력값
    public float rotate { get; private set; } // 감지된 회전 입력값
    public bool fire { get; private set; } // 감지된 발사 입력값
    public bool reload { get; private set; } // 감지된 재장전 입력값
 
    // 매프레임 사용자 입력을 감지
    private void Update()
    {
        // 로컬 플레이어가 아닌 경우 입력을 받지 않음
        if (!photonView.IsMine)
        {
            return;
        }
 
        // 게임오버 상태에서는 사용자 입력을 감지하지 않는다
        if (GameManager.instance != null
            && GameManager.instance.isGameover)
        {
            verticalMove = 0;
            horizontalMove = 0;
            rotate = 0;
            fire = false;
            reload = false;
            return;
        }
 
        // move에 관한 입력 감지
        verticalMove = Input.GetAxis(verticalAxisName);
        horizontalMove = Input.GetAxis(horizontalAxisName);
        //move = Input.GetAxis(moveAxisName);
        // rotate에 관한 입력 감지
        //rotate = Input.GetAxis(rotateAxisName);
        // fire에 관한 입력 감지
        fire = Input.GetButton(fireButtonName);
        // reload에 관한 입력 감지
        reload = Input.GetButtonDown(reloadButtonName);
    }
}
cs

 

 

 

 

PlayerMovement.cs

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using Photon.Pun;
using UnityEngine;
 
// 플레이어 캐릭터를 사용자 입력에 따라 움직이는 스크립트
public class PlayerMovement : MonoBehaviourPun
{
    public float moveSpeed = 150f; // 앞뒤 움직임의 속도
    public float rotateSpeed = 180f; // 좌우 회전 속도
 
    private Animator playerAnimator; // 플레이어 캐릭터의 애니메이터
    private PlayerInput playerInput; // 플레이어 입력을 알려주는 컴포넌트
    private Rigidbody playerRigidbody; // 플레이어 캐릭터의 리지드바디
 
    private void Start() {
        // 사용할 컴포넌트들의 참조를 가져오기
        playerInput = GetComponent<PlayerInput>();
        playerRigidbody = GetComponent<Rigidbody>();
        playerAnimator = GetComponent<Animator>();
    }
 
    // FixedUpdate는 물리 갱신 주기에 맞춰 실행됨
    private void FixedUpdate()
    {
        // 로컬 플레이어만 직접 위치와 회전을 변경 가능
        if (!photonView.IsMine)
        {
            return;
        }
 
        // 회전 실행
        Rotate();
        // 움직임 실행
        Move();
 
 
        // 입력값에 따라 애니메이터의 Move 파라미터 값을 변경
        playerAnimator.SetFloat("Move", playerInput.verticalMove + playerInput.horizontalMove);
    }
 
    // 입력값에 따라 캐릭터를 앞뒤로 움직임
    private void Move()
    {
        //// 상대적으로 이동할 거리 계산
        //Vector3 moveDistance = playerInput.move * transform.forward * moveSpeed * Time.deltaTime;
        //// 리지드바디를 통해 게임 오브젝트 위치 변경
        //playerRigidbody.MovePosition(playerRigidbody.position + moveDistance);
        
        playerRigidbody.velocity = new Vector3(playerInput.verticalMove * moveSpeed * Time.deltaTime + playerInput.horizontalMove * moveSpeed * Time.deltaTime,
                                               playerRigidbody.velocity.y,
                                               playerInput.verticalMove * moveSpeed * Time.deltaTime - playerInput.horizontalMove * moveSpeed * Time.deltaTime);
    }
 
    // 입력값에 따라 캐릭터를 좌우로 회전
    private void Rotate()
    {
        //// 상대적으로 회전할 수치 계산
        //float turn = playerInput.rotate * rotateSpeed * Time.deltaTime;
        //// 리지드바디를 통해 게임 오브젝트 회전 변경
        //playerRigidbody.rotation =
        //    playerRigidbody.rotation * Quaternion.Euler(0, turn, 0f);
 
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
        int layerMask = 1 << LayerMask.NameToLayer("Ground");
 
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
        {
            Vector3 target = new Vector3(hit.point.x, 0f, hit.point.z);
 
            Vector3 distance = target - transform.position;
 
            if (distance.magnitude > 0.5f)
            {
                transform.LookAt(target);
            }
        }
    }
}
cs

 

 

 

 

PlayerHealth.cs

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using Photon.Pun;
using UnityEngine;
using UnityEngine.UI; // UI 관련 코드
 
// 플레이어 캐릭터의 생명체로서의 동작을 담당
public class PlayerHealth : LivingEntity {
    //public Slider healthSlider; // 체력을 표시할 UI 슬라이더
 
    public AudioClip deathClip; // 사망 소리
    public AudioClip hitClip; // 피격 소리
    public AudioClip itemPickupClip; // 아이템 습득 소리
 
    private AudioSource playerAudioPlayer; // 플레이어 소리 재생기
    private Animator playerAnimator; // 플레이어의 애니메이터
 
    private PlayerMovement playerMovement; // 플레이어 움직임 컴포넌트
    private PlayerShooter playerShooter; // 플레이어 슈터 컴포넌트
 
    private void Awake() {
        // 사용할 컴포넌트를 가져오기
        playerAnimator = GetComponent<Animator>();
        playerAudioPlayer = GetComponent<AudioSource>();
 
        playerMovement = GetComponent<PlayerMovement>();
        playerShooter = GetComponent<PlayerShooter>();
    }
 
    protected override void OnEnable()
    {
        // LivingEntity의 OnEnable() 실행 (상태 초기화)
        base.OnEnable();
 
        //// 체력 슬라이더 활성화
        //healthSlider.gameObject.SetActive(true);
        //// 체력 슬라이더의 최대값을 기본 체력값으로 변경
        //healthSlider.maxValue = startingHealth;
        //// 체력 슬라이더의 값을 현재 체력값으로 변경
        //healthSlider.value = health;
 
        // 플레이어 조작을 받는 컴포넌트들 활성화
        playerMovement.enabled = true;
        playerShooter.enabled = true;
    }
 
    // 체력 회복
    [PunRPC]
    public override void RestoreHealth(float newHealth) {
        // LivingEntity의 RestoreHealth() 실행 (체력 증가)
        base.RestoreHealth(newHealth);
        // 체력 갱신
        healthSlider.value = health;
    }
 
    // 데미지 처리
    [PunRPC]
    public override void OnDamage(float damage, Vector3 hitPoint, Vector3 hitDirection) {
        if (!dead) {
            // 사망하지 않은 경우에만 효과음을 재생
            playerAudioPlayer.PlayOneShot(hitClip);
        }
 
        // LivingEntity의 OnDamage() 실행(데미지 적용)
        base.OnDamage(damage, hitPoint, hitDirection);
 
        DamagePopup(damage);
 
        // 갱신된 체력을 체력 슬라이더에 반영
        healthSlider.value = health;
    }
 
    //데미지 수치 팝업
    public override void DamagePopup(float damage) {
        popupText.TextColor = Color.white;
        base.DamagePopup(damage);
    }
 
    public override void Die()
    {
        // LivingEntity의 Die() 실행(사망 적용)
        base.Die();
 
        // 체력 슬라이더 비활성화
        //healthSlider.gameObject.SetActive(false);
 
        // 사망음 재생
        playerAudioPlayer.PlayOneShot(deathClip);
 
        // 애니메이터의 Die 트리거를 발동시켜 사망 애니메이션 재생
        playerAnimator.SetTrigger("Die");
 
        // 플레이어 조작을 받는 컴포넌트들 비활성화
        playerMovement.enabled = false;
        playerShooter.enabled = false;
 
        // 5초 뒤에 리스폰
        Invoke("Respawn", 5f);
    }
 
    private void OnTriggerEnter(Collider other)
    {
        // 아이템과 충돌한 경우 해당 아이템을 사용하는 처리
        // 사망하지 않은 경우에만 아이템 사용가능
        if (!dead)
        {
            // 충돌한 상대방으로 부터 Item 컴포넌트를 가져오기 시도
            IItem item = other.GetComponent<IItem>();
 
            // 충돌한 상대방으로부터 Item 컴포넌트가 가져오는데 성공했다면
            if (item != null)
            {
                // 호스트만 아이템 직접 사용 가능
                // 호스트에서는 아이템을 사용 후, 사용된 아이템의 효과를 모든 클라이언트들에게 동기화시킴
                if (PhotonNetwork.IsMasterClient)
                {
                    // Use 메서드를 실행하여 아이템 사용
                    item.Use(gameObject);
                }
 
                // 아이템 습득 소리 재생
                playerAudioPlayer.PlayOneShot(itemPickupClip);
            }
        }
    }
 
    // 부활 처리
    public void Respawn() {
        // 로컬 플레이어만 직접 위치를 변경 가능
        if (photonView.IsMine)
        {
            // 원점에서 반경 5유닛 내부의 랜덤한 위치 지정
            Vector3 randomSpawnPos = Random.insideUnitSphere * 5f;
            // 랜덤 위치의 y값을 0으로 변경
            randomSpawnPos.y = 0f;
 
            // 지정된 랜덤 위치로 이동
            transform.position = randomSpawnPos;
        }
 
        // 컴포넌트들을 리셋하기 위해 게임 오브젝트를 잠시 껐다가 다시 켜기
        // 컴포넌트들의 OnDisable(), OnEnable() 메서드가 실행됨
        gameObject.SetActive(false);
        gameObject.SetActive(true);
    }
}
cs

 

 

 

 

PlayerBuff.cs

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using System.Collections;
using Photon.Pun;
using System.Collections.Generic;
using UnityEngine;
 
public class PlayerBuff : MonoBehaviourPun { 
    public Renderer playerRenderer;     //플레이어 색깔
    public GameObject gun;              //총
    public GameObject buffEffect;       //버프 효과
    
    float buffSpeed;
    float buffFireRate;
    //float buffDefense = 0f;
    bool isBuff;
 
    float multiple = 1.5f;  //증가 배수
 
    float timeBetBuff = 5f; //버프지속시간
    [HideInInspector] public float lastBuffTime;
 
    private void OnEnable() {
        buffSpeed = GetComponent<PlayerMovement>().moveSpeed * multiple;
        buffFireRate = gun.GetComponent<Gun>().timeBetFire / multiple;
        lastBuffTime = 0f;
        isBuff = true;
    }
 
    public void test(float _lastBuffTime)
    {
        photonView.RPC("ApplyBuff", RpcTarget.All, _lastBuffTime);
    }
 
 
    [PunRPC]
    public void ApplyBuff(float _lastBuffTime)
    {
        lastBuffTime = _lastBuffTime;
        StartCoroutine(OnBuff());
    }
 
    public IEnumerator OnBuff()
    {
        while (isBuff)
        {
            // 버프 해제
            if (Time.time >= lastBuffTime + timeBetBuff) {
                lastBuffTime = Time.time;
 
                GetComponent<PlayerMovement>().moveSpeed = buffSpeed / multiple;    //이동속도 원상복귀
                gun.GetComponent<Gun>().timeBetFire = buffFireRate * multiple;      //연사력 원상복귀
 
                playerRenderer.material.color = Color.white;                        //캐릭터색 원상복귀
                buffEffect.SetActive(false);                                        //이펙트 효과 off
                isBuff = false;
            }
            else {
                GetComponent<PlayerMovement>().moveSpeed = buffSpeed;       //이동속도 업
                gun.GetComponent<Gun>().timeBetFire = buffFireRate;         //연사력 업
 
                playerRenderer.material.color = Color.green / multiple;     //캐릭터색 변경
                buffEffect.SetActive(true);                                 //이펙트 효과 on
            }
 
            // 0.1초 주기로 처리 반복
            yield return new WaitForSeconds(0.1f);
        }
 
    }
}
 
cs

 

 

 

 

Gun.cs

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using System.Collections;
using Photon.Pun;
using UnityEngine;
 
// 총을 구현한다
public class Gun : MonoBehaviourPun, IPunObservable {
    // 총의 상태를 표현하는데 사용할 타입을 선언한다
    public enum State {
        Ready, // 발사 준비됨
        Empty, // 탄창이 빔
        Reloading // 재장전 중
    }
 
    public State state { get; private set; } // 현재 총의 상태
 
    public Transform fireTransform; // 총알이 발사될 위치
 
    public ParticleSystem muzzleFlashEffect; // 총구 화염 효과
    public ParticleSystem shellEjectEffect; // 탄피 배출 효과
 
    private LineRenderer bulletLineRenderer; // 총알 궤적을 그리기 위한 렌더러
 
    private AudioSource gunAudioPlayer; // 총 소리 재생기
    public AudioClip shotClip; // 발사 소리
    public AudioClip reloadClip; // 재장전 소리
 
    public float damage = 25// 공격력
    private float fireDistance = 50f; // 사정거리
 
    public int ammoRemain = 100// 남은 전체 탄약
    public int magCapacity = 25// 탄창 용량
    public int magAmmo; // 현재 탄창에 남아있는 탄약
 
    public float timeBetFire = 0.12f; // 총알 발사 간격
    public float reloadTime = 1.8f; // 재장전 소요 시간
    private float lastFireTime; // 총을 마지막으로 발사한 시점
 
    // 주기적으로 자동 실행되는, 동기화 메서드
    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info) {
        // 로컬 오브젝트라면 쓰기 부분이 실행됨
        if (stream.IsWriting) {
            // 남은 탄약수를 네트워크를 통해 보내기
            stream.SendNext(ammoRemain);
            // 탄창의 탄약수를 네트워크를 통해 보내기
            stream.SendNext(magAmmo);
            // 현재 총의 상태를 네트워크를 통해 보내기
            stream.SendNext(state);
        }
        else {
            // 리모트 오브젝트라면 읽기 부분이 실행됨
            // 남은 탄약수를 네트워크를 통해 받기
            ammoRemain = (int) stream.ReceiveNext();
            // 탄창의 탄약수를 네트워크를 통해 받기
            magAmmo = (int) stream.ReceiveNext();
            // 현재 총의 상태를 네트워크를 통해 받기
            state = (State) stream.ReceiveNext();
        }
    }
 
    // 남은 탄약을 추가하는 메서드
    [PunRPC]
    public void AddAmmo(int ammo) {
        ammoRemain += ammo;
    }
 
    private void Awake() {
        // 사용할 컴포넌트들의 참조를 가져오기
        gunAudioPlayer = GetComponent<AudioSource>();
        bulletLineRenderer = GetComponent<LineRenderer>();
 
        // 사용할 점을 두개로 변경
        bulletLineRenderer.positionCount = 2;
        // 라인 렌더러를 비활성화
        bulletLineRenderer.enabled = false;
    }
 
 
    private void OnEnable() {
        // 현재 탄창을 가득채우기
        magAmmo = magCapacity;
        // 총의 현재 상태를 총을 쏠 준비가 된 상태로 변경
        state = State.Ready;
        // 마지막으로 총을 쏜 시점을 초기화
        lastFireTime = 0;
    }
 
    // 발사 시도
    public void Fire() {
        // 현재 상태가 발사 가능한 상태
        // && 마지막 총 발사 시점에서 timeBetFire 이상의 시간이 지남
        if (state == State.Ready && Time.time >= lastFireTime + timeBetFire)
        {
            // 마지막 총 발사 시점을 갱신
            lastFireTime = Time.time;
            // 실제 발사 처리 실행
            Shot();
        }
    }
 
    private void Shot() {
        // 실제 발사 처리는 호스트에게 대리
        photonView.RPC("ShotProcessOnServer", RpcTarget.MasterClient);
 
        // 남은 탄환의 수를 -1
        magAmmo--;
        if (magAmmo <= 0)
        {
            // 탄창에 남은 탄약이 없다면, 총의 현재 상태를 Empty으로 갱신
            state = State.Empty;
        }
    }
 
    // 호스트에서 실행되는, 실제 발사 처리
    [PunRPC]
    private void ShotProcessOnServer() {
        // 레이캐스트에 의한 충돌 정보를 저장하는 컨테이너
        RaycastHit hit;
        // 총알이 맞은 곳을 저장할 변수
        Vector3 hitPosition = Vector3.zero;
 
        // 레이캐스트(시작지점, 방향, 충돌 정보 컨테이너, 사정거리)
        if (Physics.Raycast(fireTransform.position, fireTransform.forward, out hit, fireDistance)) {
            // 레이가 어떤 물체와 충돌한 경우
 
            // 충돌한 상대방으로부터 IDamageable 오브젝트를 가져오기 시도
            IDamageable target = hit.collider.GetComponent<IDamageable>();
 
            // 상대방으로 부터 IDamageable 오브젝트를 가져오는데 성공했다면
            if (target != null && hit.collider.tag != "Player")
            {
                // 상대방의 OnDamage 함수를 실행시켜서 상대방에게 데미지 주기
                target.OnDamage(damage, hit.point, hit.normal);
            }
 
            // 레이가 충돌한 위치 저장
            hitPosition = hit.point;
        }
        else {
            // 레이가 다른 물체와 충돌하지 않았다면
            // 총알이 최대 사정거리까지 날아갔을때의 위치를 충돌 위치로 사용
            hitPosition = fireTransform.position + fireTransform.forward * fireDistance;
        }
 
        // 발사 이펙트 재생, 이펙트 재생은 모든 클라이언트들에서 실행
        photonView.RPC("ShotEffectProcessOnClients", RpcTarget.All, hitPosition);
    }
 
    // 이펙트 재생 코루틴을 랩핑하는 메서드
    [PunRPC]
    private void ShotEffectProcessOnClients(Vector3 hitPosition) {
        StartCoroutine(ShotEffect(hitPosition));
    }
 
    // 발사 이펙트와 소리를 재생하고 총알 궤적을 그린다
    private IEnumerator ShotEffect(Vector3 hitPosition) {
        // 총구 화염 효과 재생
        muzzleFlashEffect.Play();
        // 탄피 배출 효과 재생
        shellEjectEffect.Play();
 
        // 총격 소리 재생
        gunAudioPlayer.PlayOneShot(shotClip);
 
        // 선의 시작점은 총구의 위치
        bulletLineRenderer.SetPosition(0, fireTransform.position);
        // 선의 끝점은 입력으로 들어온 충돌 위치
        bulletLineRenderer.SetPosition(1, hitPosition);
        // 라인 렌더러를 활성화하여 총알 궤적을 그린다
        bulletLineRenderer.enabled = true;
 
        // 0.03초 동안 잠시 처리를 대기
        yield return new WaitForSeconds(0.03f);
 
        // 라인 렌더러를 비활성화하여 총알 궤적을 지운다
        bulletLineRenderer.enabled = false;
    }
 
    // 재장전 시도
    public bool Reload() {
        if (state == State.Reloading || ammoRemain <= 0 || magAmmo >= magCapacity) {
            // 이미 재장전 중이거나, 남은 총알이 없거나
            // 탄창에 총알이 이미 가득한 경우 재장전 할수 없다
            return false;
        }
 
        // 재장전 처리 실행
        StartCoroutine(ReloadRoutine());
        return true;
    }
 
    // 실제 재장전 처리를 진행
    private IEnumerator ReloadRoutine() {
        // 현재 상태를 재장전 중 상태로 전환
        state = State.Reloading;
        // 재장전 소리 재생
        gunAudioPlayer.PlayOneShot(reloadClip);
 
        // 재장전 소요 시간 만큼 처리를 쉬기
        yield return new WaitForSeconds(reloadTime);
 
        // 탄창에 채울 탄약을 계산한다
        int ammoToFill = magCapacity - magAmmo;
 
        // 탄창에 채워야할 탄약이 남은 탄약보다 많다면,
        // 채워야할 탄약 수를 남은 탄약 수에 맞춰 줄인다
        if (ammoRemain < ammoToFill) {
            ammoToFill = ammoRemain;
        }
 
        // 탄창을 채운다
        magAmmo += ammoToFill;
        // 남은 탄약에서, 탄창에 채운만큼 탄약을 뺸다
        ammoRemain -= ammoToFill;
 
        // 총의 현재 상태를 발사 준비된 상태로 변경
        state = State.Ready;
    }
}
cs

 

 

 

 

EnemySpawner.cs

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using System.Collections;
using System.Collections.Generic;
using ExitGames.Client.Photon;
using Photon.Pun;
using UnityEngine;
 
 
// 적 게임 오브젝트를 주기적으로 생성
public class EnemySpawner : MonoBehaviourPun, IPunObservable
{
    public Enemy[] enemyPrefab; // 생성할 적 AI
    public Transform[] spawnPoints; // 적 AI를 소환할 위치들
 
    public float damageMax = 40f; // 최대 공격력
    public float damageMin = 20f; // 최소 공격력
 
    public float healthMax = 200f; // 최대 체력
    public float healthMin = 100f; // 최소 체력
 
    public float speedMax = 3f; // 최대 속도
    public float speedMin = 1f; // 최소 속도
 
    public Color strongEnemyColor = Color.red; // 강한 적 AI가 가지게 될 피부색
 
    private List<Enemy> enemies = new List<Enemy>(); // 생성된 적들을 담는 리스트
 
    private int enemyCount = 0// 남은 적의 수
    private int wave; // 현재 웨이브
 
    // 주기적으로 자동 실행되는, 동기화 메서드
    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        // 로컬 오브젝트라면 쓰기 부분이 실행됨
        if (stream.IsWriting)
        {
            // 적의 남은 수를 네트워크를 통해 보내기
            stream.SendNext(enemies.Count);
            // 현재 웨이브를 네트워크를 통해 보내기
            stream.SendNext(wave);
        }
        else
        {
            // 리모트 오브젝트라면 읽기 부분이 실행됨
            // 적의 남은 수를 네트워크를 통해 받기
            enemyCount = (int) stream.ReceiveNext();
            // 현재 웨이브를 네트워크를 통해 받기 
            wave = (int) stream.ReceiveNext();
        }
    }
 
    void Awake() {
        PhotonPeer.RegisterType(typeof(Color), 128, ColorSerialization.SerializeColor, ColorSerialization.DeserializeColor);
    }
 
    private void Update() {
        // 호스트만 적을 직접 생성할 수 있음
        // 다른 클라이언트들은 호스트가 생성한 적을 동기화를 통해 받아옴
        if (PhotonNetwork.IsMasterClient)
        {
            // 게임 오버 상태일때는 생성하지 않음
            if (GameManager.instance != null && GameManager.instance.isGameover)
            {
                return;
            }
 
            // 적을 모두 물리친 경우 다음 스폰 실행
            if (enemies.Count <= 0)
            {
                SpawnWave();
            }
        }
 
        // UI 갱신
        UpdateUI();
    }
 
    // 웨이브 정보를 UI로 표시
    private void UpdateUI() {
        if (PhotonNetwork.IsMasterClient) {
            // 호스트는 직접 갱신한 적 리스트를 통해 남은 적의 수를 표시함
            UIManager.instance.UpdateWaveText(wave, enemies.Count);
        }
        else {
            // 클라이언트는 적 리스트를 갱신할 수 없으므로, 호스트가 보내준 enemyCount를 통해 적의 수를 표시함
            UIManager.instance.UpdateWaveText(wave, enemyCount);
        }
    }
 
    // 현재 웨이브에 맞춰 적을 생성
    private void SpawnWave() {
        // 웨이브 1 증가
        wave++;
 
        // 현재 웨이브 * 1.5에 반올림 한 개수 만큼 적을 생성
        int spawnCount = Mathf.RoundToInt(wave * 1.5f);
 
        // spawnCount 만큼 적을 생성
        for (int i = 0; i < spawnCount; i++)
        {
            // 적의 세기를 0%에서 100% 사이에서 랜덤 결정
            float enemyIntensity = Random.Range(0f, 1f);
            // 적 생성 처리 실행
            CreateEnemy(enemyIntensity);
        }
    }
 
    // 적을 생성하고 생성한 적에게 추적할 대상을 할당
    private void CreateEnemy(float intensity) {
        // intensity를 기반으로 적의 능력치 결정
        float health = Mathf.Lerp(healthMin, healthMax, intensity);
        float damage = Mathf.Lerp(damageMin, damageMax, intensity);
        float speed = Mathf.Lerp(speedMin, speedMax, intensity);
        int enemySort = Random.Range(0, enemyPrefab.Length);
 
        // intensity를 기반으로 하얀색과 enemyStrength 사이에서 적의 피부색 결정
        Color skinColor = Color.Lerp(Color.white, strongEnemyColor, intensity);
 
        // 생성할 위치를 랜덤으로 결정
        Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)];
 
        // 적 프리팹으로부터 적을 생성, 네트워크 상의 모든 클라이언트들에게 생성됨
        GameObject createdEnemy = PhotonNetwork.Instantiate(enemyPrefab[enemySort].gameObject.name, spawnPoint.position, spawnPoint.rotation);
        
        // 생성한 적을 셋업하기 위해 Enemy 컴포넌트를 가져옴
        Enemy enemy = createdEnemy.GetComponent<Enemy>();
 
        // 생성한 적의 능력치와 추적 대상 설정
        enemy.photonView.RPC("Setup", RpcTarget.All, health, damage, speed, skinColor);
        Debug.Log(skinColor);
 
        // 생성된 적을 리스트에 추가
        enemies.Add(enemy);
 
        // 적의 onDeath 이벤트에 익명 메서드 등록
        // 사망한 적을 리스트에서 제거
        enemy.onDeath += () => enemies.Remove(enemy);
        // 사망한 적을 10 초 뒤에 파괴
        enemy.onDeath += () => StartCoroutine(DestroyAfter(enemy.gameObject, 10f));
        // 적 사망시 점수 상승
        enemy.onDeath += () => GameManager.instance.AddScore(100);
    }
 
    // 포톤의 Network.Destroy()는 지연 파괴를 지원하지 않으므로 지연 파괴를 직접 구현함
    IEnumerator DestroyAfter(GameObject target, float delay) {
        // delay 만큼 쉬고
        yield return new WaitForSeconds(delay);
    
        // target이 아직 파괴되지 않았다면
        if (target != null) {
            // target을 모든 네트워크 상에서 파괴
            PhotonNetwork.Destroy(target);
        }
    }
}
cs

 

 

 

 

Enemy.cs

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using System.Collections;
using System.Collections.Generic;
using Photon.Pun;
using UnityEngine;
using UnityEngine.AI; // AI, 내비게이션 시스템 관련 코드를 가져오기
 
// 적 AI를 구현한다
public class Enemy : LivingEntity {
 
    public LayerMask whatIsTarget; // 추적 대상 레이어
 
    private LivingEntity targetEntity; // 추적할 대상
    private NavMeshAgent pathFinder; // 경로계산 AI 에이전트
 
    public ParticleSystem hitEffect; // 피격시 재생할 파티클 효과
    public AudioClip deathSound; // 사망시 재생할 소리
    public AudioClip hitSound; // 피격시 재생할 소리
 
    private Animator enemyAnimator; // 애니메이터 컴포넌트
    private AudioSource enemyAudioPlayer; // 오디오 소스 컴포넌트
    private Renderer enemyRenderer; // 렌더러 컴포넌트
 
    public float damage = 20f; // 공격력
    public float timeBetAttack = 0.5f; // 공격 간격
    private float lastAttackTime; // 마지막 공격 시점
 
 
    // 추적할 대상이 존재하는지 알려주는 프로퍼티
    private bool hasTarget {
        get {
            // 추적할 대상이 존재하고, 대상이 사망하지 않았다면 true
            if (targetEntity != null && !targetEntity.dead) {
                return true;
            }
 
            // 그렇지 않다면 false
            return false;
        }
    }
 
    private void Awake() {
        // 게임 오브젝트로부터 사용할 컴포넌트들을 가져오기
        pathFinder = GetComponent<NavMeshAgent>();
        enemyAnimator = GetComponent<Animator>();
        enemyAudioPlayer = GetComponent<AudioSource>();
 
        // 렌더러 컴포넌트는 자식 게임 오브젝트에게 있으므로
        // GetComponentInChildren() 메서드를 사용
        enemyRenderer = GetComponentInChildren<Renderer>();
    }
 
    // 적 AI의 초기 스펙을 결정하는 셋업 메서드
    [PunRPC]
    public void Setup(float newHealth, float newDamage, float newSpeed, Color skinColor) {
        // 체력 설정
        startingHealth = newHealth;
        health = newHealth;
        // 공격력 설정
        damage = newDamage;
        // 내비메쉬 에이전트의 이동 속도 설정
        pathFinder.speed = newSpeed;
        // 렌더러가 사용중인 머테리얼의 컬러를 변경, 외형 색이 변함
        enemyRenderer.material.color = skinColor;
    }
 
    private void Start() {
        // 호스트가 아니라면 AI의 추적 루틴을 실행하지 않음
        if (!PhotonNetwork.IsMasterClient) {
            return;
        }
 
        // 게임 오브젝트 활성화와 동시에 AI의 추적 루틴 시작
        StartCoroutine(UpdatePath());
    }
 
    private void Update() {
        // 호스트가 아니라면 애니메이션의 파라미터를 직접 갱신하지 않음
        // 호스트가 파라미터를 갱신하면 클라이언트들에게 자동으로 전달되기 때문.
        if (!PhotonNetwork.IsMasterClient)
        {
            return;
        }
 
        // 추적 대상의 존재 여부에 따라 다른 애니메이션을 재생
        enemyAnimator.SetBool("HasTarget", hasTarget);
    }
 
    // 주기적으로 추적할 대상의 위치를 찾아 경로를 갱신
    private IEnumerator UpdatePath() {
        // 살아있는 동안 무한 루프
        while (!dead) {
            if (hasTarget) {
                // 추적 대상 존재 : 경로를 갱신하고 AI 이동을 계속 진행
                pathFinder.isStopped = false;
                pathFinder.SetDestination(targetEntity.transform.position);
            }
            else {
                // 추적 대상 없음 : AI 이동 중지
                pathFinder.isStopped = true;
            }
 
            // 20 유닛의 반지름을 가진 가상의 구를 그렸을때, 구와 겹치는 모든 콜라이더를 가져옴
            // 단, targetLayers에 해당하는 레이어를 가진 콜라이더만 가져오도록 필터링
            Collider[] colliders = Physics.OverlapSphere(transform.position, 20f, whatIsTarget);
 
            //모든 콜라이더 중 LivingEntity 컴포넌트가 존재하는 개체를 저장
            LivingEntity livingEntity = null;
            LivingEntity[] livingEntities = new LivingEntity[colliders.Length];
            float shortDistance;    //가장 짧은 거리
            int n = 0;
 
            // 모든 콜라이더들을 순회하면서, 살아있는 플레이어를 찾기
            for (int i = 0; i < colliders.Length; i++)
            {
                // 콜라이더로부터 LivingEntity 컴포넌트 가져오기
                livingEntity = colliders[i].GetComponent<LivingEntity>();
 
                // LivingEntity 컴포넌트가 존재하며, 해당 LivingEntity가 살아있다면,
                if (livingEntity != null && !livingEntity.dead)
                {
                    livingEntities[n] = livingEntity;
                    n++;
                }
            }
 
            //제일 가까운 대상으로 목표 변경
            if (n != 0)
            {
                shortDistance = Vector3.Distance(gameObject.transform.position, livingEntities[n - 1].transform.position);
 
                foreach (LivingEntity livEnt in livingEntities)
                {
                    if (livEnt != null)
                    {
                        float distance = Vector3.Distance(gameObject.transform.position, livEnt.transform.position);
 
                        if (distance <= shortDistance)
                        {
                            // 추적 대상을 해당 LivingEntity로 설정
                            targetEntity = livEnt;
                            shortDistance = distance;
                        }
                    }
                }
            }
 
            // 0.25초 주기로 처리 반복
            yield return new WaitForSeconds(0.25f);
        }
    }
 
    // 데미지를 입었을때 실행할 처리
    [PunRPC]
    public override void OnDamage(float damage, Vector3 hitPoint, Vector3 hitNormal)
    {
        // 아직 사망하지 않은 경우에만 피격 효과 재생
        if (!dead)
        {
            // 공격 받은 지점과 방향으로 파티클 효과를 재생
            hitEffect.transform.position = hitPoint;
            hitEffect.transform.rotation = Quaternion.LookRotation(hitNormal);
            hitEffect.Play();
 
            // 피격 효과음 재생
            enemyAudioPlayer.PlayOneShot(hitSound);
        }
 
        // LivingEntity의 OnDamage()를 실행하여 데미지 적용
        base.OnDamage(damage, hitPoint, hitNormal);
        DamagePopup(damage);
 
        healthSlider.value = health;
    }
 
    //데미지 수치 팝업
    public override void DamagePopup(float damage)
    {
        popupText.TextColor = Color.red;
        base.DamagePopup(damage);
    }
 
    // 사망 처리
    public override void Die() {
        // LivingEntity의 Die()를 실행하여 기본 사망 처리 실행
        base.Die();
 
        // 다른 AI들을 방해하지 않도록 자신의 모든 콜라이더들을 비활성화
        Collider[] enemyColliders = GetComponents<Collider>();
        for (int i = 0; i < enemyColliders.Length; i++)
        {
            enemyColliders[i].enabled = false;
        }
 
        // AI 추적을 중지하고 내비메쉬 컴포넌트를 비활성화
        pathFinder.isStopped = true;
        pathFinder.enabled = false;
 
        // 사망 애니메이션 재생
        enemyAnimator.SetTrigger("Die");
 
        // 사망 효과음 재생
        enemyAudioPlayer.PlayOneShot(deathSound);
    }
 
    private void OnTriggerStay(Collider other) {
        // 호스트가 아니라면 공격 실행 불가
        if (!PhotonNetwork.IsMasterClient)
        {
            return;
        }
 
        // 자신이 사망하지 않았으며,
        // 최근 공격 시점에서 timeBetAttack 이상 시간이 지났다면 공격 가능
        if (!dead && Time.time >= lastAttackTime + timeBetAttack)
        {
            // 상대방으로부터 LivingEntity 타입을 가져오기 시도
            LivingEntity attackTarget
                = other.GetComponent<LivingEntity>();
 
            // 상대방의 LivingEntity가 자신의 추적 대상이라면 공격 실행
            if (attackTarget != null && attackTarget == targetEntity)
            {
                // 최근 공격 시간을 갱신
                lastAttackTime = Time.time;
 
                // 상대방의 피격 위치와 피격 방향을 근사값으로 계산
                Vector3 hitPoint = other.ClosestPoint(transform.position);
                Vector3 hitNormal = transform.position - other.transform.position;
 
                // 공격 실행
                attackTarget.OnDamage(damage, hitPoint, hitNormal);
            }
        }
    }
}
cs

 

 

 

 

ColorSerialization.cs

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using ExitGames.Client.Photon;
using UnityEngine;
 
public class ColorSerialization 
{
    public static byte[] SerializeColor(object targetObject) {
        Color color = (Color) targetObject;
 
        Quaternion colorToQuaterinon = new Quaternion(color.r, color.g, color.b, color.a);
        byte[] bytes = Protocol.Serialize(colorToQuaterinon);
 
        return bytes;
    }
 
    public static object DeserializeColor(byte[] bytes) {
        Quaternion quaterinon = (Quaternion) Protocol.Deserialize(bytes);
 
        Color color = new Color(quaterinon.x, quaterinon.y, quaterinon.z, quaterinon.w);
 
        return color;
    }
}
cs

 

 

 

 

IItem.cs

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using UnityEngine;
 
// 아이템 타입들이 반드시 구현해야하는 인터페이스
public interface IItem {
    // 입력으로 받는 target은 아이템 효과가 적용될 대상
    void Use(GameObject target);
}
cs

 

 

 

 

ItemSpawner.cs

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using System.Collections;
using Photon.Pun;
using UnityEngine;
using UnityEngine.AI; // 내비메쉬 관련 코드
 
// 주기적으로 아이템을 플레이어 근처에 생성하는 스크립트
public class ItemSpawner : MonoBehaviourPun
{
    public GameObject[] items; // 생성할 아이템들
 
    public float maxDistance = 5f; // 플레이어 위치로부터 아이템이 배치될 최대 반경
 
    public float timeBetSpawnMax = 7f; // 최대 시간 간격
    public float timeBetSpawnMin = 2f; // 최소 시간 간격
 
    private float timeBetSpawn; // 생성 간격
    private float lastSpawnTime; // 마지막 생성 시점
 
    private void Start() {
        // 생성 간격과 마지막 생성 시점 초기화
        timeBetSpawn = Random.Range(timeBetSpawnMin, timeBetSpawnMax);
        lastSpawnTime = 0;
    }
 
    // 주기적으로 아이템 생성 처리 실행
    private void Update() {
        // 호스트에서만 아이템 직접 생성 가능
        if (!PhotonNetwork.IsMasterClient)
        {
            return;
        }
 
        if (Time.time >= lastSpawnTime + timeBetSpawn)
        {
            // 마지막 생성 시간 갱신
            lastSpawnTime = Time.time;
            // 생성 주기를 랜덤으로 변경
            timeBetSpawn = Random.Range(timeBetSpawnMin, timeBetSpawnMax);
            // 실제 아이템 생성
            Spawn();
        }
    }
 
    // 실제 아이템 생성 처리
    private void Spawn() {
        // (0,0,0)을 기준으로 maxDistance 안에서 내비메시위의 랜덤 위치 지정
        Vector3 spawnPosition = GetRandomPointOnNavMesh(Vector3.zero, maxDistance);
        // 바닥에서 0.5만큼 위로 올리기
        spawnPosition += Vector3.up * 0.5f;
 
        // 생성할 아이템을 무작위로 하나 선택
        GameObject itemToCreate = items[Random.Range(0, items.Length)];
 
        // 네트워크의 모든 클라이언트에서 해당 아이템 생성
        GameObject item = PhotonNetwork.Instantiate(itemToCreate.name, spawnPosition, Quaternion.identity);
 
        // 생성한 아이템을 5초 뒤에 파괴
        StartCoroutine(DestroyAfter(item, 5f));
    }
 
    // 포톤의 PhotonNetwork.Destroy()를 지연 실행하는 코루틴 
    IEnumerator DestroyAfter(GameObject target, float delay) {
        // delay 만큼 대기
        yield return new WaitForSeconds(delay);
 
        // target이 파괴되지 않았으면 파괴 실행
        if (target != null)
        {
            PhotonNetwork.Destroy(target);
        }
    }
 
    // 네브 메시 위의 랜덤한 위치를 반환하는 메서드
    // center를 중심으로 distance 반경 안에서 랜덤한 위치를 찾는다.
    private Vector3 GetRandomPointOnNavMesh(Vector3 center, float distance) {
        // center를 중심으로 반지름이 maxDinstance인 구 안에서의 랜덤한 위치 하나를 저장
        // Random.insideUnitSphere는 반지름이 1인 구 안에서의 랜덤한 한 점을 반환하는 프로퍼티
        Vector3 randomPos = Random.insideUnitSphere * distance + center;
 
        // 네브 메시 샘플링의 결과 정보를 저장하는 변수
        NavMeshHit hit;
 
        // randomPos를 기준으로 maxDistance 반경 안에서, randomPos에 가장 가까운 네브 메시 위의 한 점을 찾음
        NavMesh.SamplePosition(randomPos, out hit, distance, NavMesh.AllAreas);
 
        // 찾은 점 반환
        return hit.position;
    }
}
cs

 

 

 

 

Rotator.cs

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using UnityEngine;
 
// 게임 오브젝트를 지속적으로 회전하는 스크립트
public class Rotator : MonoBehaviour {
    public float rotationSpeed = 60f;
 
    private void Update() {
        transform.Rotate(0f, rotationSpeed * Time.deltaTime, 0f);
    }
}
cs

 

 

 

 

AmmoPack.cs

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using Photon.Pun;
using UnityEngine;
 
// 총알을 충전하는 아이템
public class AmmoPack : MonoBehaviourPun, IItem {
    public int ammo = 30// 충전할 총알 수
 
    public void Use(GameObject target) {
        // 전달 받은 게임 오브젝트로부터 PlayerShooter 컴포넌트를 가져오기 시도
        PlayerShooter playerShooter = target.GetComponent<PlayerShooter>();
 
        // PlayerShooter 컴포넌트가 있으며, 총 오브젝트가 존재하면
        if (playerShooter != null && playerShooter.gun != null) {
            // 총의 남은 탄환 수를 ammo 만큼 더하기, 모든 클라이언트에서 실행
            playerShooter.gun.photonView.RPC("AddAmmo", RpcTarget.All, ammo);
        }
 
        // 모든 클라이언트에서의 자신을 파괴
        PhotonNetwork.Destroy(gameObject);
    }
}
cs

 

 

 

 

Coin.cs

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using Photon.Pun;
using UnityEngine;
 
// 게임 점수를 증가시키는 아이템
public class Coin : MonoBehaviourPun, IItem {
    public int score = 200// 증가할 점수
 
    public void Use(GameObject target) {
        // 게임 매니저로 접근해 점수 추가
        GameManager.instance.AddScore(score);
        // 모든 클라이언트에서의 자신을 파괴
        PhotonNetwork.Destroy(gameObject);
    }
}
cs

 

 

 

 

HealthPack.cs

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using Photon.Pun;
using UnityEngine;
 
// 체력을 회복하는 아이템
public class HealthPack : MonoBehaviourPun, IItem {
    public float health = 50// 체력을 회복할 수치
 
    public void Use(GameObject target) {
        // 전달받은 게임 오브젝트로부터 LivingEntity 컴포넌트 가져오기 시도
        LivingEntity life = target.GetComponent<LivingEntity>();
 
        // LivingEntity컴포넌트가 있다면
        if (life != null)
        {
            // 체력 회복 실행
            life.RestoreHealth(health);
        }
 
        // 모든 클라이언트에서의 자신을 파괴
        PhotonNetwork.Destroy(gameObject);
    }
}
cs

 

 

 

 

ImprovingBottle.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
 
public class ImprovingBottle : MonoBehaviourPun, IItem {
    public void Use(GameObject target) {
        PlayerBuff playerbuff = target.GetComponent<PlayerBuff>();
 
        if (playerbuff != null) {
            playerbuff.test(Time.time);
        }
 
        // 사용되었으므로, 자신을 파괴
        PhotonNetwork.Destroy(gameObject);
    }
}
 
cs

 

 

 

 

 

 

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