2026-04-09 스킬시스템 수정사항
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@@ -18,9 +18,9 @@ private void ApplyArea(SkillInstance skill, Transform caster, Vector3 center, fl
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SkillLevelData levelData = skill.CurrentLevelData;
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int damage = Mathf.RoundToInt(levelData.Damage * chargeRatio);
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if (skill.Data.EffectPrefab != null)
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if (skill.Data.AttackEffectPrefab != null)
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{
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Instantiate(skill.Data.EffectPrefab, center, Quaternion.identity);
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Instantiate(skill.Data.AttackEffectPrefab, center, Quaternion.identity);
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}
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Collider[] hits = Physics.OverlapSphere(center, levelData.Range);
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@@ -4,10 +4,10 @@ public class ProjectileEffect : MonoBehaviour, ISkillEffect
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{
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public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
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{
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if (skill.Data.EffectPrefab == null) return;
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if (skill.Data.AttackEffectPrefab == null) return;
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Vector3 spawnPos = caster.position + caster.forward + Vector3.up;
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GameObject proj = Instantiate(skill.Data.EffectPrefab, spawnPos, caster.rotation);
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GameObject proj = Instantiate(skill.Data.AttackEffectPrefab, spawnPos, caster.rotation);
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// 투사체에 데미지 정보 전달
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// proj.GetComponent<Projectile>()?.Init(skill.CurrentLevelData.Damage * chargeRatio);
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@@ -15,12 +15,12 @@ public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
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public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio)
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{
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if (skill.Data.EffectPrefab == null) return;
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if (skill.Data.AttackEffectPrefab == null) return;
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Vector3 spawnPos = caster.position + Vector3.up;
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Vector3 direction = (targetPos - spawnPos).normalized;
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Quaternion rotation = Quaternion.LookRotation(direction);
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GameObject proj = Instantiate(skill.Data.EffectPrefab, spawnPos, rotation);
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GameObject proj = Instantiate(skill.Data.AttackEffectPrefab, spawnPos, rotation);
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// 투사체에 데미지 정보 전달
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// proj.GetComponent<Projectile>()?.Init(skill.CurrentLevelData.Damage * chargeRatio);
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