2026-04-07 스킬 시스템 진행중
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296
Assets/02_Scripts/Skill/SkillModule.cs
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296
Assets/02_Scripts/Skill/SkillModule.cs
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using UnityEngine;
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public class SkillModule : MonoBehaviour
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{
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[SerializeField] private int _maxSlots = 4;
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[SerializeField] private LayerMask _groundLayer; // 바닥 레이캐스트용
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private PlayerStateMachine _stateMachine;
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private Animator _anim;
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private Transform _transform;
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private SkillInstance[] _equippedSkills;
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private ISkillEffect[] _skillEffects;
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// 차지
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private int _chargingSlot = -1;
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private float _chargeTimer = 0f;
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// 범위 지정
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private int _areaSelectSlot = -1;
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private GameObject _areaIndicator;
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public bool IsAreaSelecting => _areaSelectSlot >= 0;
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private void Awake()
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{
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_stateMachine = GetComponent<PlayerStateMachine>();
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_anim = GetComponent<Animator>();
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_transform = transform;
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_equippedSkills = new SkillInstance[_maxSlots];
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_skillEffects = new ISkillEffect[_maxSlots];
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}
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private void Update()
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{
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TickCooldowns();
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TickCharge();
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TickAreaSelect();
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}
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#region 스킬 장착
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public void LoadWeaponSkills(WeaponSkillSet skillSet)
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{
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for (int i = 0; i < _maxSlots; i++)
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{
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if (i < skillSet.Skills.Count && skillSet.Skills[i] != null)
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{
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_equippedSkills[i] = new SkillInstance(skillSet.Skills[i]);
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_skillEffects[i] = ResolveEffect(skillSet.Skills[i].TargetType);
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}
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else
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{
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_equippedSkills[i] = null;
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_skillEffects[i] = null;
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}
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}
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ApplyPassives();
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}
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private ISkillEffect ResolveEffect(TargetType targetType)
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{
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return targetType switch
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{
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TargetType.Self => GetComponent<BuffEffect>(),
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TargetType.Single => GetComponent<DamageEffect>(),
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TargetType.Area => GetComponent<AreaEffect>(),
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TargetType.Projectile => GetComponent<ProjectileEffect>(),
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_ => null
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};
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}
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#endregion
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#region 입력
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public void SkillInput(int slotIndex, InputState inputState)
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{
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if (slotIndex < 0 || slotIndex >= _maxSlots) return;
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SkillInstance skill = _equippedSkills[slotIndex];
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if (skill == null) return;
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if (skill.Data.SkillType == SkillType.Passive) return;
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if (inputState == InputState.Started)
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{
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// 범위 지정 중에 같은 스킬 키를 다시 누르면 취소
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if (_areaSelectSlot == slotIndex)
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{
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CancelAreaSelect();
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return;
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}
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if (!CanUseSkill(skill)) return;
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if (skill.Data.ActivationType == ActivationType.Instant)
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{
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ExecuteSkill(slotIndex);
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}
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else if (skill.Data.ActivationType == ActivationType.Charge)
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{
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StartCharge(slotIndex);
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}
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else if (skill.Data.ActivationType == ActivationType.AreaSelect)
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{
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StartAreaSelect(slotIndex);
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}
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}
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else if (inputState == InputState.Canceled)
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{
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if (_chargingSlot == slotIndex)
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{
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ReleaseCharge();
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}
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}
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}
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/// <summary>
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/// 범위 지정 모드 중 마우스 클릭 입력 (InputManager에서 호출)
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/// </summary>
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public void AreaConfirmInput(InputState inputState)
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{
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if (_areaSelectSlot < 0) return;
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if (inputState == InputState.Started)
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{
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ConfirmAreaSelect();
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}
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}
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#endregion
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#region 실행
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private bool CanUseSkill(SkillInstance skill)
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{
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if (skill.IsOnCooldown) return false;
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PlayerState state = _stateMachine.CurrentState;
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if (state == PlayerState.Dead || state == PlayerState.Hit
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|| state == PlayerState.Dodge || state == PlayerState.Trans
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|| state == PlayerState.Action)
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return false;
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return true;
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}
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private void ExecuteSkill(int slotIndex)
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{
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SkillInstance skill = _equippedSkills[slotIndex];
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ISkillEffect effect = _skillEffects[slotIndex];
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_stateMachine.ChangeState(PlayerState.Attack);
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if (!string.IsNullOrEmpty(skill.Data.AnimTrigger))
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_anim.SetTrigger(skill.Data.AnimTrigger);
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float chargeRatio = 1f;
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if (skill.Data.ActivationType == ActivationType.Charge)
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{
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float maxCharge = skill.CurrentLevelData.ChargeTimeMax;
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chargeRatio = maxCharge > 0 ? Mathf.Clamp01(_chargeTimer / maxCharge) : 1f;
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}
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effect?.Execute(skill, _transform, chargeRatio);
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skill.StartCooldown();
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_chargeTimer = 0f;
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_chargingSlot = -1;
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}
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#endregion
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#region 차지
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private void StartCharge(int slotIndex)
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{
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_chargingSlot = slotIndex;
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_chargeTimer = 0f;
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_stateMachine.ChangeState(PlayerState.Charge);
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SkillInstance skill = _equippedSkills[slotIndex];
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if (!string.IsNullOrEmpty(skill.Data.AnimTrigger))
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_anim.SetTrigger(skill.Data.AnimTrigger);
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}
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private void ReleaseCharge()
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{
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if (_chargingSlot < 0) return;
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ExecuteSkill(_chargingSlot);
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}
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private void TickCharge()
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{
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if (_chargingSlot < 0) return;
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SkillInstance skill = _equippedSkills[_chargingSlot];
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_chargeTimer += Time.deltaTime;
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if (_chargeTimer >= skill.CurrentLevelData.ChargeTimeMax)
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{
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ReleaseCharge();
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}
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}
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#endregion
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#region 범위 지정
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private void StartAreaSelect(int slotIndex)
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{
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_areaSelectSlot = slotIndex;
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SkillInstance skill = _equippedSkills[slotIndex];
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if (skill.Data.AreaIndicatorPrefab != null)
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{
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_areaIndicator = Instantiate(skill.Data.AreaIndicatorPrefab);
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float range = skill.CurrentLevelData.Range;
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_areaIndicator.transform.localScale = new Vector3(range * 2f, 1f, range * 2f);
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}
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}
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private void TickAreaSelect()
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{
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if (_areaSelectSlot < 0 || _areaIndicator == null) return;
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(ray, out RaycastHit hit, 200f, _groundLayer))
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{
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_areaIndicator.transform.position = hit.point;
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}
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}
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private void ConfirmAreaSelect()
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{
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if (_areaSelectSlot < 0) return;
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SkillInstance skill = _equippedSkills[_areaSelectSlot];
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ISkillEffect effect = _skillEffects[_areaSelectSlot];
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_stateMachine.ChangeState(PlayerState.Attack);
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if (!string.IsNullOrEmpty(skill.Data.AnimTrigger))
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_anim.SetTrigger(skill.Data.AnimTrigger);
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Vector3 targetPos = _areaIndicator.transform.position;
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if (effect is AreaEffect areaEffect)
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{
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areaEffect.ExecuteAtPosition(skill, _transform, targetPos);
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}
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skill.StartCooldown();
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Destroy(_areaIndicator);
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_areaIndicator = null;
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_areaSelectSlot = -1;
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}
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public void CancelAreaSelect()
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{
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if (_areaIndicator != null)
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Destroy(_areaIndicator);
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_areaIndicator = null;
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_areaSelectSlot = -1;
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}
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#endregion
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#region 쿨다운
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private void TickCooldowns()
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{
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foreach (var skill in _equippedSkills)
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{
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skill?.TickCooldown(Time.deltaTime);
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}
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}
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#endregion
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#region 패시브
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private void ApplyPassives()
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{
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foreach (var skill in _equippedSkills)
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{
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if (skill != null && skill.Data.SkillType == SkillType.Passive)
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{
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// PlayerStat에 스탯 보정 적용
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}
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}
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}
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#endregion
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#region 외부 접근
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public SkillInstance GetSkill(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= _maxSlots) return null;
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return _equippedSkills[slotIndex];
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}
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public int MaxSlots => _maxSlots;
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#endregion
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}
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