2026-04-06 스킬시스템

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2026-04-06 18:05:11 +09:00
parent c0713abdaa
commit 42f92020c7
65 changed files with 457 additions and 0 deletions

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using UnityEngine;
public class SkillManager : MonoBehaviour
{
[SerializeField] private int _maxSlots = 4;
private PlayerStateMachine _stateMachine;
private Animator _anim;
private Transform _transform;
private SkillInstance[] _equippedSkills;
private ISkillEffect[] _skillEffects;
private int _chargingSlot = -1;
private float _chargeTimer = 0f;
private void Awake()
{
_stateMachine = GetComponent<PlayerStateMachine>();
_anim = GetComponent<Animator>();
_transform = transform;
_equippedSkills = new SkillInstance[_maxSlots];
_skillEffects = new ISkillEffect[_maxSlots];
}
private void Update()
{
TickCooldowns();
TickCharge();
}
#region
public void LoadWeaponSkills(WeaponSkillSet skillSet)
{
for (int i = 0; i < _maxSlots; i++)
{
if (i < skillSet.Skills.Count && skillSet.Skills[i] != null)
{
_equippedSkills[i] = new SkillInstance(skillSet.Skills[i]);
_skillEffects[i] = ResolveEffect(skillSet.Skills[i].TargetType);
}
else
{
_equippedSkills[i] = null;
_skillEffects[i] = null;
}
}
ApplyPassives();
}
private ISkillEffect ResolveEffect(TargetType targetType)
{
return targetType switch
{
TargetType.Self => GetComponent<BuffEffect>(),
TargetType.Single => GetComponent<DamageEffect>(),
TargetType.Area => GetComponent<AreaEffect>(),
TargetType.Projectile => GetComponent<ProjectileEffect>(),
_ => null
};
}
#endregion
#region
public void SkillInput(int slotIndex, InputState inputState)
{
if (slotIndex < 0 || slotIndex >= _maxSlots) return;
SkillInstance skill = _equippedSkills[slotIndex];
if (skill == null) return;
if (skill.Data.SkillType == SkillType.Passive) return;
if (inputState == InputState.Started)
{
if (!CanUseSkill(skill)) return;
if (skill.Data.ActivationType == ActivationType.Instant)
{
ExecuteSkill(slotIndex);
}
else if (skill.Data.ActivationType == ActivationType.Charge)
{
StartCharge(slotIndex);
}
}
else if (inputState == InputState.Canceled)
{
if (_chargingSlot == slotIndex)
{
ReleaseCharge();
}
}
}
#endregion
#region
private bool CanUseSkill(SkillInstance skill)
{
if (skill.IsOnCooldown) return false;
PlayerState state = _stateMachine.CurrentState;
if (state == PlayerState.Dead || state == PlayerState.Hit
|| state == PlayerState.Dodge || state == PlayerState.Trans
|| state == PlayerState.Action)
return false;
return true;
}
private void ExecuteSkill(int slotIndex)
{
SkillInstance skill = _equippedSkills[slotIndex];
ISkillEffect effect = _skillEffects[slotIndex];
_stateMachine.ChangeState(PlayerState.Attack);
if (!string.IsNullOrEmpty(skill.Data.AnimTrigger))
_anim.SetTrigger(skill.Data.AnimTrigger);
float chargeRatio = 1f;
if (skill.Data.ActivationType == ActivationType.Charge)
{
float maxCharge = skill.CurrentLevelData.ChargeTimeMax;
chargeRatio = maxCharge > 0 ? Mathf.Clamp01(_chargeTimer / maxCharge) : 1f;
}
effect?.Execute(skill, _transform, chargeRatio);
skill.StartCooldown();
_chargeTimer = 0f;
_chargingSlot = -1;
}
#endregion
#region
private void StartCharge(int slotIndex)
{
_chargingSlot = slotIndex;
_chargeTimer = 0f;
_stateMachine.ChangeState(PlayerState.Charge);
SkillInstance skill = _equippedSkills[slotIndex];
if (!string.IsNullOrEmpty(skill.Data.AnimTrigger))
_anim.SetTrigger(skill.Data.AnimTrigger);
}
private void ReleaseCharge()
{
if (_chargingSlot < 0) return;
ExecuteSkill(_chargingSlot);
}
private void TickCharge()
{
if (_chargingSlot < 0) return;
SkillInstance skill = _equippedSkills[_chargingSlot];
_chargeTimer += Time.deltaTime;
if (_chargeTimer >= skill.CurrentLevelData.ChargeTimeMax)
{
ReleaseCharge();
}
}
#endregion
#region
private void TickCooldowns()
{
foreach (var skill in _equippedSkills)
{
skill?.TickCooldown(Time.deltaTime);
}
}
#endregion
#region
private void ApplyPassives()
{
foreach (var skill in _equippedSkills)
{
if (skill != null && skill.Data.SkillType == SkillType.Passive)
{
// PlayerStat에 스탯 보정 적용
}
}
}
#endregion
#region
public SkillInstance GetSkill(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= _maxSlots) return null;
return _equippedSkills[slotIndex];
}
public int MaxSlots => _maxSlots;
#endregion
}