2026-04-06 스킬시스템

This commit is contained in:
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;
/*
:
Project에서 Create Skill/SkillData로 ,
Create Skill/WeaponSkillSet로
SkillManager + Effect
LoadWeaponSkills(skillSet)
SkillInput(slotIndex, inputState)
*/
[CreateAssetMenu(menuName = "Skill/SkillData")]
public class SkillData : ScriptableObject
{
[Header("기본 정보")]
public string SkillName;
[TextArea] public string Description;
public Sprite Icon;
[Header("스킬 분류")]
public SkillType SkillType;
public ActivationType ActivationType;
public TargetType TargetType;
[Header("애니메이션")]
public string AnimTrigger;
[Header("이펙트")]
public GameObject EffectPrefab;
[Header("레벨별 수치")]
public SkillLevelData[] Levels;
public SkillLevelData GetLevelData(int level)
{
int idx = Mathf.Clamp(level - 1, 0, Levels.Length - 1);
return Levels[idx];
}
}
[System.Serializable]
public class SkillLevelData
{
public float Damage;
public float Range;
public float Cooldown;
public float ManaCost;
public float Duration;
public float ChargeTimeMax;
}
public enum SkillType { Active, Passive }
public enum ActivationType { Instant, Charge }
public enum TargetType { Self, Single, Area, Projectile }

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using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Skill/WeaponSkillSet")]
public class WeaponSkillSet : ScriptableObject
{
public WeaponType WeaponType;
public List<SkillData> Skills;
}

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using UnityEngine;
public class AreaEffect : MonoBehaviour, ISkillEffect
{
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
{
SkillLevelData levelData = skill.CurrentLevelData;
float finalDamage = levelData.Damage * chargeRatio;
Vector3 center = caster.position + caster.forward * levelData.Range;
if (skill.Data.EffectPrefab != null)
{
Instantiate(skill.Data.EffectPrefab, center, Quaternion.identity);
}
Collider[] hits = Physics.OverlapSphere(center, levelData.Range);
foreach (Collider hit in hits)
{
if (hit.transform == caster) continue;
Debug.Log($"[범위] {hit.name}에게 {finalDamage} 데미지");
}
}
}

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using UnityEngine;
public class BuffEffect : MonoBehaviour, ISkillEffect
{
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
{
SkillLevelData levelData = skill.CurrentLevelData;
// PlayerStat에 버프 적용
// caster.GetComponent<PlayerStat>()?.ApplyBuff(levelData);
Debug.Log($"버프 적용: {skill.Data.SkillName}, 지속시간 {levelData.Duration}초");
}
}

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using UnityEngine;
public class DamageEffect : MonoBehaviour, ISkillEffect
{
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
{
SkillLevelData levelData = skill.CurrentLevelData;
float finalDamage = levelData.Damage * chargeRatio;
float range = levelData.Range;
Collider[] hits = Physics.OverlapSphere(caster.position + caster.forward * range * 0.5f, range);
foreach (Collider hit in hits)
{
if (hit.transform == caster) continue;
// IDamageable 등 인터페이스가 있으면 여기서 적용
Debug.Log($"{hit.name}에게 {finalDamage} 데미지");
}
}
}

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using UnityEngine;
public interface ISkillEffect
{
void Execute(SkillInstance skill, Transform caster, float chargeRatio);
}

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using UnityEngine;
public class ProjectileEffect : MonoBehaviour, ISkillEffect
{
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
{
if (skill.Data.EffectPrefab == null) return;
Vector3 spawnPos = caster.position + caster.forward + Vector3.up;
GameObject proj = Instantiate(skill.Data.EffectPrefab, spawnPos, caster.rotation);
// 투사체에 데미지 정보 전달
// proj.GetComponent<Projectile>()?.Init(skill.CurrentLevelData.Damage * chargeRatio);
}
}

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public class SkillInstance
{
public SkillData Data { get; private set; }
public int Level { get; set; } = 1;
public float CooldownTimer { get; set; }
public bool IsOnCooldown => CooldownTimer > 0f;
public SkillLevelData CurrentLevelData => Data.GetLevelData(Level);
public SkillInstance(SkillData data, int level = 1)
{
Data = data;
Level = level;
}
public void StartCooldown()
{
CooldownTimer = CurrentLevelData.Cooldown;
}
public void TickCooldown(float deltaTime)
{
if (CooldownTimer > 0f)
CooldownTimer -= deltaTime;
}
}