2026-04-06 스킬시스템
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25
Assets/02_Scripts/Skill/Effects/AreaEffect.cs
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25
Assets/02_Scripts/Skill/Effects/AreaEffect.cs
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using UnityEngine;
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public class AreaEffect : 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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SkillLevelData levelData = skill.CurrentLevelData;
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float finalDamage = levelData.Damage * chargeRatio;
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Vector3 center = caster.position + caster.forward * levelData.Range;
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if (skill.Data.EffectPrefab != null)
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{
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Instantiate(skill.Data.EffectPrefab, center, Quaternion.identity);
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}
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Collider[] hits = Physics.OverlapSphere(center, levelData.Range);
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foreach (Collider hit in hits)
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{
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if (hit.transform == caster) continue;
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Debug.Log($"[범위] {hit.name}에게 {finalDamage} 데미지");
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}
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}
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}
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14
Assets/02_Scripts/Skill/Effects/BuffEffect.cs
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Assets/02_Scripts/Skill/Effects/BuffEffect.cs
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using UnityEngine;
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public class BuffEffect : MonoBehaviour, ISkillEffect
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{
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public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
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{
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SkillLevelData levelData = skill.CurrentLevelData;
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// PlayerStat에 버프 적용
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// caster.GetComponent<PlayerStat>()?.ApplyBuff(levelData);
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Debug.Log($"버프 적용: {skill.Data.SkillName}, 지속시간 {levelData.Duration}초");
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}
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}
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20
Assets/02_Scripts/Skill/Effects/DamageEffect.cs
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Assets/02_Scripts/Skill/Effects/DamageEffect.cs
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using UnityEngine;
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public class DamageEffect : 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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SkillLevelData levelData = skill.CurrentLevelData;
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float finalDamage = levelData.Damage * chargeRatio;
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float range = levelData.Range;
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Collider[] hits = Physics.OverlapSphere(caster.position + caster.forward * range * 0.5f, range);
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foreach (Collider hit in hits)
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{
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if (hit.transform == caster) continue;
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// IDamageable 등 인터페이스가 있으면 여기서 적용
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Debug.Log($"{hit.name}에게 {finalDamage} 데미지");
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}
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}
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}
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6
Assets/02_Scripts/Skill/Effects/ISkillEffect.cs
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6
Assets/02_Scripts/Skill/Effects/ISkillEffect.cs
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using UnityEngine;
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public interface ISkillEffect
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{
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void Execute(SkillInstance skill, Transform caster, float chargeRatio);
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}
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15
Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs
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15
Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs
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using UnityEngine;
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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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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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// 투사체에 데미지 정보 전달
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// proj.GetComponent<Projectile>()?.Init(skill.CurrentLevelData.Damage * chargeRatio);
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}
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}
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