2026-04-06 스킬시스템
This commit is contained in:
5
.vscode/extensions.json
vendored
Normal file
5
.vscode/extensions.json
vendored
Normal file
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"recommendations": [
|
||||
"visualstudiotoolsforunity.vstuc"
|
||||
]
|
||||
}
|
||||
10
.vscode/launch.json
vendored
Normal file
10
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Attach to Unity",
|
||||
"type": "vstuc",
|
||||
"request": "attach"
|
||||
}
|
||||
]
|
||||
}
|
||||
71
.vscode/settings.json
vendored
Normal file
71
.vscode/settings.json
vendored
Normal file
@@ -0,0 +1,71 @@
|
||||
{
|
||||
"files.exclude": {
|
||||
"**/.DS_Store": true,
|
||||
"**/.git": true,
|
||||
"**/.vs": true,
|
||||
"**/.gitmodules": true,
|
||||
"**/.vsconfig": true,
|
||||
"**/*.booproj": true,
|
||||
"**/*.pidb": true,
|
||||
"**/*.suo": true,
|
||||
"**/*.user": true,
|
||||
"**/*.userprefs": true,
|
||||
"**/*.unityproj": true,
|
||||
"**/*.dll": true,
|
||||
"**/*.exe": true,
|
||||
"**/*.pdf": true,
|
||||
"**/*.mid": true,
|
||||
"**/*.midi": true,
|
||||
"**/*.wav": true,
|
||||
"**/*.gif": true,
|
||||
"**/*.ico": true,
|
||||
"**/*.jpg": true,
|
||||
"**/*.jpeg": true,
|
||||
"**/*.png": true,
|
||||
"**/*.psd": true,
|
||||
"**/*.tga": true,
|
||||
"**/*.tif": true,
|
||||
"**/*.tiff": true,
|
||||
"**/*.3ds": true,
|
||||
"**/*.3DS": true,
|
||||
"**/*.fbx": true,
|
||||
"**/*.FBX": true,
|
||||
"**/*.lxo": true,
|
||||
"**/*.LXO": true,
|
||||
"**/*.ma": true,
|
||||
"**/*.MA": true,
|
||||
"**/*.obj": true,
|
||||
"**/*.OBJ": true,
|
||||
"**/*.asset": true,
|
||||
"**/*.cubemap": true,
|
||||
"**/*.flare": true,
|
||||
"**/*.mat": true,
|
||||
"**/*.meta": true,
|
||||
"**/*.prefab": true,
|
||||
"**/*.unity": true,
|
||||
"build/": true,
|
||||
"Build/": true,
|
||||
"Library/": true,
|
||||
"library/": true,
|
||||
"obj/": true,
|
||||
"Obj/": true,
|
||||
"Logs/": true,
|
||||
"logs/": true,
|
||||
"ProjectSettings/": true,
|
||||
"UserSettings/": true,
|
||||
"temp/": true,
|
||||
"Temp/": true
|
||||
},
|
||||
"files.associations": {
|
||||
"*.asset": "yaml",
|
||||
"*.meta": "yaml",
|
||||
"*.prefab": "yaml",
|
||||
"*.unity": "yaml",
|
||||
},
|
||||
"explorer.fileNesting.enabled": true,
|
||||
"explorer.fileNesting.patterns": {
|
||||
"*.sln": "*.csproj",
|
||||
"*.slnx": "*.csproj"
|
||||
},
|
||||
"dotnet.defaultSolution": "NJ_Project_20260312.slnx"
|
||||
}
|
||||
202
Assets/02_Scripts/Managers/Local/SkillManager.cs
Normal file
202
Assets/02_Scripts/Managers/Local/SkillManager.cs
Normal file
@@ -0,0 +1,202 @@
|
||||
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 스킬 장착
|
||||
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 입력
|
||||
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 실행
|
||||
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 차지
|
||||
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 쿨다운
|
||||
private void TickCooldowns()
|
||||
{
|
||||
foreach (var skill in _equippedSkills)
|
||||
{
|
||||
skill?.TickCooldown(Time.deltaTime);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 패시브
|
||||
private void ApplyPassives()
|
||||
{
|
||||
foreach (var skill in _equippedSkills)
|
||||
{
|
||||
if (skill != null && skill.Data.SkillType == SkillType.Passive)
|
||||
{
|
||||
// PlayerStat에 스탯 보정 적용
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 외부 접근
|
||||
public SkillInstance GetSkill(int slotIndex)
|
||||
{
|
||||
if (slotIndex < 0 || slotIndex >= _maxSlots) return null;
|
||||
return _equippedSkills[slotIndex];
|
||||
}
|
||||
|
||||
public int MaxSlots => _maxSlots;
|
||||
#endregion
|
||||
}
|
||||
54
Assets/02_Scripts/Skill/Data/SkillData.cs
Normal file
54
Assets/02_Scripts/Skill/Data/SkillData.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
using UnityEngine;
|
||||
|
||||
/*
|
||||
사용법:
|
||||
Project에서 Create → Skill/SkillData로 스킬 에셋 생성, 레벨별 수치 입력
|
||||
Create → Skill/WeaponSkillSet로 무기별 스킬 묶음 생성
|
||||
플레이어에 SkillManager + Effect 컴포넌트들 부착
|
||||
무기 변경 시 LoadWeaponSkills(skillSet) 호출
|
||||
입력 시 SkillInput(slotIndex, inputState) 호출
|
||||
*/
|
||||
|
||||
[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 }
|
||||
9
Assets/02_Scripts/Skill/Data/WeaponSkillSet.cs
Normal file
9
Assets/02_Scripts/Skill/Data/WeaponSkillSet.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
[CreateAssetMenu(menuName = "Skill/WeaponSkillSet")]
|
||||
public class WeaponSkillSet : ScriptableObject
|
||||
{
|
||||
public WeaponType WeaponType;
|
||||
public List<SkillData> Skills;
|
||||
}
|
||||
25
Assets/02_Scripts/Skill/Effects/AreaEffect.cs
Normal file
25
Assets/02_Scripts/Skill/Effects/AreaEffect.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
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($"[범위] {hit.name}에게 {finalDamage} 데미지");
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Assets/02_Scripts/Skill/Effects/BuffEffect.cs
Normal file
14
Assets/02_Scripts/Skill/Effects/BuffEffect.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using UnityEngine;
|
||||
|
||||
public class BuffEffect : MonoBehaviour, ISkillEffect
|
||||
{
|
||||
public void Execute(SkillInstance skill, Transform caster, float chargeRatio)
|
||||
{
|
||||
SkillLevelData levelData = skill.CurrentLevelData;
|
||||
|
||||
// PlayerStat에 버프 적용
|
||||
// caster.GetComponent<PlayerStat>()?.ApplyBuff(levelData);
|
||||
|
||||
Debug.Log($"버프 적용: {skill.Data.SkillName}, 지속시간 {levelData.Duration}초");
|
||||
}
|
||||
}
|
||||
20
Assets/02_Scripts/Skill/Effects/DamageEffect.cs
Normal file
20
Assets/02_Scripts/Skill/Effects/DamageEffect.cs
Normal file
@@ -0,0 +1,20 @@
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
6
Assets/02_Scripts/Skill/Effects/ISkillEffect.cs
Normal file
6
Assets/02_Scripts/Skill/Effects/ISkillEffect.cs
Normal file
@@ -0,0 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
public interface ISkillEffect
|
||||
{
|
||||
void Execute(SkillInstance skill, Transform caster, float chargeRatio);
|
||||
}
|
||||
15
Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs
Normal file
15
Assets/02_Scripts/Skill/Effects/ProjectileEffect.cs
Normal file
@@ -0,0 +1,15 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
26
Assets/02_Scripts/Skill/SkillInstance.cs
Normal file
26
Assets/02_Scripts/Skill/SkillInstance.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user