2026-04-08 스킬시스템 진행중, 폴더구조 변경등
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@@ -4,17 +4,40 @@ 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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Vector3 center = caster.position + caster.forward * skill.CurrentLevelData.Range * 0.5f;
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ApplyDamage(skill, caster, center, chargeRatio);
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}
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Collider[] hits = Physics.OverlapSphere(caster.position + caster.forward * range * 0.5f, range);
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public void ExecuteAtPosition(SkillInstance skill, Transform caster, Vector3 targetPos, float chargeRatio)
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{
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ApplyDamage(skill, caster, targetPos, chargeRatio);
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}
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private void ApplyDamage(SkillInstance skill, Transform caster, Vector3 center, float chargeRatio)
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{
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SkillLevelData levelData = skill.CurrentLevelData;
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int damage = Mathf.RoundToInt(levelData.Damage * chargeRatio);
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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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// IDamageable 등 인터페이스가 있으면 여기서 적용
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Debug.Log($"{hit.name}에게 {finalDamage} 데미지");
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IDamageable target = hit.GetComponent<IDamageable>();
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if (target != null)
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{
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target.TakeDamage(damage, caster);
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if (skill.Data.AppliedDebuffs != null)
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{
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StatusEffectReceiver receiver = hit.GetComponent<StatusEffectReceiver>();
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if (receiver != null)
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{
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foreach (var debuff in skill.Data.AppliedDebuffs)
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receiver.ApplyDebuff(debuff);
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}
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}
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}
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}
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}
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}
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