2026-04-08 스킬시스템 진행중, 폴더구조 변경등
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69
Assets/02_Scripts/_Shared/Status/StatusEffectReceiver.cs
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69
Assets/02_Scripts/_Shared/Status/StatusEffectReceiver.cs
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using System.Collections.Generic;
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using UnityEngine;
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public class StatusEffectReceiver : MonoBehaviour
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{
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private List<DebuffInstance> _activeDebuffs = new List<DebuffInstance>();
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public void ApplyDebuff(DebuffData data)
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{
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if (data == null) return;
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if (!data.Stackable)
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{
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DebuffInstance existing = _activeDebuffs.Find(d => d.Data == data);
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if (existing != null)
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{
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existing.RefreshDuration();
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return;
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}
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}
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else
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{
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int count = 0;
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foreach (var d in _activeDebuffs)
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if (d.Data == data) count++;
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if (count >= data.MaxStacks) return;
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}
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DebuffInstance instance = new DebuffInstance(data, this);
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_activeDebuffs.Add(instance);
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instance.OnApply();
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}
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private void Update()
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{
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for (int i = _activeDebuffs.Count - 1; i >= 0; i--)
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{
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_activeDebuffs[i].Tick(Time.deltaTime);
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if (_activeDebuffs[i].IsExpired)
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{
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_activeDebuffs[i].OnRemove();
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_activeDebuffs.RemoveAt(i);
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}
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}
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}
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public bool HasDebuff(DebuffType type)
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{
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foreach (var d in _activeDebuffs)
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if (d.Data.DebuffType == type) return true;
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return false;
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}
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public float GetDebuffValue(DebuffType type)
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{
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float total = 0f;
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foreach (var d in _activeDebuffs)
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if (d.Data.DebuffType == type) total += d.Data.Value;
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return total;
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}
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public void ClearAllDebuffs()
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{
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for (int i = _activeDebuffs.Count - 1; i >= 0; i--)
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_activeDebuffs[i].OnRemove();
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_activeDebuffs.Clear();
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}
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}
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