2026-03-31 물체 상호작용
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@@ -1,6 +1,8 @@
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using System.Collections;
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using System.Threading;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using Unity.VisualScripting.Antlr3.Runtime;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@@ -13,22 +15,40 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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public void ItemUse(ItemInstance item)
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{
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Debug.Log("아이템 사용");
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switch(item.Data.ItemEffectType)
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{
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case ItemEffectType.RECOVERY_HP:
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{
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Debug.Log("HP회복 작동!!");
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//RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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Debug.Log($"전 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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RecoveryHPHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.RecoveryHP, item.Data.ItemEffectVisual);
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Debug.Log($"후 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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}
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break;
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case ItemEffectType.INTERVAL_DAMAGE:
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{
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Debug.Log("틱데미지 아이템 타입임");
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IntervalDamageHealthEffect(GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>(), item.Data.IntervalDamage, item.Data.IntervalDamageTime, item.Data.ItemEffectVisual);
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}
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break;
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}
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}
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public void RecoveryHPHealthEffect(Health health,float recoveryHP,GameObject itemEffectVisual)
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{
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PlayerHealth playerHealth = health as PlayerHealth;
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if (playerHealth != null)
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{
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GameObject fx_Visual = Instantiate(itemEffectVisual, playerHealth.transform); // health의 자식으로 이펙트 생성
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fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0);
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playerHealth.ChangeHP(Mathf.Clamp(playerHealth.CurrentHP + Mathf.FloorToInt(recoveryHP), 0, playerHealth.Pstat.MaxHp)); //소수점 전부 버림
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}
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}
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public void IntervalDamageHealthEffect(Health health,float damage,float time,GameObject itemEffectVisual)
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{
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IntervalDamage(health, damage,time, itemEffectVisual);
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@@ -37,17 +57,39 @@ public void IntervalDamageHealthEffect(Health health,float damage,float time,Gam
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//일정 시간 동안 틱대미지 일으키는 함수
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public async void IntervalDamage(Health health, float damage,float time, GameObject itemEffectVisual)
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{
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// 유니티 오브젝트 자체의 CancellationToken 가져오기 (오브젝트 파괴 시 자동 취소)
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CancellationToken token = health.destroyCancellationToken;
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GameObject fx_Visual = Instantiate(itemEffectVisual, health.transform); // health의 자식으로 이펙트 생성
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fx_Visual.transform.localPosition = new Vector3(0, 1.5f, 0);
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float tickDamage = damage / time;
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while(time <=0)
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Debug.Log($"damage: {damage}");
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Debug.Log($"time: {time}");
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Debug.Log($"tickDamage: {tickDamage}");
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Debug.Log($"CurrentHP : {health.CurrentHP}");
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try
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{
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health.ChangeHP(Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
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if (health.CurrentHP <= 0) break;
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time--;
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await Task.Yield();
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while (time > 0)
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{
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Debug.Log($"진입");
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health.ChangeHP(health.CurrentHP - Mathf.FloorToInt(tickDamage)); //소수점 전부 버림
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if (health.CurrentHP <= 0) break;
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time--;
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Debug.Log($"중독 HP : {GameManager.Instance.Level.CurrentCharacter.GetComponent<Health>().CurrentHP}");
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await Task.Delay(1000, token);
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}
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}
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catch (System.OperationCanceledException)
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{
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Debug.Log("데미지 루프가 취소됨");
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}
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finally
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{
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// 정상 종료되든, 취소되든(Exception) 이펙트는 확실히 제거
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if (fx_Visual != null) Destroy(fx_Visual);
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}
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Destroy(fx_Visual);
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}
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}
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