Genesis Game Client Project Setup

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2026-03-13 12:43:28 +09:00
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using UnityEngine;
using UnityEngine.InputSystem;
public class CombatSystem : MonoBehaviour
{
private PlayerStateMachine _playerStateMachine;
private Animator _animator;
private float _chargeTimer;
[SerializeField] private Weapon _currentWeapon; // 현재 장착된 무기
void Awake()
{
_playerStateMachine = GetComponent<PlayerStateMachine>();
_animator = GetComponent<Animator>();
}
public void OnAttackInput(InputAction.CallbackContext context)
{
}
void Update()
{
if (_playerStateMachine.CurrentState == PlayerState.Charge)
_chargeTimer += Time.deltaTime;
}
}

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using UnityEngine;
public enum CharacterType { Playable, NPC, Enemy, None }
public class CharacterIdentity : MonoBehaviour
{
[SerializeField] private string _characterCode;
public string CharacterCode { get { return _characterCode; } private set { _characterCode = value; } }
public bool IsControlling { get; private set; } = false;
public bool IsDefaultControl { get; set;}
public CharacterType GetCharacterType()
{
string CharacterTypeStr = null;
if (DataManager.Instance.PlayableCharacterData.TryGetValue(_characterCode, out var c1)) CharacterTypeStr = c1.CharacterType;
if (DataManager.Instance.EnemyCharacterData.TryGetValue(_characterCode, out var c2)) CharacterTypeStr = c2.CharacterType;
if (DataManager.Instance.NpcCharacterData.TryGetValue(_characterCode, out var c3)) CharacterTypeStr = c3.CharacterType;
if (CharacterTypeStr == "PLAYABLE")
return CharacterType.Playable;
if (CharacterTypeStr == "ENEMY")
return CharacterType.Enemy;
if (CharacterTypeStr == "NPC")
return CharacterType.NPC;
return CharacterType.None;
}
public void SynchronizeControll()
{
if (GetCharacterType() != CharacterType.Playable) return;
// 정렬없이 씬의 모든 PlayerCharacterController 검색
PlayerCharacterController[] pccs = Object.FindObjectsByType<PlayerCharacterController>(FindObjectsSortMode.None);
//모든 컨트롤을 끄고 자기 자신만 킴으로써 IsControlling은 한개체만 true임
foreach (PlayerCharacterController pcc in pccs)
{
pcc.gameObject.GetComponent<CharacterIdentity>().IsControlling = false;
}
this.IsControlling = true;
}
}

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using UnityEngine;
public class Health : MonoBehaviour
{
}

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using UnityEngine;
public class Stat : MonoBehaviour
{
public int Lv;
public int MaxHp;
public int MaxMp;
}

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