Genesis Game Client Project Setup

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2026-03-13 12:43:28 +09:00
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## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
*.prefab merge=unityyamlmerge eol=lf
*.physicsMaterial2D merge=unityyamlmerge eol=lf
*.physicMaterial merge=unityyamlmerge eol=lf
*.asset merge=unityyamlmerge eol=lf
*.meta merge=unityyamlmerge eol=lf
*.controller merge=unityyamlmerge eol=lf
## git-lfs ##
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#3D Object
*.FBX filter=lfs diff=lfs merge=lfs -text
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*.blend filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
#ETC
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# ---> Unity
# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
/[Ll]ibrary/
/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.unitypackage.meta
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*

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{
"version": "1.0",
"components": [
"Microsoft.VisualStudio.Workload.ManagedGame"
]
}

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using UnityEngine;
public class GlobalObject : MonoBehaviour
{
private static GlobalObject _instance;
void Awake()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
}

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using System;
using System.Threading;
using UnityEngine;
public static class Util
{
/// 특정 시간(초) 후에 액션을 실행
public static async Awaitable RunDelayed(float delay, Action action, CancellationToken token = default)
{
try
{
// 유니티 전용 비동기 대기
await Awaitable.WaitForSecondsAsync(delay, token);
// 함수 실행
action?.Invoke();
}
catch (OperationCanceledException)
{
// 취소되었을 때의 처리 (필요 시)
}
}
/// 다음 프레임에 액션을 실행
public static async Awaitable RunNextFrame(Action action, CancellationToken token = default)
{
try
{
await Awaitable.EndOfFrameAsync(token);
action?.Invoke();
}
catch (OperationCanceledException) { }
}
}

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using UnityEngine;
public class Character
{
public string CharacterCode { get; set; }
public string CharacterType { get; set; }
}

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guid: aab31f147ea95eb46a9e7f1a4e6fd694

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using System;
using UnityEngine;
[Serializable]
public class EnemyCharacter : Character
{
}

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using System;
using UnityEngine;
[Serializable]
public class NpcCharacter : Character
{
}

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using UnityEngine;
public class PlayableCharacter : Character
{
}

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using System;
using UnityEngine;
[Serializable]
public class UserCharacter : PlayableCharacter
{
public int UserCharacterNo { get; set; }
public int UserNo { get; set; }
public int Lv { get; set; }
public int StrStat { get; set; }
public int IntStat { get; set; }
public int MaxHp { get; set; }
public int MaxMp { get; set; }
public bool DefaultControl { get; set; }
}

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using Game.Network.DTO;
using Newtonsoft.Json;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.TextCore.Text;
public class DataManager : MonoBehaviour
{
public static DataManager Instance;
//내 캐릭터들
public List<UserCharacter> MyCharacters = new List<UserCharacter>();
//모든 캐릭터들 데이터(적,NPC,플레이어블)
public Dictionary<string, PlayableCharacter> PlayableCharacterData = new Dictionary<string, PlayableCharacter>();
public Dictionary<string, EnemyCharacter> EnemyCharacterData = new Dictionary<string, EnemyCharacter>();
public Dictionary<string, NpcCharacter> NpcCharacterData = new Dictionary<string, NpcCharacter>();
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
private async Awaitable Start()
{
await LoadUserCharacters(1);
await LoadPlayableCharacters();
}
public async Awaitable LoadUserCharacters(int userNo)
{
UserCharacterDTO[] characterDTOs = await NetworkManager.Instance.GetDatabaseData<UserCharacterDTO[]>($"userCharacters/{userNo}");
if (characterDTOs != null)
{
MyCharacters.Clear();
foreach ( UserCharacterDTO characterDTO in characterDTOs )
{
UserCharacter uc = new UserCharacter();
uc.UserCharacterNo = characterDTO.userCharacterNo;
uc.UserNo = characterDTO.userNo;
uc.CharacterCode = characterDTO.characterCode;
uc.Lv = characterDTO.lv;
uc.StrStat = characterDTO.strStat;
uc.IntStat = characterDTO.intStat;
uc.MaxHp = characterDTO.maxHp;
uc.MaxMp = characterDTO.maxMp;
uc.DefaultControl = characterDTO.defaultControl;
MyCharacters.Add(uc);
}
}
else
{
Debug.LogError("캐릭터 데이터를 불러오지 못했습니다.");
}
}
public async Awaitable LoadPlayableCharacters()
{
PlayableCharacterDTO[] characterDTOs = await NetworkManager.Instance.GetDatabaseData<PlayableCharacterDTO[]>($"playableCharacters");
if (characterDTOs != null)
{
PlayableCharacterData.Clear();
foreach (PlayableCharacterDTO characterDTO in characterDTOs)
{
PlayableCharacter c = new PlayableCharacter();
c.CharacterCode = characterDTO.characterCode;
c.CharacterType = characterDTO.characterType;
PlayableCharacterData.TryAdd(c.CharacterCode, c);
}
}
else
{
Debug.LogError("캐릭터 데이터를 불러오지 못했습니다.");
}
}
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public LevelManager Level { get; private set; }
public CameraManager Camera { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
SceneManager.sceneLoaded += OnSceneLoaded;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 씬이 로드될 때마다 해당 씬에 있는 Manager들을 찾아서 갱신
// 없으면 자동으로 null이 들어감
Level = FindFirstObjectByType<LevelManager>();
Camera = FindFirstObjectByType<CameraManager>();
if(Level != null) Level.OnSceneLoaded(scene, mode);
if(Camera != null) Camera.OnSceneLoaded(scene, mode);
InputManager.Instance.PlayerInputEnable(true);
GlobalUIManager.Instance.SetSceneLoadingActive(false);
}
public void RequestSceneChange(string sceneName)
{
_ = SceneChange(sceneName);
}
private async Awaitable SceneChange(string sceneName)
{
try
{
GlobalUIManager.Instance.SetSceneLoadingActive(true);
AsyncOperation op = SceneManager.LoadSceneAsync(sceneName);
//자동 전환을 하고 싶지 않을 경우 해당값을 false로 두었다가 true로 바꾸면 그 때 전환됨
op.allowSceneActivation = false;
//화면에 보여줄 로딩 수치
float displayProgress = 0f;
//op.progress 0.9가 데이터 로딩이 끝난 기준 allowSceneActivation이 트루면 바로 다음으로 넘어가면서 op.isDone이 true가 된다.
while (op.progress < 0.9f)
{
//실제 로딩 수치
float realProgress = Mathf.Clamp01(op.progress / 0.9f);
//보여줄 값을 실제값을 향해 부드럽게 이동
displayProgress = Mathf.MoveTowards(displayProgress, realProgress, Time.deltaTime * 0.5f);
// UI에 적용
GlobalUIManager.Instance.SetSceneLoadingProgressValue(displayProgress);
await Awaitable.NextFrameAsync(this.destroyCancellationToken); //자기자신이 파괴될때 토큰에 취소요청을 보냄
}
GlobalUIManager.Instance.SetSceneLoadingProgressValue(1);
// 잠시 대기했다가 전환
await Awaitable.WaitForSecondsAsync(2.0f, this.destroyCancellationToken);
op.allowSceneActivation = true;
Debug.Log("씬 전환됨");
InputManager.Instance.UnPairDevices();
}
catch (OperationCanceledException)
{
Debug.Log("씬 전환 작업이 취소됨");
}
}
}

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using System;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.Windows;
public enum InputState { Started, Performing, Canceled }
public class InputManager : MonoBehaviour
{
public static InputManager Instance;
private PlayerInput _playerInput;
private InputActionMap _globalInputActionMap;
private InputActionMap _uiInputActionMap;
private InputActionMap _characterInputActionMap;
//콜백 이벤트들
//캐릭터 조작관련은 따로 분류
public event Action<float> OnMouseScrollEvent;
public event Action<Vector2> OnMoveEvent;
public event Action<InputState> OnSprintEvent;
public event Action<InputState> OnJumpEvent;
public event Action OnNormalAttackEvent;
public event Action OnHeavyAttackEvent;
//키조작
public event Action OnKeyDown_UpArrowEvent;
public event Action OnKeyDown_DownArrowEvent;
public event Action OnKeyDown_EnterEvent;
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
_playerInput = GetComponent<PlayerInput>();
}
private void Start()
{
SetGlobalInputMap("Global");
}
public void UnPairDevices()
{
if(_playerInput != null)
{
_playerInput.user.UnpairDevices();
PlayerInputEnable(false);
}
}
public void PlayerInputEnable(bool flag)
{
_playerInput.enabled = flag;
}
private void SetGlobalInputMap(string mapName)
{
_globalInputActionMap = _playerInput?.actions?.FindActionMap(mapName);
}
public void SetUIInputMap(string mapName)
{
_uiInputActionMap = _playerInput?.actions?.FindActionMap(mapName);
if (_uiInputActionMap == null) return;
// 맵 활성화
_uiInputActionMap.Enable();
//바인딩
BindActionUI("OnKeyDown_UpArrow", OnKeyDown_UpArrow);
BindActionUI("OnKeyDown_DownArrow", OnKeyDown_DownArrow);
BindActionUI("OnKeyDown_Enter", OnKeyDown_Enter);
}
public void SetCharacterInputMap(string mapName)
{
_characterInputActionMap = _playerInput?.actions?.FindActionMap(mapName);
if (_characterInputActionMap == null) return;
// 맵 활성화
_characterInputActionMap.Enable();
//바인딩
BindActionCharacter("Scroll", OnMouseScroll);
BindActionCharacter("Move", OnMove);
BindActionCharacter("Sprint", OnSprint);
BindActionCharacter("Jump", OnJump);
BindActionCharacter("NormalAttack", OnNormalAttack);
BindActionCharacter("HeavyAttack", OnHeavyAttack);
}
//매핑용 함수
private void BindActionUI(string actionName, Action<InputAction.CallbackContext> callback)
{
InputAction action = _uiInputActionMap.FindAction(actionName);
if (action != null)
{
action.performed -= callback;
action.canceled -= callback;
action.started -= callback;
action.performed += callback;
action.canceled += callback;
action.started += callback;
action.Enable();
}
}
private void BindActionCharacter(string actionName, Action<InputAction.CallbackContext> callback)
{
InputAction action = _characterInputActionMap.FindAction(actionName);
if (action != null)
{
action.performed -= callback;
action.canceled -= callback;
action.started -= callback;
action.performed += callback;
action.canceled += callback;
action.started += callback;
action.Enable();
}
}
#region
private void OnMouseScroll(InputAction.CallbackContext ctx)
{
Vector2 scroll = ctx.ReadValue<Vector2>();
OnMouseScrollEvent?.Invoke(scroll.y);
}
private void OnMove(InputAction.CallbackContext ctx)
{
Vector2 move = ctx.ReadValue<Vector2>();
OnMoveEvent?.Invoke(move);
}
private void OnSprint(InputAction.CallbackContext ctx)
{
if(ctx.performed)
{
OnSprintEvent?.Invoke(InputState.Performing);
}
if(ctx.canceled)
{
OnSprintEvent?.Invoke(InputState.Canceled);
}
}
private void OnJump(InputAction.CallbackContext ctx)
{
if(ctx.started)
{
OnJumpEvent?.Invoke(InputState.Started);
}
if (ctx.canceled)
{
OnJumpEvent?.Invoke(InputState.Canceled);
}
}
private void OnNormalAttack(InputAction.CallbackContext ctx)
{
OnNormalAttackEvent?.Invoke();
}
private void OnHeavyAttack(InputAction.CallbackContext ctx)
{
OnHeavyAttackEvent?.Invoke();
}
#endregion
#region
private void OnKeyDown_UpArrow(InputAction.CallbackContext ctx)
{
if(ctx.started)
OnKeyDown_UpArrowEvent?.Invoke();
}
private void OnKeyDown_DownArrow(InputAction.CallbackContext ctx)
{
if (ctx.started)
OnKeyDown_UpArrowEvent?.Invoke();
}
private void OnKeyDown_Enter(InputAction.CallbackContext ctx)
{
if (ctx.started)
OnKeyDown_EnterEvent?.Invoke();
}
#endregion
}

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using Game.Network;
using Game.Network.DTO;
using Newtonsoft.Json;
using System;
using UnityEngine;
using UnityEngine.Networking;
public class NetworkManager : MonoBehaviour
{
public static NetworkManager Instance;
private string _baseGameDBUrl = "https://localhost:7134/myGame";
//private string _baseGameDBUrlHttp = "http://localhost:5281/myGame";
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
public async Awaitable<T> GetDatabaseData<T>(string endPoint)
{
string url = $"{_baseGameDBUrl}/{endPoint}";
using UnityWebRequest request = UnityWebRequest.Get(url); //앞의 using은 사용이 끝난(메서드 종료) 외부 리소스 객체들을 알아서 지워주도록 설정하는 예약어이다
request.certificateHandler = new BypassCertificate();
try
{
await request.SendWebRequest();
if (request.result == UnityWebRequest.Result.Success)
{
string json = request.downloadHandler.text;
ApiResponse<T> container = JsonConvert.DeserializeObject<ApiResponse<T>>(json);
Debug.Log($"응답 : data = {container.data}, count = {container.count}, message = {container.message}");
return container.data;
}
}
catch (Exception e)
{
Debug.LogException(e);
}
return default;
}
}

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using UnityEngine;
public class SoundManager : MonoBehaviour
{
public static SoundManager Instance;
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
}

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using UnityEditor.Rendering;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CameraManager : MonoBehaviour
{
[SerializeField] private PlayerCameraRig _currentCameraRig; //현재 활성화된 플레이어의 카메라 묶음 조종객체
private float minFOV = 40f;
private float maxFOV = 100f;
private void Awake()
{
}
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
}
public void SetCameraRig(PlayerCameraRig cameraRig)
{
_currentCameraRig = cameraRig;
}
public void ZoomCamera(float offset)
{
_currentCameraRig.CurrentFOV = Mathf.Clamp(_currentCameraRig.CurrentFOV - offset, minFOV,maxFOV);
}
public Vector3 GetViewportPointToRayEndPoint(Vector3 vpPoint,float rayLength)
{
Ray ray = Camera.main.ViewportPointToRay(vpPoint);
return ray.GetPoint(rayLength);
}
}

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fileFormatVersion: 2
guid: f58134c47759c0c42806560eaa79d716

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using Game.Network.DTO;
using NUnit.Framework;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using Debug = UnityEngine.Debug;
public class LevelManager : MonoBehaviour
{
#region
[SerializeField] private GameObject[] _playableCharacterPrefabs; //플레이어가 될수 있는 캐릭터들 프리팹 할당
public GameObject[] PlayableCharacterPrefabs { get { return _playableCharacterPrefabs; } private set { _playableCharacterPrefabs = value; } }
public GameObject CurrentCharacter { get; private set; } // 현재 캐릭터
public PlayerCharacterController CurrentCharacterController { get { return CurrentCharacter?.GetComponent<PlayerCharacterController>(); } } // 현재 캐릭터의 컨트롤러
public int CurrentCharacterIdx { get; private set; } //현재캐릭터 인덱스
#endregion
private void Awake()
{
}
public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
if (scene.name == "GameStartScene")
{
InputManager.Instance.SetUIInputMap("IntroUI");
}
if (scene.name == "GameScene")
{
List<UserCharacter> myCharacters = DataManager.Instance.MyCharacters;
if (myCharacters != null && myCharacters.Count > 0 && PlayableCharacterPrefabs != null && PlayableCharacterPrefabs.Length > 0)
{
Dictionary<string, PlayerCharacterController> playableCharacterPrefabsDic = PlayableCharacterPrefabs
.Select(p => p.GetComponent<PlayerCharacterController>())
.Where(pcc => pcc != null && pcc.PlayerCharacterIdentity != null)
.ToDictionary(pcc => pcc.PlayerCharacterIdentity.CharacterCode, pcc => pcc);
foreach (UserCharacter uc in myCharacters)
{
//내가 가진 캐릭터 코드와 일치하는 플레이어블 캐릭터 프리팹 객체들
if (playableCharacterPrefabsDic.TryGetValue(uc.CharacterCode, out PlayerCharacterController pcc))
{
ApplyCharacterInfo(pcc, uc);
}
}
bool defaultCharacterFlag = false;
for (int i = 0; i < PlayableCharacterPrefabs.Length; i++)
{
GameObject pc = PlayableCharacterPrefabs[i];
if (pc.TryGetComponent<PlayerCharacterController>(out PlayerCharacterController pcc) && pcc.PlayerCharacterIdentity.IsDefaultControl)
{
CurrentCharacter = PlayableCharacterPrefabs[i];
CurrentCharacterIdx = i;
CurrentCharacterController.PlayerCharacterIdentity.SynchronizeControll();
defaultCharacterFlag = true;
break;
}
}
if(!defaultCharacterFlag)
{
//0번 캐릭터를 현재캐릭터로 설정
if (PlayableCharacterPrefabs != null && PlayableCharacterPrefabs.Length > 0)
{
CurrentCharacter = PlayableCharacterPrefabs[0];
CurrentCharacterIdx = 0;
CurrentCharacterController.PlayerCharacterIdentity.SynchronizeControll();
}
}
}
else
{
//0번 캐릭터를 현재캐릭터로 설정
if (PlayableCharacterPrefabs != null && PlayableCharacterPrefabs.Length > 0)
{
CurrentCharacter = PlayableCharacterPrefabs[0];
CurrentCharacterIdx = 0;
CurrentCharacterController.PlayerCharacterIdentity.SynchronizeControll();
}
}
InputManager.Instance.SetUIInputMap("InGameUI");
InputManager.Instance.SetCharacterInputMap("Character");
//카메라 줌 매핑
InputManager.Instance.OnMouseScrollEvent += GameManager.Instance.Camera.ZoomCamera;
//이동 매핑
InputManager.Instance.OnMoveEvent += CurrentCharacterController.MoveInput;
InputManager.Instance.OnSprintEvent += CurrentCharacterController.SprintInput;
InputManager.Instance.OnJumpEvent += CurrentCharacterController.JumpInput;
//InputManager.Instance.OnNormalAttackEvent;
//InputManager.Instance.OnHeavyAttackEvent;
//화면 켜기
}
}
private void ApplyCharacterInfo(PlayerCharacterController pcc, UserCharacter uc)
{
pcc.PlayerCharacterStat.MaxHp = uc.MaxHp;
pcc.PlayerCharacterStat.MaxMp = uc.MaxMp;
pcc.PlayerCharacterStat.Lv = uc.Lv;
pcc.PlayerCharacterStat.StrStat = uc.StrStat;
pcc.PlayerCharacterStat.IntStat = uc.IntStat;
pcc.PlayerCharacterIdentity.IsDefaultControl = uc.DefaultControl;
}
private void OnDestroy()
{
if(InputManager.Instance != null)
{
//카메라 줌 매핑 해제
if (GameManager.Instance != null && GameManager.Instance.Camera != null)
{
InputManager.Instance.OnMouseScrollEvent -= GameManager.Instance.Camera.ZoomCamera;
}
if(CurrentCharacterController != null)
{
//이동 매핑 해제
InputManager.Instance.OnMoveEvent -= CurrentCharacterController.MoveInput;
InputManager.Instance.OnSprintEvent -= CurrentCharacterController.SprintInput;
InputManager.Instance.OnJumpEvent -= CurrentCharacterController.JumpInput;
//InputManager.Instance.OnNormalAttackEvent;
//InputManager.Instance.OnHeavyAttackEvent;
}
}
}
}

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folderAsset: yes
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using UnityEngine;
public class BaseUIManager : MonoBehaviour
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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fileFormatVersion: 2
guid: 0a8f2efec4f0f78418e3d00cd85fc18f

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using System;
using UnityEngine;
using UnityEngine.UI;
public class GlobalUIManager : BaseUIManager
{
public static GlobalUIManager Instance;
[SerializeField] private Loading _sceneLoading;
private void Awake()
{
if (Instance == null)
{
Instance = this; //만들어진 자신을 인스턴스로 설정
}
else
{
Destroy(gameObject); //이미 인스턴스가 있으면 자신을 파괴
}
}
private void Start()
{
SetSceneLoadingActive(false);
}
public void SetSceneLoadingActive(bool flag)
{
_sceneLoading.gameObject.SetActive(flag);
}
public void SetSceneLoadingProgressValue(float value)
{
_sceneLoading.LoadingImage.fillAmount = value;
_sceneLoading.LoadingTextMeshProUGUI.text = $"{(value * 100):F0}% 로딩 중...";
}
public void SetSceneLoadingProgressValue(float value,string loadingText)
{
_sceneLoading.LoadingImage.fillAmount = value;
_sceneLoading.LoadingTextMeshProUGUI.text = loadingText;
}
}

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fileFormatVersion: 2
guid: b66ac6fc047ff644bac21bdf5b298a9c

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using UnityEngine;
public class InGameUIManager : BaseUIManager
{
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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fileFormatVersion: 2
guid: f347da8e055eeb04bbf40bbcd5d2002f

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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.InputSystem;
public class IntroUIManager : MonoBehaviour
{
[Header("Menu Settings")]
public List<MenuButton> MenuButtons; // 인스펙터에서 버튼들을 등록함
private MenuLogic _menu; // 내부적으로 로직 객체를 들고 있음
// Start is called once before the first execution of Update after the MonoBehaviour is created
private void Start()
{
SetMenuLogic(new MenuLogic(MenuButtons));
InputManager.Instance.SetUIInputMap("IntroUI");
}
private void SetMenuLogic(MenuLogic menuLogic)
{
//혹시라도 나중에 이벤트를 재할당할 일이 있다면 반드시 기존 이벤트는 해제하고 연결해야함
if(_menu != null)
{
InputManager.Instance.OnKeyDown_UpArrowEvent -= _menu.MenuMoveUp;
InputManager.Instance.OnKeyDown_DownArrowEvent -= _menu.MenuMoveDown;
InputManager.Instance.OnKeyDown_EnterEvent -= _menu.MenuConfirm;
}
_menu = menuLogic;
InputManager.Instance.OnKeyDown_UpArrowEvent += _menu.MenuMoveUp;
InputManager.Instance.OnKeyDown_DownArrowEvent += _menu.MenuMoveDown;
InputManager.Instance.OnKeyDown_EnterEvent += _menu.MenuConfirm;
}
// Update is called once per frame
private void Update()
{
}
private void OnDestroy()
{
InputManager.Instance.OnKeyDown_UpArrowEvent -= _menu.MenuMoveUp;
InputManager.Instance.OnKeyDown_DownArrowEvent -= _menu.MenuMoveDown;
InputManager.Instance.OnKeyDown_EnterEvent -= _menu.MenuConfirm;
}
}

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folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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using UnityEngine.Networking;
namespace Game.Network
{
public class BypassCertificate : CertificateHandler
{
protected override bool ValidateCertificate(byte[] certificateData)
{
return true;
}
}
}

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fileFormatVersion: 2
guid: b01b357e7fac34649aab4a2c6c21cb52

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folderAsset: yes
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using Newtonsoft.Json;
using UnityEngine;
[System.Serializable]
public class ApiResponse<T>
{
[JsonProperty("data")]
public T data;
[JsonProperty("count")]
public int count;
[JsonProperty("message")]
public string message;
}

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fileFormatVersion: 2
guid: cb94c1cecca334c4eb4c5b7fe59a03ff

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using Newtonsoft.Json;
using System;
using UnityEngine;
namespace Game.Network.DTO
{
[Serializable]
public class PlayableCharacterDTO
{
[JsonProperty("characterCode")]
public string characterCode;
[JsonProperty("characterType")]
public string characterType;
}
}

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fileFormatVersion: 2
guid: b6d03479a7bef6e4a989f51f2bfdffa1

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using Newtonsoft.Json;
using System;
using UnityEngine;
namespace Game.Network.DTO
{
[Serializable]
public class UserCharacterDTO
{
[JsonProperty("userCharacterNo")]
public int userCharacterNo;
[JsonProperty("userNo")]
public int userNo;
[JsonProperty("characterCode")]
public string characterCode;
[JsonProperty("lv")]
public int lv;
[JsonProperty("strStat")]
public int strStat;
[JsonProperty("intStat")]
public int intStat;
[JsonProperty("maxHp")]
public int maxHp;
[JsonProperty("maxMp")]
public int maxMp;
[JsonProperty("defaultControl")]
public bool defaultControl;
}
}

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fileFormatVersion: 2
guid: 2cd2049bdb6973d4babce5f871027dc7

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folderAsset: yes
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using UnityEngine;
public enum CameraMode { FreeLook, Aim }

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fileFormatVersion: 2
guid: 352c627185dd0f644a938ceeb3f50257

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using UnityEngine;
using Unity.Cinemachine;
public class PlayerCameraRig : MonoBehaviour
{
[SerializeField] private CinemachineCamera _previewCam;
[SerializeField] private CinemachineCamera _aimCam;
private CinemachineCamera _currentCam;
private void Awake()
{
_currentCam = _previewCam;
}
public float CurrentFOV
{
get { return _currentCam.Lens.FieldOfView; }
set
{
if(_currentCam == _previewCam)
_currentCam.Lens.FieldOfView = value;
}
}
}

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fileFormatVersion: 2
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using System.Threading;
using UnityEngine;
public class PlayerCharacterController : MonoBehaviour
{
private CharacterController _cController;
private Animator _anim;
private PlayerStateMachine _stateMachine;
//환경
private float _gravityValue = Physics.gravity.y; //중력
//이동
private Vector2 _moveInput; // 입력받은 이동 방향
private Vector3 _velocityY = new Vector3(0,-2f,0); // 플레이어Y의 속도 //Y축만 물리법칙의 지배를 일부 받기 때문에 필요
private Vector3 _moveTargetDir; // 실제 가고자하는 이동방향
//캐릭터 스피드
[SerializeField] private float _spdCoefficient = 4f; //스피드 계수
[SerializeField] private float _acceleration = 4f; // 가속도
[SerializeField] private float _deceleration = 20f; // 감속도
private float _walkSpdRatio = 0.3f; // 걷기 속도 블렌드 비율 //여기를 수정하면 에디터의 블렌드도 수정해야함
private float _runSpdRatio = 1f; // 달리기 속도 블렌드 비율 //여기를 수정하면 에디터의 블렌드도 수정해야함
private float _currentSpd; //현재 스피드
//점프
[SerializeField] private float _jumpPower = 1.5f; //점프 힘
private float _jumpReadyCool = 0.8f; //점프 쿨타임
private float _jumpReadyCoolTimer = 0f; //점프 쿨타이머
//대쉬
[SerializeField] private AnimationCurve _dodgeCurve; // 변속용 커브
[SerializeField] private float _dodgeDistance = 5f; // 총 대쉬 거리
[SerializeField] private float _dodgeDuration = 0.5f; // 대쉬 지속 시간 (무적시간)
private float _dodgeTimer = 0f; // 대쉬 진행 측정용
private Vector3 _dodgeDir; // 대쉬 시작 시점의 방향 고정
//카메라 전환
[SerializeField] private PlayerCameraRig _playerCameraRig; //카메라 집합체
private CameraMode _cameraMode = CameraMode.FreeLook; //카메라 모드
private CancellationTokenSource _cameraDelayChangeCts; //지연전환 취소 토큰
//캐릭터 관련
public CharacterIdentity PlayerCharacterIdentity { get; set; }
public PlayerStat PlayerCharacterStat{ get; set; }
//무기
//[SerializeField] private Weapon _weapon;
/*
*
*
//차지공격
//private float _chargePowerAdded = 0f; //차지 기본값에 더해줄 힘 //weapon 모듈로 뺄것
//private float _chargePowerFirst = 20f; //차지 기본값 (바로 시전해도 값이 있어야 되기 때문) //weapon 모듈로 뺄것
//private float _chargePowerDelta = 0.2f; //차지할때 힘이 더해질 단위시간 //weapon 모듈로 뺄것
private event Action _chargeAttackCallback; //차지공격시 실행될 함수
//private AimingModule _aimingModule; //이건 weapon 모듈로 빼볼것
//private float _bowShootCoolTime = 0.5f; // weapon(Bow)로 뺄것
//private float _bowShootCoolTimer = 0f; // weapon(Bow)로 뺄것
//[SerializeField] private LineRenderer _arrowTraceRenderer; // weapon(Bow)로 뺄것
//private int _arrowTraceResolution = 30; // 화살 궤적 선을 구성하는 점의 개수 (정밀도) // weapon(Bow)로 뺄것
//private float _arrowTraceStepTime = 0.1f; // 화살 궤적 점 사이의 시간 간격 // weapon(Bow)로 뺄것
*/
private void Awake()
{
_cController = GetComponent<CharacterController>();
_anim = GetComponent<Animator>();
_stateMachine = GetComponent<PlayerStateMachine>();
PlayerCharacterIdentity = GetComponent<CharacterIdentity>();
PlayerCharacterStat = GetComponent<PlayerStat>();
}
private void Update()
{
//캐릭터 컨트롤러는 FixedUpdate보다 Update에서 하는게 권장됨
Movement();
CheckGround();
WorkGravity();
ApplyVelocity();
//PlayerDebug();
}
private void FixedUpdate()
{
}
private void PlayerDebug()
{
Debug.Log($"isGrounded : {_stateMachine.IsGrounded}");
}
#region
private void CheckGround()
{
_stateMachine.IsGrounded = _cController.isGrounded;
}
#endregion
#region
private void WorkGravity()
{
if (_stateMachine.IsGrounded && _velocityY.y < 0)
{
_velocityY.y = -2f;
}
_velocityY.y += _gravityValue * Time.deltaTime;
_anim.SetFloat("velocityY", _velocityY.y);
// 상태 자동 전환 로직
if (!_stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _stateMachine.CurrentState != PlayerState.Attack && _stateMachine.CurrentState != PlayerState.Charge)
{
_stateMachine.ChangeState(PlayerState.Fall);
}
else if (_stateMachine.IsGrounded && _stateMachine.CurrentState == PlayerState.Fall)
{
_stateMachine.ChangeState(PlayerState.Idle);
}
}
#endregion
#region
public void MoveInput(Vector2 moveInput)
{
if (_stateMachine.CanMove())
{
_moveInput = moveInput;
}
}
public void SprintInput(InputState inputState)
{
if(inputState == InputState.Performing)
{
_stateMachine.IsRunInputPressed = true;
}
else if(inputState == InputState.Canceled)
{
_stateMachine.IsRunInputPressed = false;
}
}
private void Movement()
{
//구르기중일때 전용 로직
if (_stateMachine.CurrentState == PlayerState.Dodge)
{
_dodgeTimer = _dodgeDuration;
float normalizedTime = (_dodgeDuration - _dodgeTimer) / _dodgeDuration; // 0 ~ 1 사이의 진행률
if (normalizedTime >= 1.0f)
{
// 구르기 종료 -> 원래상태로 복귀 로직
//_stateMachine.ChangeState(PlayerState.Idle);
//_currentSpd = 0f;
return;
}
// 커브에서 현재 시점의 '속도 배율'을 가져옴
// 그래프의 전체 넓이는 1
float curveValue = _dodgeCurve.Evaluate(normalizedTime);
// 최종 속도 = (전체 거리 / 시간) * 커브 배율 ??
_currentSpd = (_dodgeDistance / _dodgeDuration) * curveValue;
_moveTargetDir = _dodgeDir * _currentSpd;
// 구르기 중엔 즉시 회전 (선택 사항)
transform.rotation = Quaternion.LookRotation(_dodgeDir);
return;
}
float targetSpd = 0;
if (_moveInput.sqrMagnitude < Mathf.Epsilon) // 이동이 없는상태 - 거의 0
{
targetSpd = 0f;
// 완전히 멈추기 전까지는 이동 상태를 유지하다가 아주 느려지면 Idle 전환
if (_currentSpd < 0.05f) _stateMachine.ChangeState(PlayerState.Idle);
//가속도 안쓸시
//_currentSpd = 0;
//_stateMachine.ChangeState(PlayerState.Idle);
}
else //이동이 없지 않음 = 이동이 있다
{
// 런키를 누른 상태면 뛰는 스피드, 아니면 걷는 스피드 적용
_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
targetSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient;
//가속도 안쓸시
//_stateMachine.ChangeState(_stateMachine.IsRunInputPressed ? PlayerState.Run : PlayerState.Walk);
//_currentSpd = _stateMachine.IsRunInputPressed ? _runSpdRatio * _spdCoefficient : _walkSpdRatio * _spdCoefficient;
}
// _currentSpd가 targetSpd로 서서히 접근
float accelWeight = _stateMachine.CurrentState == PlayerState.Run ? 2 : 1; //런일때 가속도 가중치
float currentStepSpeed = (targetSpd > _currentSpd) ? _acceleration : _deceleration;
_currentSpd = Mathf.MoveTowards(_currentSpd, targetSpd, currentStepSpeed * accelWeight * Time.deltaTime);
_anim.SetFloat("speedRatio", _currentSpd / _spdCoefficient);
Vector3 camForward = Camera.main.transform.forward; //메인카메라의 로컬기준 앞쪽방향
camForward.y = 0; //높이를 무시하기 위해 0으로
camForward.Normalize();
Vector3 camRight = Camera.main.transform.right; //메인카메라의 로컬기준 x축, 오른쪽 방향
camRight.y = 0; //높이를 무시하기 위해 0으로
camRight.Normalize();
Vector3 moveDir = new Vector3(_moveInput.x, 0, _moveInput.y);
_moveTargetDir = (moveDir.x * camRight + moveDir.z * camForward) * _currentSpd;//오른쪽을 눌렀다면 camRight 방향으로 그만큼, 위쪽을 눌렀다면 camForward방향으로 그만큼 가라
RotationByMove();
}
private void RotationByMove()
{
if(_moveTargetDir.magnitude > Mathf.Epsilon)
{
Quaternion lookTarget = Quaternion.LookRotation(_moveTargetDir); // 방향 벡터를 쿼터니언 회전값으로 전환
transform.rotation = Quaternion.Slerp(transform.rotation, lookTarget, Time.deltaTime * 10);
}
}
#endregion
#region
private void ApplyVelocity()
{
Vector3 finalVector = new Vector3(_moveTargetDir.x, _velocityY.y, _moveTargetDir.z);
_cController.Move(finalVector * Time.deltaTime); // xz 이동벡터를 적용
}
#endregion
#region (,)
public void DodgeInput(InputState inputState)
{
// 구르기 가능한 상태일 때만
if (inputState == InputState.Started && _stateMachine.CanDodge())
{
Vector3 camForward = Camera.main.transform.forward;
camForward.y = 0;
camForward.Normalize();
// 입력이 없으면 카메라가 보는 앞방향, 있으면 입력 방향
_dodgeDir = _moveInput.sqrMagnitude > Mathf.Epsilon ? _moveTargetDir.normalized : camForward;
// 상태 전환 및 타이머 초기화
_stateMachine.ChangeState(PlayerState.Dodge);
_dodgeTimer = 0f;
}
}
#endregion
#region
public void JumpInput(InputState inputState)
{
if(_stateMachine.CanJump())
{
if (inputState == InputState.Started && _stateMachine.IsGrounded && _stateMachine.CurrentState != PlayerState.Jump && _jumpReadyCoolTimer <= 0f)
{
_anim.SetTrigger("jumpTrigger");
_stateMachine.ChangeState(PlayerState.Jump);
_jumpReadyCoolTimer = _jumpReadyCool;
_ = Util.RunDelayed(0.7f, JumpAction, default);
}
}
}
private void JumpAction()
{
_velocityY.y = Mathf.Sqrt(_jumpPower * -2f * _gravityValue);
}
#endregion
}

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public enum PlayerState { Idle, Walk, Run, Dodge, Jump, Fall, Attack, Charge, Hit, Dead }

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fileFormatVersion: 2
guid: 44cc9d20cdc683d429b6fb86a3ee88c0

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using System;
using UnityEngine;
public class PlayerStateMachine : MonoBehaviour
{
private Animator _anim;
public PlayerState CurrentState { get; private set; } = PlayerState.Idle;
public Action<PlayerState> OnStateChanged; // 상태가 변했을 때 다른 컴포넌트들이 알 수 있도록 이벤트 제공 (함수 포인터 활용)
public bool IsGrounded { get; set; } //상태 머신이기 때문에 계산은 여기서 안함 (플레이어가 갱신할 수 있도록 set 허용)
public bool IsRunInputPressed { get; set; } //달리기키가 눌린 상태인가
public bool IsPossibleCharge { get; set; } //현재 차지 가능한 상태인가
private void Awake()
{
_anim = GetComponent<Animator>();
}
public void ChangeState(PlayerState newState)
{
if (CurrentState == newState) return;
// 상태 전환 규칙 (예: 죽었는데 공격 상태로 갈 수 없음)
if (CurrentState == PlayerState.Dead) return;
CurrentState = newState;
_anim.SetInteger("playerState", (int)newState);
OnStateChanged?.Invoke(newState);
//Debug.Log($"State Switched to: {newState}");
}
#region
//지상 이동이 가능한가?
public bool CanMove() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
//점프가 가능한 상태인가?
public bool CanJump() => IsGrounded && (CurrentState == PlayerState.Idle || CurrentState == PlayerState.Walk || CurrentState == PlayerState.Run);
//대쉬가 가능한 상태인가?
public bool CanDodge()
{
// 이미 구르는중
if (CurrentState == PlayerState.Dodge) return false;
// 공중대쉬 제한
// if (!IsGrounded) return false;
// 피격 상태이거나 죽었을 때 안 되게
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead) return false;
// 스태미나 시스템이 있다면 체크
// if (CurrentStamina < DodgeCost) return false;
return true;
}
//공중에서 조작 가능한 상태인가?
public bool CanControlInAir() => !IsGrounded && (CurrentState == PlayerState.Jump || CurrentState == PlayerState.Fall);
//공격이 가능한 상태인가?
public bool CanAttack()
{
//이미 공격 중이거나 차징 중이면 공격 불가 (연속기가 있다면 바뀔수 있음)
if (CurrentState == PlayerState.Attack || CurrentState == PlayerState.Charge)
return false;
//피격(Hit) 중이거나 죽었다면(Dead) 공격 불가
if (CurrentState == PlayerState.Hit || CurrentState == PlayerState.Dead)
return false;
// (Idle, Walk, Run, Jump, Fall 상태에서 공격 가능)
return true;
}
#endregion
}

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using UnityEngine;
public class PlayerHealth : Health
{
private PlayerStat _pstat;
public int currentHp;
void Start()
{
_pstat = GetComponent<PlayerStat>();
//currentHp = _pstat.MaxHp; // 스태틱 데이터를 가져와 초기화
}
public void TakeDamage(int damage)
{
}
}

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fileFormatVersion: 2
guid: ab0e8069f023be141afde6c2897d148e

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using UnityEngine;
using UnityEngine.Rendering;
public class PlayerStat : Stat
{
public int StrStat;
public int IntStat;
public int AttackPower => StrStat * 2;
}

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using UnityEngine;
public class Weapon : MonoBehaviour
{
private WeaponType weaponType;
}

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fileFormatVersion: 2
guid: ef0908b448dc79a4cb143afdd40525d1

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using UnityEngine;
public enum WeaponType { Sword, Bow}

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using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class Loading : MonoBehaviour
{
public Image LoadingImage;
public Image BackgroundImage;
public TextMeshProUGUI LoadingTextMeshProUGUI;
public bool BackgroundOnOffFlag = true;
}

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using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
public class MenuButton : MonoBehaviour
{
public string Name;
public Image MenuImage;
public GameObject GlowEffect;
public UnityEvent ConfirmAction; //유니티가 제공해주는 event
}

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fileFormatVersion: 2
guid: 8a2487a13f17eba4bacda6db519183f1

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using System.Collections.Generic;
using UnityEngine;
public class MenuLogic
{
private List<MenuButton> buttons;
private int currentIndex = 0;
public MenuLogic(List<MenuButton> buttonList)
{
buttons = buttonList;
RefreshUI();
}
private void RefreshUI()
{
for (int i = 0; i < buttons.Count; i++)
{
// 현재 인덱스만 백그라운드 활성화!
buttons[i].GlowEffect.SetActive(i == currentIndex);
}
}
public void MenuMoveUp()
{
MenuMove(1);
}
public void MenuMoveDown()
{
MenuMove(-1);
}
public void MenuMove(int direction)
{
currentIndex = (currentIndex + direction + buttons.Count) % buttons.Count;
RefreshUI();
}
public void MenuConfirm()
{
buttons[currentIndex].ConfirmAction.Invoke();
}
}

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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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