2026-04-13 스킬시스템 진행중
This commit is contained in:
BIN
Assets/01_Scenes/GameScene.unity
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BIN
Assets/01_Scenes/GameScene.unity
LFS
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@@ -44,8 +44,5 @@ public class Item : UseableEntry
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public float IntervalDamage;
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public float IntervalDamageTime;
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public override void Use()
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{
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throw new System.NotImplementedException();
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}
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public override IUseableRuntime CreateRuntime() => new ItemInstance(this);
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}
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@@ -1,7 +1,7 @@
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using UnityEngine;
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[System.Serializable]
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public class ItemInstance
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public class ItemInstance : IUseableRuntime
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{
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public Item Data; // 원본 ScriptableObject 참조 (이름, 아이콘 등 불변 데이터)
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@@ -18,4 +18,9 @@ public ItemInstance(Item sourceData, int stack = 1)
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this.EnhancementLevel = -1;// 기본 강화 수치 (-1은 강화수치가 없는 아이템)
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this.Durability = -1; // 기본 내구도 (-1은 내구도가 없는 아이템)
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}
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public void Execute(UseContext ctx)
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{
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throw new System.NotImplementedException();
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}
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}
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@@ -26,12 +26,16 @@ public class InputManager : MonoBehaviour
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public event Action OnNormalAttackEvent;
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public event Action OnHeavyAttackEvent;
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public event Action OnInteractionEvent;
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public event Action OnKeyDown_SlotQEvent;
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public event Action OnKeyDown_SlotEEvent;
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public event Action OnKeyDown_SlotREvent;
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public event Action OnKeyDown_SlotTEvent;
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public event Action OnKeyDown_SlotFEvent;
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public event Action OnKeyDown_SlotGEvent;
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public event Action<InputState> OnKeyDown_SlotQEvent;
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public event Action<InputState> OnKeyDown_SlotEEvent;
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public event Action<InputState> OnKeyDown_SlotREvent;
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public event Action<InputState> OnKeyDown_SlotTEvent;
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public event Action<InputState> OnKeyDown_SlotFEvent;
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public event Action<InputState> OnKeyDown_SlotGEvent;
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public event Action<InputState> OnAreaConfirmEvent; // Remote 스킬 범위 확정
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// 범위 지정 중 기본 공격 차단용 플래그 (SkillModule이 제어)
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public bool SuppressNormalAttack { get; set; }
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//키조작
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@@ -119,6 +123,8 @@ public void SetCharacterInputMap(string mapName)
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BindActionCharacter("UseSlot_F",OnKeyDown_Slot);
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BindActionCharacter("UseSlot_G",OnKeyDown_Slot);
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BindActionCharacter("AreaConfirm", OnAreaConfirm);
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BindActionCharacter("Interaction", OnInteraction);
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BindActionCharacter("OnkeyDown_IKey", OnKeyDown_IKey);
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@@ -224,6 +230,7 @@ private void OnDodge(InputAction.CallbackContext ctx)
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private void OnNormalAttack(InputAction.CallbackContext ctx)
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{
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if (SuppressNormalAttack) return;
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OnNormalAttackEvent?.Invoke();
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}
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@@ -238,11 +245,40 @@ private void OnInteraction(InputAction.CallbackContext ctx)
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OnInteractionEvent?.Invoke();
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}
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private void OnAreaConfirm(InputAction.CallbackContext ctx)
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{
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if (ctx.started)
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OnAreaConfirmEvent?.Invoke(InputState.Started);
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}
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private void OnKeyDown_Slot(InputAction.CallbackContext ctx)
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{
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if(ctx.started)
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if (ctx.started)
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{
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if (ctx.action.name == "UseSlot_Q")
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{
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OnKeyDown_SlotQEvent?.Invoke(InputState.Started);
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}
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else if (ctx.action.name == "UseSlot_E")
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{
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OnKeyDown_SlotEEvent?.Invoke(InputState.Started);
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}
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else if (ctx.action.name == "UseSlot_R")
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{
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OnKeyDown_SlotREvent?.Invoke(InputState.Started);
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}
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else if (ctx.action.name == "UseSlot_T")
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{
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OnKeyDown_SlotTEvent?.Invoke(InputState.Started);
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}
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else if (ctx.action.name == "UseSlot_F")
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{
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OnKeyDown_SlotFEvent?.Invoke(InputState.Started);
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}
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else if (ctx.action.name == "UseSlot_G")
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{
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OnKeyDown_SlotGEvent?.Invoke(InputState.Started);
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}
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}
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}
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#endregion
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@@ -109,6 +109,14 @@ public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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InputManager.Instance.OnLookEvent += CurrentCharacterController.LookInput;
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InputManager.Instance.OnDodgeEvent += CurrentCharacterController.DodgeInput;
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//스킬 범위 확정 (Remote 스킬)
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SkillModule sm = CurrentCharacter.GetComponent<SkillModule>();
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if (sm != null)
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{
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InputManager.Instance.OnAreaConfirmEvent -= sm.AreaConfirmInput;
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InputManager.Instance.OnAreaConfirmEvent += sm.AreaConfirmInput;
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}
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//공격매핑
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//InputManager.Instance.OnNormalAttackEvent;
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//InputManager.Instance.OnHeavyAttackEvent;
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@@ -134,6 +142,40 @@ private void ApplyCharacterInfo(PlayerCharacterController pcc, UserCharacter uc)
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pcc.PlayerCharacterIdentity.IsDefaultControl = uc.DefaultControl;
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}
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public void BindSlotAction(string slotName,Action<InputState> slotUseAction)
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{
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if (slotName == "UseSlot_Q")
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{
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InputManager.Instance.OnKeyDown_SlotQEvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotQEvent += slotUseAction;
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}
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else if (slotName == "UseSlot_E")
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{
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InputManager.Instance.OnKeyDown_SlotEEvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotEEvent += slotUseAction;
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}
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else if (slotName == "UseSlot_R")
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{
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InputManager.Instance.OnKeyDown_SlotREvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotREvent += slotUseAction;
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}
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else if (slotName == "UseSlot_T")
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{
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InputManager.Instance.OnKeyDown_SlotTEvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotTEvent += slotUseAction;
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}
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else if (slotName == "UseSlot_F")
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{
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InputManager.Instance.OnKeyDown_SlotFEvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotFEvent += slotUseAction;
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}
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else if (slotName == "UseSlot_G")
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{
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InputManager.Instance.OnKeyDown_SlotGEvent -= slotUseAction;
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InputManager.Instance.OnKeyDown_SlotGEvent += slotUseAction;
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}
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}
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private void OnDestroy()
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{
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if(InputManager.Instance != null)
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@@ -116,10 +116,45 @@ private void Awake()
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_renderers = GetComponentsInChildren<Renderer>();
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}
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// 범위 지정 중 회전모드 복구용
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private PlayerRotationMode _rotationModeBeforeAreaSelect;
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private SkillModule _skillModule;
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private void Start()
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{
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_stateMachine.SetMaxJumpCount(_maxJumpCount);
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SetCursorLockState(true);
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// 범위 지정 이벤트 구독 — 회전모드만 토글 (이동은 영향 없음)
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_skillModule = GetComponent<SkillModule>();
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if (_skillModule != null)
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{
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_skillModule.OnAreaSelectStarted += HandleAreaSelectStarted;
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_skillModule.OnAreaSelectEnded += HandleAreaSelectEnded;
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}
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}
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private void OnDestroy()
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{
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if (_skillModule != null)
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{
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_skillModule.OnAreaSelectStarted -= HandleAreaSelectStarted;
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_skillModule.OnAreaSelectEnded -= HandleAreaSelectEnded;
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}
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}
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private void HandleAreaSelectStarted()
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{
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_rotationModeBeforeAreaSelect = RotationMode;
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RotationMode = PlayerRotationMode.CameraDecoupled;
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SetCursorLockState(false); // 마우스 자유 이동
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}
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private void HandleAreaSelectEnded()
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{
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RotationMode = _rotationModeBeforeAreaSelect;
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SetCursorLockState(true);
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}
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public void PlayerStart()
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class Weapon : MonoBehaviour
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{
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private WeaponType weaponType;
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public WeaponType WType;
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}
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@@ -65,16 +65,16 @@ public class SkillData : UseableEntry
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[Header("레벨별 수치")]
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public SkillLevelData[] Levels;
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[Header("키 액션 설정")]
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public string InputActionName;
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public SkillLevelData GetLevelData(int level)
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{
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int idx = Mathf.Clamp(level - 1, 0, Levels.Length - 1);
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return Levels[idx];
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}
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public override void Use()
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{
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throw new System.NotImplementedException();
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}
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public override IUseableRuntime CreateRuntime() => new SkillInstance(this);
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}
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[System.Serializable]
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@@ -90,6 +90,7 @@ public class SkillLevelData
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public float ChannelDuration;
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public float TickInterval;
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public float TickDamage;
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public float ActionDuration; // Attack 상태 지속 시간 (스킬 발동 후 Idle 복귀까지)
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}
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public enum SkillType { Active, Passive }
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@@ -1,4 +1,4 @@
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public class SkillInstance
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public class SkillInstance : IUseableRuntime
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{
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public SkillData Data { get; private set; }
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public int Level { get; set; } = 1;
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@@ -23,4 +23,12 @@ public void TickCooldown(float deltaTime)
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if (CooldownTimer > 0f)
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CooldownTimer -= deltaTime;
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}
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public void Execute(UseContext ctx)
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{
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SkillModule skillModule = ctx.Caster.GetComponent<SkillModule>(); //사용자(캐스터)의 스킬 모듈
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if (skillModule == null) return;
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skillModule.SkillInputByData(Data, ctx.UseInputState);
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}
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}
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@@ -1,10 +1,17 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class SkillModule : MonoBehaviour
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{
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[SerializeField] private int _maxSlots = 4;
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[SerializeField] private LayerMask _groundLayer; // 바닥 레이캐스트용
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// 범위 지정 시작/종료 이벤트 (외부에서 RotationMode/UI 등 반응)
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public event Action OnAreaSelectStarted;
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public event Action OnAreaSelectEnded;
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private PlayerStateMachine _stateMachine;
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private Animator _anim;
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private Transform _transform;
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@@ -37,6 +44,18 @@ public class SkillModule : MonoBehaviour
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public bool IsCasting => _castingSlot >= 0;
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public bool IsChanneling => _channelingSlot >= 0;
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[SerializeField] private List<WeaponSkillSet> _weaponSkills;
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[SerializeField] private Weapon _equippedWeapon;
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private Dictionary<WeaponType, WeaponSkillSet> _dicSkills = new Dictionary<WeaponType, WeaponSkillSet>();
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// 슬롯 이름 → 런타임 매핑 (Dispatcher 테이블)
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private Dictionary<string, IUseableRuntime> _skillBindData = new Dictionary<string, IUseableRuntime>();
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// 퀵슬롯에 바인딩할 슬롯 이름 목록 (스킬용)
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private static readonly string[] SkillSlotNames =
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{ "UseSlot_Q", "UseSlot_E", "UseSlot_R", "UseSlot_T" };
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private void Awake()
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{
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_stateMachine = GetComponent<PlayerStateMachine>();
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@@ -47,6 +66,55 @@ private void Awake()
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_skillEffects = new ISkillEffect[_maxSlots];
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}
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private void Start()
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{
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// 무기별 스킬셋 테이블 구성
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foreach (WeaponSkillSet wss in _weaponSkills)
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{
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_dicSkills[wss.WeaponType] = wss;
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}
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// 현재 장착 무기의 스킬셋 로드 (무기 미장착 시 스킬 없음)
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if (_equippedWeapon != null
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&& _dicSkills.TryGetValue(_equippedWeapon.WType, out WeaponSkillSet out_wss)
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&& out_wss != null)
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{
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LoadWeaponSkills(out_wss);
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RegisterSkillsToQuickslot(out_wss);
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}
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// 각 슬롯에 dispatcher를 한 번만 바인딩 (이후 내용물만 _skillBindData로 교체)
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foreach (string slotName in SkillSlotNames)
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{
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string captured = slotName;
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GameManager.Instance.Level.BindSlotAction(captured, (state) => DispatchSlot(captured, state));
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}
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}
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private void DispatchSlot(string slotName, InputState state)
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{
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if (!_skillBindData.TryGetValue(slotName, out IUseableRuntime runtime) || runtime == null)
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return;
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runtime.Execute(new UseContext
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{
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Caster = gameObject,
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Target = null,
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UseInputState = state
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});
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}
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private void RegisterSkillsToQuickslot(WeaponSkillSet wss)
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{
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for (int i = 0; i < SkillSlotNames.Length; i++)
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{
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if (i < wss.Skills.Count && wss.Skills[i] != null)
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_skillBindData[SkillSlotNames[i]] = wss.Skills[i].CreateRuntime();
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else
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_skillBindData.Remove(SkillSlotNames[i]);
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}
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}
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private void Update()
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{
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TickCooldowns();
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@@ -149,9 +217,6 @@ public void AreaConfirmInput(InputState inputState)
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#endregion
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#region 발동 분기
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/// <summary>
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/// ActivationType에 따라 적절한 흐름을 시작
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/// </summary>
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private void BeginActivation(int slotIndex)
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{
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SkillInstance skill = _equippedSkills[slotIndex];
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@@ -220,6 +285,22 @@ private void ExecuteSkill(int slotIndex)
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skill.StartCooldown();
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_chargeTimer = 0f;
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_chargingSlot = -1;
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// ActionDuration 경과 후 Idle 복귀
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float duration = skill.CurrentLevelData.ActionDuration;
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if (duration > 0f)
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{
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_ = Util.RunDelayed(duration, () =>
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{
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if (this != null && _stateMachine != null
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&& _stateMachine.CurrentState == PlayerState.Attack)
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_stateMachine.ChangeState(PlayerState.Idle);
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}, default);
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}
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else
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{
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_stateMachine.ChangeState(PlayerState.Idle);
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}
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}
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private void ClearRemoteTarget()
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@@ -416,13 +497,21 @@ private void StartAreaSelect(int slotIndex)
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float range = skill.CurrentLevelData.Range;
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_areaIndicator.transform.localScale = new Vector3(range * 2f, range * 2f, range * 2f);
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}
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// 범위 지정 중에는 좌클릭이 확정 용도로 쓰이므로 기본 공격 차단
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InputManager.Instance.SuppressNormalAttack = true;
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// 이벤트 발행 — 구독자(PlayerCharacterController 등)가 회전모드 등 처리
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OnAreaSelectStarted?.Invoke();
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}
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private void TickAreaSelect()
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{
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if (_areaSelectSlot < 0 || _areaIndicator == null) return;
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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if (Mouse.current == null) return;
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Vector2 mousePos = Mouse.current.position.ReadValue();
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Ray ray = Camera.main.ScreenPointToRay(mousePos);
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if (Physics.Raycast(ray, out RaycastHit hit, 200f, _groundLayer))
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{
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_areaIndicator.transform.position = hit.point;
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@@ -444,6 +533,10 @@ private void ConfirmAreaSelect()
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_areaIndicator = null;
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_areaSelectSlot = -1;
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// 범위 지정 종료 → 기본 공격 복구
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InputManager.Instance.SuppressNormalAttack = false;
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OnAreaSelectEnded?.Invoke();
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// ActivationType에 따라 흐름 시작
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BeginActivation(slotIndex);
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}
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@@ -455,6 +548,10 @@ public void CancelAreaSelect()
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_areaIndicator = null;
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_areaSelectSlot = -1;
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// 범위 지정 종료 → 기본 공격 복구
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InputManager.Instance.SuppressNormalAttack = false;
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OnAreaSelectEnded?.Invoke();
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}
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#endregion
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@@ -488,6 +585,23 @@ public SkillInstance GetSkill(int slotIndex)
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return _equippedSkills[slotIndex];
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}
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||||
public void SkillInputByData(SkillData data, InputState inputState)
|
||||
{
|
||||
int slotIndex = FindSlotByData(data);
|
||||
if (slotIndex < 0) return;
|
||||
SkillInput(slotIndex, inputState);
|
||||
}
|
||||
|
||||
private int FindSlotByData(SkillData data)
|
||||
{
|
||||
for (int i = 0; i < _maxSlots; i++)
|
||||
{
|
||||
if (_equippedSkills[i] != null && _equippedSkills[i].Data == data)
|
||||
return i;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public int MaxSlots => _maxSlots;
|
||||
#endregion
|
||||
}
|
||||
|
||||
@@ -1,12 +1,24 @@
|
||||
using UnityEngine;
|
||||
|
||||
[System.Serializable]
|
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public abstract class UseableEntry : ScriptableObject
|
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public abstract class UseableEntry : ScriptableObject
|
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{
|
||||
[Header("기본 정보")]
|
||||
public string EntryName;
|
||||
[TextArea] public string EntryDesc;
|
||||
public Sprite Icon;
|
||||
|
||||
public abstract void Use();
|
||||
|
||||
public abstract IUseableRuntime CreateRuntime();
|
||||
}
|
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|
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public interface IUseableRuntime
|
||||
{
|
||||
public void Execute(UseContext ctx);
|
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}
|
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|
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public struct UseContext
|
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{
|
||||
public GameObject Caster;
|
||||
public GameObject Target;
|
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public InputState UseInputState;
|
||||
}
|
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8
Assets/05_Characters/FeMale/Animations/Skills.meta
Normal file
8
Assets/05_Characters/FeMale/Animations/Skills.meta
Normal file
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Assets/05_Characters/FeMale/Animations/Skills/FeMale@Magic1.FBX
LFS
Normal file
BIN
Assets/05_Characters/FeMale/Animations/Skills/FeMale@Magic1.FBX
LFS
Normal file
Binary file not shown.
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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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|
||||
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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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||||
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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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|
||||
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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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||||
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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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Assets/05_Characters/FeMale/Animations/Skills/Magic1.anim
LFS
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BIN
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Normal file
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Binary file not shown.
Binary file not shown.
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Reference in New Issue
Block a user