2026-03-30 아이템 사용 진행중
This commit is contained in:
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Assets/01_Scenes/GameScene.unity
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Assets/01_Scenes/GameScene.unity
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@@ -6,11 +6,19 @@ public enum ItemType
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CONSUMABLE = 1
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}
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public enum ItemEffectType
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{
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NONE = 0,
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INTERVAL_DAMAGE = 1
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}
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[CreateAssetMenu(fileName = "New Item", menuName = "Item")]
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public class Item : ScriptableObject
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{
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public string ItemId;
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public ItemType ItemType;
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public ItemEffectType ItemEffectType;
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public GameObject ItemEffectVisual;
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public int SortId;
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public string ItemName;
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public Sprite Icon; //인벤토리용 2D 아이콘
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@@ -30,4 +38,9 @@ public class Item : ScriptableObject
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[Header("Collider Settings")]
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public Vector3 ColliderCenter = Vector3.zero;
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public Vector3 ColliderSize = Vector3.one;
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//ItemEffectType.INTERVAL_DAMAGE 일 경우
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public float IntervalDamage;
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public float IntervalDamageTime;
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}
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@@ -16,6 +16,9 @@ public class GameManager : MonoBehaviour
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public InGameUIManager InGameUI { get; private set; }
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public InventoryManager Inventory { get; private set; }
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//기타
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public ItemEffectManager ItemEffect { get; private set; }
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[Header("Item Dynamic Settings")]
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public float ItemRotationSpeed = 50f; // 회전 속도
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public float ItemBounceAmplitude = 0.1f; // 오르내리는 높이
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@@ -44,9 +47,11 @@ private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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this.IntroUI = FindFirstObjectByType<IntroUIManager>();
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this.InGameUI = FindFirstObjectByType<InGameUIManager>();
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this.Inventory = FindFirstObjectByType<InventoryManager>();
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this.ItemEffect = FindFirstObjectByType<ItemEffectManager>();
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if (this.Level != null) this.Level.OnSceneLoaded(scene, mode);
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if (this.Camera != null) this.Camera.OnSceneLoaded(scene, mode);
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if (this.ItemEffect != null) this.ItemEffect.OnSceneLoaded(scene, mode);
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InputManager.Instance.PlayerInputEnable(true);
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GlobalUIManager.Instance.SetSceneLoadingActive(false);
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43
Assets/02_Scripts/Managers/Local/ItemEffectManager.cs
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43
Assets/02_Scripts/Managers/Local/ItemEffectManager.cs
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@@ -0,0 +1,43 @@
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using System.Collections;
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using System.Threading.Tasks;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class ItemEffectManager : MonoBehaviour
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{
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public void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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}
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public void ItemUse(ItemInstance item)
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{
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if(item.Data.ItemEffectType == ItemEffectType.INTERVAL_DAMAGE)
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{
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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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}
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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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}
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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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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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{
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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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}
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Destroy(fx_Visual);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 784f293946888364996d3928fe23ffd4
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@@ -2,17 +2,16 @@
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public class PlayerHealth : Health
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{
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private PlayerStat _pstat;
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public int currentHp;
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[SerializeField] private PlayerStat _pstat;
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void Start()
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{
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_pstat = GetComponent<PlayerStat>();
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//currentHp = _pstat.MaxHp; // 스태틱 데이터를 가져와 초기화
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currentHp = _pstat.MaxHp; // 스태틱 데이터를 가져와 초기화
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}
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public void TakeDamage(int damage)
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{
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ChangeHP(currentHp - Mathf.Clamp(damage,0,currentHp));
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}
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}
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@@ -183,4 +183,10 @@ public void UpdateSlotUI()
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}
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//SlotBg.sprite = _rarityImage.sprite;
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}
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public void ItemUse()
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{
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GameManager.Instance.ItemEffect.ItemUse(currentItem);
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currentItem.CurrentStack -= 1;
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}
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}
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@@ -2,5 +2,11 @@
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public class Health : MonoBehaviour
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{
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protected int currentHp;
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public int CurrentHP { get { return currentHp; } }
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public void ChangeHP(int newHp)
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{
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currentHp = newHp;
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}
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}
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Assets/06_Items/Models/Consumable/ManaLowerPotion.meta
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Reference in New Issue
Block a user