2026-03-30 아이템 사용 진행중
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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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