2026-05-19 무기추가

진행중인 사항 -
InputManager + .inputactions: WeaponSlot1/2/3 액션 추가, 키 1/2/3 매핑
PlayerController 통합:
Player에 PlayerWeaponInventory 컴포넌트 자동 부착
OnWeaponChanged 구독 → idle/walk State 이름 동적 교체
OnPunchInput 분기: 무장 시 weapon.AttackRootNode 사용
WeaponSlot 입력 핸들러 3개 추가 (EquipUnarmed / EquipSlot(0) / EquipSlot(1))
This commit is contained in:
2026-05-19 18:05:05 +09:00
parent de726705da
commit 4a0b07701e
35 changed files with 719 additions and 22 deletions

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@@ -1,6 +1,13 @@
using UnityEngine;
using UnityEngine.Serialization;
// 공격 판정 영역의 도형. Circle은 원거리 균등 판정, Box는 길쭉한 직선/넓은 부채꼴에 적합.
public enum HitShape
{
Circle,
Box
}
// ============================================================================
// ActionData
// ----------------------------------------------------------------------------
@@ -44,8 +51,10 @@ public class ActionData : ScriptableObject
// ─── 공격 판정 (HasHit=true일 때 적용) ─────────────────────────────
[Header("Hit")]
public bool HasHit = true; // 이 액션이 데미지를 주는지
public HitShape Shape = HitShape.Circle; // Circle = Radius 사용, Box = HitSize 사용
public Vector2 Offset = new Vector2(0.5f, 0f); // 캐릭터 기준 hit 영역 중심 (X는 facing 방향)
public float Radius = 0.5f; // hit 영역 반경 (AttackHitbox.CircleCollider2D)
public float Radius = 0.5f; // Circle일 때 사용하는 반경
public Vector2 HitSize = new Vector2(1f, 0.5f); // Box일 때 사용하는 가로/세로 크기
public int Damage = 10; // 데미지 양
public float HitTiming = 0.15f; // 액션 시작 후 hit 발동까지 시간 (선딜)
public float HitDuration = 0f; // hit 영역이 활성 상태로 유지되는 시간 (0이면 단발)

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@@ -20,7 +20,11 @@ public class AttackHitbox : MonoBehaviour
// PlayerController가 구독해서 "방금 hit한 적" 추적용 (잡기 타겟 우선 등에 활용).
public event System.Action<IDamageable> OnHit;
private CircleCollider2D _collider;
private CircleCollider2D _circleCollider; // Circle 모양 판정용
private BoxCollider2D _boxCollider; // Box 모양 판정용 (Awake에서 자동 생성)
private HitShape _activeShape; // 현재 활성 도형 (ScanImmediateOverlap에서 분기)
private float _activeRadius; // Circle일 때 사용하는 반경 (스캔/Gizmo용 백업)
private Vector2 _activeHitSize; // Box일 때 사용하는 크기 백업
// ─── 현재 활성 액션의 데미지/효과 데이터 (Activate에서 세팅) ─────────
private int _damage;
@@ -39,18 +43,43 @@ public class AttackHitbox : MonoBehaviour
private void Awake()
{
_collider = GetComponent<CircleCollider2D>();
// 플레이어 몸체는 적과 물리 충돌하지 않으므로, 공격 판정은 트리거만 사용한다.
_collider.isTrigger = true;
_collider.enabled = false;
_circleCollider = GetComponent<CircleCollider2D>();
// 플레이어 몸체는 적과 물리 충돌하지 않으므로, 공격 판정은 트리거만 사용.
_circleCollider.isTrigger = true;
_circleCollider.enabled = false;
// BoxCollider2D는 없으면 자동 추가. 기존 프리팹과의 호환성 유지.
_boxCollider = GetComponent<BoxCollider2D>();
if (_boxCollider == null)
_boxCollider = gameObject.AddComponent<BoxCollider2D>();
_boxCollider.isTrigger = true;
_boxCollider.enabled = false;
}
// 액션 시작 시 호출. 위치/반경/데미지 등 모든 파라미터 세팅 후 콜라이더 활성화.
// 액션 시작 시 호출. 도형/위치/데미지 세팅 후 해당 콜라이더 활성화.
// _alreadyHit를 클리어해서 새 공격으로 다시 hit 가능하게 함.
public void Activate(ActionData data, Vector2 localPosition, Vector2 hitVelocity, Vector2 sourcePosition, Vector2? hitTargetPosition, bool correctHitTargetY, int hitPositionSolidMask, LayerMask targetLayer)
{
transform.localPosition = localPosition;
_collider.radius = data.Radius;
// 도형에 맞는 콜라이더만 활성화. 다른 도형 콜라이더는 비활성으로 보장.
_activeShape = data.Shape;
if (data.Shape == HitShape.Box)
{
_boxCollider.size = data.HitSize;
_boxCollider.offset = Vector2.zero;
_boxCollider.enabled = true;
_circleCollider.enabled = false;
_activeHitSize = data.HitSize;
}
else
{
_circleCollider.radius = data.Radius;
_circleCollider.enabled = true;
_boxCollider.enabled = false;
_activeRadius = data.Radius;
}
_damage = data.Damage;
_hitVelocity = hitVelocity;
_hitSourcePosition = sourcePosition;
@@ -62,24 +91,27 @@ public void Activate(ActionData data, Vector2 localPosition, Vector2 hitVelocity
_hitReactionState = data.HitReactionAnimationState;
_targetLayer = targetLayer;
_alreadyHit.Clear();
_collider.enabled = true;
// 판정이 켜진 순간 이미 범위 안에 있던 적도 같은 프레임에 잡아낸다.
ScanImmediateOverlap();
}
// 액션의 HitDuration이 끝나면 호출. 콜라이더 비활성화 + hit 기록 초기화.
// 액션의 HitDuration이 끝나면 호출. 모든 콜라이더 비활성화 + hit 기록 초기화.
public void Deactivate()
{
_collider.enabled = false;
_circleCollider.enabled = false;
_boxCollider.enabled = false;
_alreadyHit.Clear();
}
// 활성 순간 즉시 검사: Physics2D.OverlapCircleAll로 현재 겹친 콜라이더를 모두 가져와 TryDamage.
// 활성 순간 즉시 검사: 도형에 맞는 OverlapAll로 현재 겹친 콜라이더를 모두 가져와 TryDamage.
// 이게 없으면 짧은 hit window (예: HitDuration=0.02)에 OnTriggerEnter가 못 따라옴.
private void ScanImmediateOverlap()
{
Collider2D[] hits = Physics2D.OverlapCircleAll(transform.position, _collider.radius, _targetLayer);
Collider2D[] hits = _activeShape == HitShape.Box
? Physics2D.OverlapBoxAll(transform.position, _activeHitSize, 0f, _targetLayer)
: Physics2D.OverlapCircleAll(transform.position, _activeRadius, _targetLayer);
foreach (var hit in hits)
TryDamage(hit);
}

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@@ -0,0 +1,78 @@
using System;
using System.Collections.Generic;
using UnityEngine;
// ============================================================================
// PlayerWeaponInventory
// ----------------------------------------------------------------------------
// 플레이어가 보유한 무기 목록 + 현재 장착 무기 관리.
// PlayerController가 OnWeaponChanged 이벤트를 구독해서 애니메이션/공격 콤보 교체.
//
// 슬롯 매핑 (외부 코드의 EquipSlot 인덱스):
// -1 → 맨손 (CurrentWeapon == null)
// 0 → 첫 번째로 픽업한 무기
// 1 → 두 번째로 픽업한 무기
// ...
//
// 입력 키 매핑 (PlayerController에서 처리):
// Key 1 → EquipUnarmed()
// Key 2 → EquipSlot(0)
// Key 3 → EquipSlot(1)
// ============================================================================
public class PlayerWeaponInventory : MonoBehaviour
{
private readonly List<WeaponData> _weapons = new();
private int _currentIndex = -1; // -1 = 맨손
// 무기 교체 시 발화. null이면 맨손.
public event Action<WeaponData> OnWeaponChanged;
public WeaponData CurrentWeapon =>
_currentIndex >= 0 && _currentIndex < _weapons.Count
? _weapons[_currentIndex]
: null;
public bool IsArmed => CurrentWeapon != null;
public int Count => _weapons.Count;
// 무기 추가. 이미 보유 중이면 false 반환 (중복 픽업 방지).
// 첫 픽업 시 자동 장착할지는 호출자가 OnWeaponChanged를 보고 결정.
public bool Pickup(WeaponData weapon)
{
if (weapon == null) return false;
if (_weapons.Contains(weapon)) return false;
_weapons.Add(weapon);
// 첫 픽업이면 자동으로 장착해주면 사용자 편의 ↑.
if (_weapons.Count == 1 && _currentIndex == -1)
{
_currentIndex = 0;
OnWeaponChanged?.Invoke(_weapons[0]);
}
return true;
}
// 맨손 상태로 전환.
public void EquipUnarmed()
{
if (_currentIndex == -1) return;
_currentIndex = -1;
OnWeaponChanged?.Invoke(null);
}
// 슬롯 번호로 직접 장착. 슬롯이 비어있으면 무시.
public void EquipSlot(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= _weapons.Count) return;
if (_currentIndex == slotIndex) return;
_currentIndex = slotIndex;
OnWeaponChanged?.Invoke(_weapons[slotIndex]);
}
// 디버그용: 슬롯에 해당 무기가 있는지 확인.
public bool HasWeaponInSlot(int slotIndex)
{
return slotIndex >= 0 && slotIndex < _weapons.Count && _weapons[slotIndex] != null;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b8fc250baa41ff840a2b5d6a0b308081

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@@ -0,0 +1,39 @@
using UnityEngine;
// ============================================================================
// WeaponType
// ----------------------------------------------------------------------------
// 무기 분류. 향후 다른 시스템(예: 데미지 면역, 약점)에서 분기용으로 사용.
// ============================================================================
public enum WeaponType
{
Sword,
Gun
}
// ============================================================================
// WeaponData
// ----------------------------------------------------------------------------
// 무기 한 종류의 정의를 담은 ScriptableObject.
// .asset 파일로 만들어 적의 드랍 슬롯과 픽업 프리팹에 할당.
//
// 효과:
// - 장착 시 _idleAnimationState / _walkAnimationState를 이 무기 버전으로 교체
// - Punch 입력 시 _punchRootNode 대신 AttackRootNode 사용
// ============================================================================
[CreateAssetMenu(fileName = "WeaponData", menuName = "Combat/WeaponData")]
public class WeaponData : ScriptableObject
{
public string DisplayName; // UI 표시/디버그용 이름
public WeaponType Type = WeaponType.Sword; // 분류 (시스템 분기용)
[Header("Equipped Animations")]
public string IdleAnimationState; // 장착 시 idle 애니메이션 (예: "Idle_Sword")
public string WalkAnimationState; // 장착 시 walk 애니메이션 (예: "Walk_Sword")
[Header("Attack")]
public ComboNode AttackRootNode; // Punch 입력 시 사용할 콤보 root (단일 노드 가능)
[Header("Pickup Visual")]
public Sprite PickupSprite; // 월드에 떨어뜨려진 모습
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 45b80750b5f29714e8386d1330b97550

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@@ -0,0 +1,58 @@
using UnityEngine;
// ============================================================================
// WeaponPickup
// ----------------------------------------------------------------------------
// 월드에 떨어진 무기. 플레이어가 트리거 영역에 들어오면 자동으로 인벤토리에 추가되고 사라짐.
//
// 두 가지 사용 패턴:
// 1) 씬에 미리 배치 → Inspector에서 _weapon 할당 → 자동 표시
// 2) 코드로 동적 스폰 → Initialize(WeaponData)로 무기 주입 (Enemy.HandleDeath)
// ============================================================================
[RequireComponent(typeof(Collider2D))]
[RequireComponent(typeof(SpriteRenderer))]
public class WeaponPickup : MonoBehaviour
{
[SerializeField] private WeaponData _weapon;
private SpriteRenderer _spriteRenderer;
private void Awake()
{
_spriteRenderer = GetComponent<SpriteRenderer>();
// 픽업은 물리 충돌 아닌 트리거. 플레이어가 통과하면서 줍게.
Collider2D col = GetComponent<Collider2D>();
col.isTrigger = true;
ApplyVisual();
}
// 코드로 동적 스폰 시 호출. Enemy.HandleDeath에서 사용.
public void Initialize(WeaponData weapon)
{
_weapon = weapon;
ApplyVisual();
}
private void ApplyVisual()
{
if (_spriteRenderer == null || _weapon == null) return;
if (_weapon.PickupSprite != null)
_spriteRenderer.sprite = _weapon.PickupSprite;
}
// 플레이어가 트리거 영역에 진입 시 발화.
// Player(또는 자식)에 PlayerWeaponInventory 컴포넌트가 있어야 픽업 됨.
// 이미 보유 중이면 Pickup이 false 반환 → pickup 오브젝트 그대로 유지.
private void OnTriggerEnter2D(Collider2D other)
{
if (_weapon == null) return;
PlayerWeaponInventory inventory = other.GetComponentInParent<PlayerWeaponInventory>();
if (inventory == null) return;
if (inventory.Pickup(_weapon))
Destroy(gameObject);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2ccfada8b880c0045804198a4754cf2f

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@@ -42,6 +42,11 @@ public class Enemy : MonoBehaviour, IDamageable
[SerializeField] private LayerMask _separationLayer; // 검사 대상 레이어 (보통 Enemy)
private static readonly Collider2D[] _separationBuffer = new Collider2D[16]; // OverlapCircle 결과 버퍼 (GC 회피)
// ─── 사망 시 드랍 ───────────────────────────────────────────────────
[Header("Drop")]
[SerializeField] private WeaponData _dropWeapon; // null이면 드랍 안 함
[SerializeField] private WeaponPickup _weaponPickupPrefab; // 픽업 오브젝트 프리팹 (한 종류 공유 가능)
private Health _health; // HP 컴포넌트 (별도 분리 → 플레이어도 같은 컴포넌트 재사용 가능)
private Rigidbody2D _rb;
private Animator _anim;
@@ -448,10 +453,19 @@ private void BounceOffWall(Vector2 wallNormal)
}
// Health.OnDied 이벤트 콜백. 사망 처리.
// 현재는 단순 Destroy. 나중에 풀링/드롭/이펙트 추가하려면 여기에 확장.
// _dropWeapon이 설정돼 있고 픽업 프리팹이 있으면 자기 위치에 무기 드랍.
private void HandleDeath()
{
Debug.Log($"{name} 사망");
DropWeaponIfAny();
Destroy(gameObject);
}
private void DropWeaponIfAny()
{
if (_dropWeapon == null || _weaponPickupPrefab == null) return;
WeaponPickup pickup = Instantiate(_weaponPickupPrefab, transform.position, Quaternion.identity);
pickup.Initialize(_dropWeapon);
}
}

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@@ -1372,13 +1372,26 @@ private void OnDrawGizmos()
float t = Mathf.Clamp01(since / _hitGizmoFadeDuration);
float alpha = Mathf.Lerp(0.85f, 0f, t);
float radius = _lastHitData.Radius;
Gizmos.color = new Color(1f, 0.2f, 0.2f, alpha * 0.35f);
Gizmos.DrawSphere(_lastHitCenter, radius);
Color fillColor = new Color(1f, 0.2f, 0.2f, alpha * 0.35f);
Color wireColor = new Color(1f, 0f, 0f, alpha);
Gizmos.color = new Color(1f, 0f, 0f, alpha);
Gizmos.DrawWireSphere(_lastHitCenter, radius);
if (_lastHitData.Shape == HitShape.Box)
{
Vector3 size = new Vector3(_lastHitData.HitSize.x, _lastHitData.HitSize.y, 0.01f);
Gizmos.color = fillColor;
Gizmos.DrawCube(_lastHitCenter, size);
Gizmos.color = wireColor;
Gizmos.DrawWireCube(_lastHitCenter, size);
}
else
{
float radius = _lastHitData.Radius;
Gizmos.color = fillColor;
Gizmos.DrawSphere(_lastHitCenter, radius);
Gizmos.color = wireColor;
Gizmos.DrawWireSphere(_lastHitCenter, radius);
}
}
private void OnDrawGizmosSelected()

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