diff --git a/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset b/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset
new file mode 100644
index 00000000..5dc1f2c8
--- /dev/null
+++ b/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset
@@ -0,0 +1,24 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: b08cc671f858a3b409170a5356e960a0, type: 3}
+ m_Name: Data_Abnormality_Player_Invincible
+ m_EditorClassIdentifier: Colosseum.Game::Colosseum.Abnormalities.AbnormalityData
+ abnormalityName: "\uBB34\uC801"
+ icon: {fileID: 0}
+ duration: 1
+ level: 1
+ isDebuff: 0
+ statModifiers: []
+ periodicInterval: 0
+ periodicValue: 0
+ controlType: 4
+ slowMultiplier: 0.5
diff --git a/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset.meta b/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset.meta
new file mode 100644
index 00000000..455973fa
--- /dev/null
+++ b/Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Invincible.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7a1f2b3c4d5e6f708192a3b4c5d6e7f8
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset b/Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset
index 88434715..3b05143a 100644
--- a/Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset
+++ b/Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset
@@ -19,11 +19,10 @@ MonoBehaviour:
endClip: {fileID: 0}
useRootMotion: 1
ignoreRootMotionY: 1
- isEvadeSkill: 1
blockMovementWhileCasting: 1
blockJumpWhileCasting: 1
blockOtherSkillsWhileCasting: 1
- blockEvadeWhileCasting: 1
cooldown: 10
manaCost: 0
- effects: []
+ effects:
+ - {fileID: 11400000, guid: 8b2c3d4e5f60718293a4b5c6d7e8f901, type: 2}
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset
new file mode 100644
index 00000000..bfc5588a
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset
@@ -0,0 +1,26 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 0}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: bf750718c64c4bd48af905d2927351de, type: 3}
+ m_Name: "Data_SkillEffect_Player_\uBB34\uC801"
+ m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.AbnormalityEffect
+ targetType: 0
+ targetTeam: 0
+ areaCenter: 0
+ areaShape: 0
+ targetLayers:
+ serializedVersion: 2
+ m_Bits: 0
+ areaRadius: 3
+ fanOriginDistance: 1
+ fanRadius: 3
+ fanHalfAngle: 45
+ abnormalityData: {fileID: 11400000, guid: 7a1f2b3c4d5e6f708192a3b4c5d6e7f8, type: 2}
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset.meta
new file mode 100644
index 00000000..2c02d66c
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_무적.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 8b2c3d4e5f60718293a4b5c6d7e8f901
+NativeFormatImporter:
+ externalObjects: {}
+ mainObjectFileID: 11400000
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
index 6d63be85..432cb02b 100644
--- a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
+++ b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
@@ -203,6 +203,7 @@ MonoBehaviour:
m_EditorClassIdentifier: Colosseum.Game::Colosseum.Player.PlayerNetworkController
ShowTopMostFoldoutHeaderGroup: 1
characterStats: {fileID: -5132198055668300151}
+ abnormalityManager: {fileID: 0}
--- !u!114 &8606252901290138286
MonoBehaviour:
m_ObjectHideFlags: 0
diff --git a/Assets/_Game/Scripts/Abnormalities/AbnormalityData.cs b/Assets/_Game/Scripts/Abnormalities/AbnormalityData.cs
index 54504f42..28382ccd 100644
--- a/Assets/_Game/Scripts/Abnormalities/AbnormalityData.cs
+++ b/Assets/_Game/Scripts/Abnormalities/AbnormalityData.cs
@@ -13,7 +13,8 @@ namespace Colosseum.Abnormalities
None, // 제어 효과 없음
Stun, // 기절 (이동, 스킬 사용 불가)
Silence, // 침묵 (스킬 사용 불가)
- Slow // 둔화 (이동 속도 감소)
+ Slow, // 둔화 (이동 속도 감소)
+ Invincible // 무적 (대미지 무시)
}
///
diff --git a/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs b/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs
index 53180f10..534cbcf0 100644
--- a/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs
+++ b/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs
@@ -26,11 +26,13 @@ namespace Colosseum.Abnormalities
// 제어 효과 상태
private int stunCount;
private int silenceCount;
+ private int invincibleCount;
private float slowMultiplier = 1f;
// 클라이언트 판정용 제어 효과 동기화 변수
private NetworkVariable syncedStunCount = new NetworkVariable(0);
private NetworkVariable syncedSilenceCount = new NetworkVariable(0);
+ private NetworkVariable syncedInvincibleCount = new NetworkVariable(0);
private NetworkVariable syncedSlowMultiplier = new NetworkVariable(1f);
// 네트워크 동기화용 데이터
@@ -46,6 +48,11 @@ namespace Colosseum.Abnormalities
///
public bool IsSilenced => GetCurrentSilenceCount() > 0;
+ ///
+ /// 무적 상태 여부
+ ///
+ public bool IsInvincible => GetCurrentInvincibleCount() > 0;
+
///
/// 이동 속도 배율 (1.0 = 기본, 0.5 = 50% 감소)
///
@@ -110,6 +117,7 @@ namespace Colosseum.Abnormalities
syncedStunCount.OnValueChanged += HandleSyncedStunChanged;
syncedSilenceCount.OnValueChanged += HandleSyncedSilenceChanged;
+ syncedInvincibleCount.OnValueChanged += HandleSyncedInvincibleChanged;
syncedSlowMultiplier.OnValueChanged += HandleSyncedSlowChanged;
if (networkController != null)
@@ -128,6 +136,7 @@ namespace Colosseum.Abnormalities
syncedAbnormalities.OnListChanged -= OnSyncedAbnormalitiesChanged;
syncedStunCount.OnValueChanged -= HandleSyncedStunChanged;
syncedSilenceCount.OnValueChanged -= HandleSyncedSilenceChanged;
+ syncedInvincibleCount.OnValueChanged -= HandleSyncedInvincibleChanged;
syncedSlowMultiplier.OnValueChanged -= HandleSyncedSlowChanged;
if (networkController != null)
@@ -418,6 +427,10 @@ namespace Colosseum.Abnormalities
case ControlType.Slow:
slowMultiplier = Mathf.Min(slowMultiplier, data.slowMultiplier);
break;
+
+ case ControlType.Invincible:
+ invincibleCount++;
+ break;
}
SyncControlEffects();
@@ -438,6 +451,10 @@ namespace Colosseum.Abnormalities
case ControlType.Slow:
RecalculateSlowMultiplier();
break;
+
+ case ControlType.Invincible:
+ invincibleCount = Mathf.Max(0, invincibleCount - 1);
+ break;
}
SyncControlEffects();
@@ -460,6 +477,8 @@ namespace Colosseum.Abnormalities
private int GetCurrentSilenceCount() => IsServer ? silenceCount : syncedSilenceCount.Value;
+ private int GetCurrentInvincibleCount() => IsServer ? invincibleCount : syncedInvincibleCount.Value;
+
private float GetCurrentSlowMultiplier() => IsServer ? slowMultiplier : syncedSlowMultiplier.Value;
private void SyncControlEffects()
@@ -469,6 +488,7 @@ namespace Colosseum.Abnormalities
syncedStunCount.Value = stunCount;
syncedSilenceCount.Value = silenceCount;
+ syncedInvincibleCount.Value = invincibleCount;
syncedSlowMultiplier.Value = slowMultiplier;
}
@@ -541,6 +561,14 @@ namespace Colosseum.Abnormalities
OnAbnormalitiesChanged?.Invoke();
}
+ private void HandleSyncedInvincibleChanged(int oldValue, int newValue)
+ {
+ if (oldValue == newValue)
+ return;
+
+ OnAbnormalitiesChanged?.Invoke();
+ }
+
///
/// 사망 시 활성 이상 상태를 모두 제거합니다.
///
diff --git a/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs b/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs
index 929fe005..b32c0521 100644
--- a/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs
+++ b/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs
@@ -93,7 +93,7 @@ namespace Colosseum.Player
GUILayout.Label($"사망 상태: {(networkController != null && networkController.IsDead ? "Dead" : "Alive")}");
if (TryGetComponent(out var actionState))
{
- GUILayout.Label($"회피 상태: {(actionState.IsEvading ? "Evading" : "Idle")} / 이동:{actionState.CanMove} / 스킬:{actionState.CanUseSkills}");
+ GUILayout.Label($"무적 상태: {(actionState.IsDamageImmune ? "Immune" : "Normal")} / 이동:{actionState.CanMove} / 스킬:{actionState.CanUseSkills}");
}
GUILayout.Label("입력 예시: 기절 / Data_Abnormality_Player_Stun / 0");
diff --git a/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs b/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs
index fe1070a0..2d05cd77 100644
--- a/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs
+++ b/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs
@@ -104,9 +104,9 @@ namespace Colosseum.Player
Verify("초기 상태: 사망 아님", !networkController.IsDead);
Verify("초기 상태: 이동 가능", actionState.CanMove);
Verify("초기 상태: 스킬 사용 가능", actionState.CanUseSkills);
- Verify("초기 상태: 회피 상태 아님", !actionState.IsEvading);
+ Verify("초기 상태: 무적 상태 아님", !actionState.IsDamageImmune);
- yield return RunEvadeVerification();
+ yield return RunInvincibilitySkillVerification();
abnormalityManager.ApplyAbnormality(stunData, gameObject);
yield return new WaitForSeconds(settleDelay);
@@ -234,48 +234,46 @@ namespace Colosseum.Player
#endif
}
- private IEnumerator RunEvadeVerification()
+ private IEnumerator RunInvincibilitySkillVerification()
{
- SkillData evadeSkill = skillInput != null ? skillInput.GetSkill(6) : null;
- if (evadeSkill == null)
+ SkillData invincibilitySkill = skillInput != null ? skillInput.GetSkill(6) : null;
+ if (invincibilitySkill == null)
{
- AppendLine("[SKIP] 회피 검증: 회피 슬롯 스킬이 없습니다.");
+ AppendLine("[SKIP] 무적 스킬 검증: 7번 슬롯 스킬이 없습니다.");
yield break;
}
- if (skillController == null || !skillController.ExecuteSkill(evadeSkill))
+ if (skillController == null || !skillController.ExecuteSkill(invincibilitySkill))
{
- Verify("회피 검증: 스킬 실행 성공", false);
+ Verify("무적 스킬 검증: 스킬 실행 성공", false);
yield break;
}
+ yield return WaitForConditionOrTimeout(() => actionState.IsDamageImmune, GetSkillDuration(invincibilitySkill) + 0.5f);
+
+ float healthBeforeDamage = networkController.Health;
+
+ Verify("무적 적용: IsDamageImmune", actionState.IsDamageImmune);
+ networkController.TakeDamageRpc(15f);
yield return new WaitForSeconds(settleDelay);
-
- Verify("회피 적용: IsEvading", actionState.IsEvading);
- Verify("회피 적용: 이동 불가", !actionState.CanMove);
- Verify("회피 적용: 점프 불가", !actionState.CanJump);
- Verify("회피 적용: 일반 스킬 사용 불가", !actionState.CanUseSkills);
- Verify("회피 적용: 회피 스킬 연속 사용 불가", !actionState.CanStartSkill(evadeSkill));
+ Verify("무적 적용: 대미지 무시", Mathf.Approximately(networkController.Health, healthBeforeDamage));
if (silenceData != null)
{
abnormalityManager.ApplyAbnormality(silenceData, gameObject);
yield return WaitForConditionOrTimeout(() => actionState.IsSilenced, settleDelay + 0.5f);
- Verify("회피 중 침묵 적용: IsSilenced", actionState.IsSilenced);
- Verify("회피 중 침묵 적용: 회피 상태 유지", actionState.IsEvading);
- Verify("회피 중 침묵 적용: 회피 스킬 신규 사용 불가", !actionState.CanStartSkill(evadeSkill));
+ Verify("무적 중 침묵 적용: IsSilenced", actionState.IsSilenced);
+ Verify("무적 중 침묵 적용: 무적 상태 유지", actionState.IsDamageImmune);
+ Verify("무적 중 침묵 적용: 스킬 신규 사용 불가", !actionState.CanStartSkill(invincibilitySkill));
abnormalityManager.RemoveAbnormality(silenceData);
yield return new WaitForSeconds(settleDelay);
}
- yield return WaitForConditionOrTimeout(() => !actionState.IsEvading, GetSkillDuration(evadeSkill) + 1.5f);
+ yield return WaitForConditionOrTimeout(() => !actionState.IsDamageImmune, GetSkillDuration(invincibilitySkill) + 1.5f);
- Verify("회피 해제: IsEvading false", !actionState.IsEvading);
- Verify("회피 해제: 이동 가능 복구", actionState.CanMove);
- Verify("회피 해제: 스킬 사용 가능 복구", actionState.CanUseSkills);
- Verify("회피 해제: 회피 스킬 재사용 가능 복구", actionState.CanStartSkill(evadeSkill));
+ Verify("무적 해제: IsDamageImmune false", !actionState.IsDamageImmune);
}
private float GetSkillDuration(SkillData skill)
diff --git a/Assets/_Game/Scripts/Player/PlayerActionState.cs b/Assets/_Game/Scripts/Player/PlayerActionState.cs
index a147a1db..c10a4dbb 100644
--- a/Assets/_Game/Scripts/Player/PlayerActionState.cs
+++ b/Assets/_Game/Scripts/Player/PlayerActionState.cs
@@ -56,10 +56,9 @@ namespace Colosseum.Player
public SkillData CurrentSkill => skillController != null ? skillController.CurrentSkill : null;
///
- /// 현재 시전 중인 스킬이 회피 스킬일 때의 회피 상태 여부.
- /// 침묵은 회피 상태 자체를 끊지 않으며, 회피 스킬의 신규 사용만 막습니다.
+ /// 무적 이상상태 여부
///
- public bool IsEvading => IsCastingSkill && CurrentSkill != null && CurrentSkill.IsEvadeSkill;
+ public bool IsDamageImmune => abnormalityManager != null && abnormalityManager.IsInvincible;
///
/// 입력을 받아도 되는지 여부
@@ -79,23 +78,20 @@ namespace Colosseum.Player
///
/// 일반 스킬 시작 가능 여부
///
- public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsSilenced && !IsEvading && !BlocksSkillUseForCurrentSkill();
+ public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsSilenced && !BlocksSkillUseForCurrentSkill();
///
/// 특정 스킬의 시작 가능 여부.
- /// 회피 스킬도 일반 스킬과 같은 시작 판정을 사용하되, 현재 시전 중인 스킬의 회피 차단 정책을 따릅니다.
+ /// 스킬 이름과 무관하게 동일한 시작 규칙을 사용합니다.
///
public bool CanStartSkill(SkillData skill)
{
if (skill == null)
return false;
- if (!CanReceiveInput || IsStunned || IsSilenced || IsEvading)
+ if (!CanReceiveInput || IsStunned || IsSilenced)
return false;
- if (skill.IsEvadeSkill)
- return !BlocksEvadeForCurrentSkill();
-
return !BlocksSkillUseForCurrentSkill();
}
@@ -148,13 +144,5 @@ namespace Colosseum.Player
return CurrentSkill == null || CurrentSkill.BlockOtherSkillsWhileCasting;
}
-
- private bool BlocksEvadeForCurrentSkill()
- {
- if (!IsCastingSkill)
- return false;
-
- return CurrentSkill == null || CurrentSkill.BlockEvadeWhileCasting;
- }
}
}
diff --git a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
index 97355845..b43072f8 100644
--- a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
+++ b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
@@ -18,6 +18,9 @@ namespace Colosseum.Player
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
+ [Tooltip("이상상태 관리자 (없으면 자동 검색)")]
+ [SerializeField] private AbnormalityManager abnormalityManager;
+
// 네트워크 동기화 변수
private NetworkVariable currentHealth = new NetworkVariable(100f);
private NetworkVariable currentMana = new NetworkVariable(50f);
@@ -50,6 +53,11 @@ namespace Colosseum.Player
characterStats = GetComponent();
}
+ if (abnormalityManager == null)
+ {
+ abnormalityManager = GetComponent();
+ }
+
// 네트워크 변수 변경 콜백 등록
currentHealth.OnValueChanged += HandleHealthChanged;
currentMana.OnValueChanged += HandleManaChanged;
@@ -93,7 +101,7 @@ namespace Colosseum.Player
[Rpc(SendTo.Server)]
public void TakeDamageRpc(float damage)
{
- if (isDead.Value) return;
+ if (isDead.Value || IsDamageImmune()) return;
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
@@ -159,7 +167,6 @@ namespace Colosseum.Player
isDead.Value = true;
// 사망 시 활성 이상 상태를 정리해 리스폰 시 잔존하지 않게 합니다.
- var abnormalityManager = GetComponent();
if (abnormalityManager != null)
{
abnormalityManager.RemoveAllAbnormalities();
@@ -202,7 +209,6 @@ namespace Colosseum.Player
{
if (!IsServer) return;
- var abnormalityManager = GetComponent();
if (abnormalityManager != null)
{
abnormalityManager.RemoveAllAbnormalities();
@@ -244,7 +250,7 @@ namespace Colosseum.Player
///
public float TakeDamage(float damage, object source = null)
{
- if (!IsServer || isDead.Value) return 0f;
+ if (!IsServer || isDead.Value || IsDamageImmune()) return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
@@ -269,6 +275,11 @@ namespace Colosseum.Player
return actualHeal;
}
+
+ private bool IsDamageImmune()
+ {
+ return abnormalityManager != null && abnormalityManager.IsInvincible;
+ }
#endregion
}
}
diff --git a/Assets/_Game/Scripts/Player/PlayerSkillInput.cs b/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
index 14caeb33..45cb17ef 100644
--- a/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
+++ b/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
@@ -15,7 +15,7 @@ namespace Colosseum.Player
public class PlayerSkillInput : NetworkBehaviour
{
[Header("Skill Slots")]
- [Tooltip("각 슬롯에 등록할 스킬 데이터 (6개 + 긴급회피)")]
+ [Tooltip("각 슬롯에 등록할 스킬 데이터 (6개 + 추가 슬롯)")]
[SerializeField] private SkillData[] skillSlots = new SkillData[7];
[Header("References")]
diff --git a/Assets/_Game/Scripts/Skills/SkillController.cs b/Assets/_Game/Scripts/Skills/SkillController.cs
index 7acfbad7..1ef622c3 100644
--- a/Assets/_Game/Scripts/Skills/SkillController.cs
+++ b/Assets/_Game/Scripts/Skills/SkillController.cs
@@ -148,9 +148,34 @@ namespace Colosseum.Skills
PlaySkillClip(skill.SkillClip);
}
+ TriggerImmediateSelfEffectsIfNeeded(skill);
+
return true;
}
+ ///
+ /// 애니메이션 이벤트가 없는 자기 자신 대상 효과는 시전 즉시 발동합니다.
+ /// 버프/무적 같은 자기 강화 스킬이 이벤트 누락으로 동작하지 않는 상황을 막기 위한 보정입니다.
+ ///
+ private void TriggerImmediateSelfEffectsIfNeeded(SkillData skill)
+ {
+ if (skill == null || skill.Effects == null || skill.Effects.Count == 0)
+ return;
+
+ if (skill.SkillClip != null && skill.SkillClip.events != null && skill.SkillClip.events.Length > 0)
+ return;
+
+ for (int i = 0; i < skill.Effects.Count; i++)
+ {
+ SkillEffect effect = skill.Effects[i];
+ if (effect == null || effect.TargetType != TargetType.Self)
+ continue;
+
+ if (debugMode) Debug.Log($"[Skill] Immediate self effect: {effect.name} (index {i})");
+ effect.ExecuteOnCast(gameObject);
+ }
+ }
+
///
/// 스킬 클립으로 Override Controller 생성 후 재생
///
diff --git a/Assets/_Game/Scripts/Skills/SkillData.cs b/Assets/_Game/Scripts/Skills/SkillData.cs
index 5d4531a7..3f12c162 100644
--- a/Assets/_Game/Scripts/Skills/SkillData.cs
+++ b/Assets/_Game/Scripts/Skills/SkillData.cs
@@ -32,16 +32,12 @@ namespace Colosseum.Skills
[SerializeField] private bool jumpToTarget = false;
[Header("행동 제한")]
- [Tooltip("이 스킬을 회피 상태로 취급할지 여부")]
- [SerializeField] private bool isEvadeSkill = false;
[Tooltip("시전 중 이동 입력 차단 여부")]
[SerializeField] private bool blockMovementWhileCasting = true;
[Tooltip("시전 중 점프 입력 차단 여부")]
[SerializeField] private bool blockJumpWhileCasting = true;
[Tooltip("시전 중 다른 스킬 입력 차단 여부")]
[SerializeField] private bool blockOtherSkillsWhileCasting = true;
- [Tooltip("시전 중 회피 입력 차단 여부")]
- [SerializeField] private bool blockEvadeWhileCasting = true;
[Header("쿨타임 & 비용")]
[Min(0f)] [SerializeField] private float cooldown = 1f;
@@ -63,11 +59,9 @@ namespace Colosseum.Skills
public bool UseRootMotion => useRootMotion;
public bool IgnoreRootMotionY => ignoreRootMotionY;
public bool JumpToTarget => jumpToTarget;
- public bool IsEvadeSkill => isEvadeSkill;
public bool BlockMovementWhileCasting => blockMovementWhileCasting;
public bool BlockJumpWhileCasting => blockJumpWhileCasting;
public bool BlockOtherSkillsWhileCasting => blockOtherSkillsWhileCasting;
- public bool BlockEvadeWhileCasting => blockEvadeWhileCasting;
public IReadOnlyList Effects => effects;
}
}