feat: 스킬 애니메이션 N클립 순차 재생 및 이름 기반 자동 매칭 시스템

- SkillData: skillClip/endClip 단일 필드를 animationClips 리스트로 통합
  - Data_Skill_ 접두사 애셋 이름과 Anim_{key}_{순서} 클립을 자동 매칭
  - 레거시 skillClip/endClip 데이터 자동 마이그레이션
- SkillController: 클립 시퀀스 내 순차 재생 로직 (TryPlayNextClipInSequence)
  - baseSkillClip을 컨트롤러 Skill state에서 OnValidate로 자동 발견
  - waitingForEndAnimation / IsInEndAnimation 제거
- BuildSimulationEngine: 전체 클립 duration 합산 및 모든 클립 OnEffect 이벤트 파싱
- PlayerAbnormalityVerificationRunner: GetSkillDuration 전체 클립 길이 합산으로 변경
- EnemyBase: IsInEndAnimation 참조 제거
- AnimationClipExtractor: animationClips 리스트 기반 relink/collect로 변경
- AnimationClipSkillDataMatcher: 클립 변경 시 관련 SkillData 자동 갱신 (AssetPostprocessor)
- BaseSkillClipAssigner: 모든 컨트롤러의 Skill state에 base clip 일괄 할당 에디터 메뉴
- pre-commit hook: Anim_ 네이밍 규칙에 {순서} 패턴 추가 및 Anim_↔Data_Skill_ 매칭 검증
This commit is contained in:
2026-04-02 18:55:32 +09:00
parent 08b1e3d95a
commit 52b0e682a8
10 changed files with 505 additions and 86 deletions

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@@ -257,15 +257,14 @@ namespace Colosseum.Combat.Simulation
}; };
float resolvedAnimationSpeed = loadoutEntry.GetResolvedAnimationSpeed(); float resolvedAnimationSpeed = loadoutEntry.GetResolvedAnimationSpeed();
float mainClipDuration = ResolveClipDuration(skill.SkillClip, resolvedAnimationSpeed); float totalClipDuration = ResolveTotalClipDuration(skill.AnimationClips, resolvedAnimationSpeed);
float endClipDuration = ResolveClipDuration(skill.EndClip, 1f);
int repeatCount = loadoutEntry.GetResolvedRepeatCount(); int repeatCount = loadoutEntry.GetResolvedRepeatCount();
snapshot.castDuration = Mathf.Max(MinimumActionDuration, (mainClipDuration * repeatCount) + endClipDuration + ruleSet.MovementLossSecondsPerCast); snapshot.castDuration = Mathf.Max(MinimumActionDuration, (totalClipDuration * repeatCount) + ruleSet.MovementLossSecondsPerCast);
Dictionary<int, List<SkillEffect>> effectMap = new Dictionary<int, List<SkillEffect>>(); Dictionary<int, List<SkillEffect>> effectMap = new Dictionary<int, List<SkillEffect>>();
loadoutEntry.CollectTriggeredEffects(effectMap); loadoutEntry.CollectTriggeredEffects(effectMap);
BuildDamageEvents(snapshot, effectMap, context, weaponDamageMultiplier, ruleSet, mainClipDuration, resolvedAnimationSpeed, repeatCount, warnings); BuildDamageEvents(snapshot, effectMap, context, weaponDamageMultiplier, ruleSet, totalClipDuration, resolvedAnimationSpeed, repeatCount, warnings);
snapshots[slotIndex] = snapshot; snapshots[slotIndex] = snapshot;
} }
@@ -278,7 +277,7 @@ namespace Colosseum.Combat.Simulation
SimulationContext context, SimulationContext context,
float weaponDamageMultiplier, float weaponDamageMultiplier,
SimulationRuleSet ruleSet, SimulationRuleSet ruleSet,
float mainClipDuration, float totalClipDuration,
float resolvedAnimationSpeed, float resolvedAnimationSpeed,
int repeatCount, int repeatCount,
List<string> warnings) List<string> warnings)
@@ -286,15 +285,30 @@ namespace Colosseum.Combat.Simulation
if (snapshot == null || effectMap == null || effectMap.Count == 0) if (snapshot == null || effectMap == null || effectMap.Count == 0)
return; return;
// 모든 클립에서 OnEffect 이벤트를 수집합니다.
List<AnimationEvent> effectEvents = new List<AnimationEvent>(); List<AnimationEvent> effectEvents = new List<AnimationEvent>();
AnimationClip clip = snapshot.skill.SkillClip; IReadOnlyList<AnimationClip> clips = snapshot.skill.AnimationClips;
if (clip != null) if (clips != null)
{ {
AnimationEvent[] clipEvents = clip.events; float timeOffset = 0f;
for (int i = 0; i < clipEvents.Length; i++) for (int clipIndex = 0; clipIndex < clips.Count; clipIndex++)
{ {
if (string.Equals(clipEvents[i].functionName, "OnEffect", StringComparison.Ordinal)) AnimationClip clip = clips[clipIndex];
effectEvents.Add(clipEvents[i]); if (clip == null) continue;
AnimationEvent[] clipEvents = clip.events;
for (int i = 0; i < clipEvents.Length; i++)
{
if (string.Equals(clipEvents[i].functionName, "OnEffect", StringComparison.Ordinal))
{
// 이벤트 시간에 이전 클립들의 누적 길이를 더합니다.
AnimationEvent offsetEvent = clipEvents[i];
offsetEvent.time += timeOffset;
effectEvents.Add(offsetEvent);
}
}
timeOffset += clip.length;
} }
} }
@@ -303,7 +317,7 @@ namespace Colosseum.Combat.Simulation
for (int iteration = 0; iteration < repeatCount; iteration++) for (int iteration = 0; iteration < repeatCount; iteration++)
{ {
float iterationOffset = mainClipDuration * iteration; float iterationOffset = totalClipDuration * iteration;
for (int eventIndex = 0; eventIndex < effectEvents.Count; eventIndex++) for (int eventIndex = 0; eventIndex < effectEvents.Count; eventIndex++)
{ {
@@ -546,6 +560,23 @@ namespace Colosseum.Combat.Simulation
return clip.length / Mathf.Max(0.05f, speed); return clip.length / Mathf.Max(0.05f, speed);
} }
/// <summary>
/// 클립 목록 전체의 재생 시간을 합산합니다.
/// </summary>
private static float ResolveTotalClipDuration(IReadOnlyList<AnimationClip> clips, float speed)
{
if (clips == null || clips.Count == 0)
return 0f;
float total = 0f;
for (int i = 0; i < clips.Count; i++)
{
total += ResolveClipDuration(clips[i], speed);
}
return total;
}
private static List<int> CollectValidPrioritySlots(RotationPolicy rotationPolicy, SkillRuntimeSnapshot[] snapshots) private static List<int> CollectValidPrioritySlots(RotationPolicy rotationPolicy, SkillRuntimeSnapshot[] snapshots)
{ {
List<int> validSlots = new List<int>(); List<int> validSlots = new List<int>();

View File

@@ -345,13 +345,28 @@ public static class AnimationClipExtractor
SerializedObject so = new SerializedObject(skillData); SerializedObject so = new SerializedObject(skillData);
bool modified = false; bool modified = false;
if (TryRemapClip(so.FindProperty("skillClip"), fbxToAnimMap, path, "skillClip")) // animationClips 리스트의 각 요소를 remap합니다.
SerializedProperty clipsProp = so.FindProperty("animationClips");
if (clipsProp != null)
{
for (int i = 0; i < clipsProp.arraySize; i++)
{
if (TryRemapClip(clipsProp.GetArrayElementAtIndex(i), fbxToAnimMap, path, $"animationClips[{i}]"))
{
modified = true;
relinkCount++;
}
}
}
// 레거시 필드도 remap (마이그레이션 전 애셋 보호)
if (TryRemapClip(so.FindProperty("legacySkillClip"), fbxToAnimMap, path, "legacySkillClip"))
{ {
modified = true; modified = true;
relinkCount++; relinkCount++;
} }
if (TryRemapClip(so.FindProperty("endClip"), fbxToAnimMap, path, "endClip")) if (TryRemapClip(so.FindProperty("legacyEndClip"), fbxToAnimMap, path, "legacyEndClip"))
{ {
modified = true; modified = true;
relinkCount++; relinkCount++;
@@ -567,8 +582,11 @@ public static class AnimationClipExtractor
SkillData skillData = AssetDatabase.LoadAssetAtPath<SkillData>(path); SkillData skillData = AssetDatabase.LoadAssetAtPath<SkillData>(path);
if (skillData == null) continue; if (skillData == null) continue;
if (skillData.SkillClip != null) clips.Add(skillData.SkillClip); IReadOnlyList<AnimationClip> skillClips = skillData.AnimationClips;
if (skillData.EndClip != null) clips.Add(skillData.EndClip); for (int i = 0; i < skillClips.Count; i++)
{
if (skillClips[i] != null) clips.Add(skillClips[i]);
}
} }
// ── BossPhaseData ── // ── BossPhaseData ──

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@@ -0,0 +1,101 @@
using System;
using UnityEditor;
using Colosseum.Skills;
namespace Colosseum.Editor
{
/// <summary>
/// Animations 폴더 내 애니메이션 클립이 변경(생성/수정/삭제/이동)되면
/// 관련 SkillData의 애니메이션 클립 목록을 자동 갱신합니다.
/// </summary>
public class AnimationClipSkillDataMatcher : AssetPostprocessor
{
private const string AnimationsFolderPath = "Assets/_Game/Animations";
private static void OnPostprocessAllAssets(
string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths)
{
bool hasAnimationChange = false;
for (int i = 0; i < importedAssets.Length; i++)
{
if (IsAnimationClipPath(importedAssets[i]))
{
hasAnimationChange = true;
break;
}
}
if (!hasAnimationChange)
{
for (int i = 0; i < deletedAssets.Length; i++)
{
if (IsAnimationClipPath(deletedAssets[i]))
{
hasAnimationChange = true;
break;
}
}
}
if (!hasAnimationChange)
{
for (int i = 0; i < movedAssets.Length; i++)
{
if (IsAnimationClipPath(movedAssets[i]) || IsAnimationClipPath(movedFromAssetPaths[i]))
{
hasAnimationChange = true;
break;
}
}
}
if (!hasAnimationChange)
return;
RefreshAllSkillDataClips();
}
/// <summary>
/// 지정한 경로가 Animations 폴더 내의 애니메이션 클립인지 확인합니다.
/// </summary>
private static bool IsAnimationClipPath(string assetPath)
{
return assetPath != null
&& assetPath.StartsWith(AnimationsFolderPath)
&& assetPath.EndsWith(".anim", StringComparison.OrdinalIgnoreCase);
}
/// <summary>
/// 모든 SkillData의 애니메이션 클립 목록을 갱신합니다.
/// </summary>
private static void RefreshAllSkillDataClips()
{
string[] skillGuids = AssetDatabase.FindAssets("t:SkillData");
int refreshedCount = 0;
for (int i = 0; i < skillGuids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(skillGuids[i]);
SkillData skillData = AssetDatabase.LoadAssetAtPath<SkillData>(path);
if (skillData == null) continue;
int clipCountBefore = skillData.AnimationClips.Count;
skillData.RefreshAnimationClips();
if (skillData.AnimationClips.Count != clipCountBefore)
refreshedCount++;
}
if (refreshedCount > 0)
{
AssetDatabase.SaveAssets();
}
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c4524bdb16f89724b96d588200b8a3e8

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@@ -0,0 +1,103 @@
using System;
using UnityEditor;
using UnityEditor.Animations;
using UnityEngine;
namespace Colosseum.Editor
{
/// <summary>
/// AnimatorController의 Skill 상태에 base clip을 일괄 할당하는 에디터 도구입니다.
/// </summary>
public static class BaseSkillClipAssigner
{
private const string SkillStateName = "Skill";
/// <summary>
/// 선택한 애니메이션 클립을 모든 AnimatorController의 Skill 상태에 할당합니다.
/// </summary>
[MenuItem("Tools/Animation/Assign Base Skill Clip to All Controllers")]
private static void AssignBaseClipToAllControllers()
{
AnimationClip selectedClip = Selection.activeObject as AnimationClip;
if (selectedClip == null)
{
EditorUtility.DisplayDialog(
"Base Skill Clip 할당",
"Animations 폴더에서 할당할 AnimationClip을 선택한 후 다시 실행하세요.",
"확인");
return;
}
string[] controllerGuids = AssetDatabase.FindAssets("t:AnimatorController", new[] { "Assets/_Game" });
int assignedCount = 0;
for (int i = 0; i < controllerGuids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(controllerGuids[i]);
AnimatorController ac = AssetDatabase.LoadAssetAtPath<AnimatorController>(path);
if (ac == null) continue;
if (TryAssignClipToState(ac, SkillStateName, selectedClip))
assignedCount++;
}
if (assignedCount > 0)
{
AssetDatabase.SaveAssets();
EditorUtility.DisplayDialog(
"Base Skill Clip 할당 완료",
$"{selectedClip.name}을(를) {assignedCount}개 컨트롤러의 Skill 상태에 할당했습니다.",
"확인");
}
else
{
EditorUtility.DisplayDialog(
"Base Skill Clip 할당",
"Skill 상태를 가진 컨트롤러를 찾지 못했습니다.",
"확인");
}
}
/// <summary>
/// AnimatorController의 지정한 상태에 클립을 할당합니다.
/// </summary>
private static bool TryAssignClipToState(AnimatorController ac, string stateName, AnimationClip clip)
{
for (int i = 0; i < ac.layers.Length; i++)
{
if (TryAssignClipInStateMachine(ac.layers[i].stateMachine, stateName, clip))
{
EditorUtility.SetDirty(ac);
return true;
}
}
return false;
}
/// <summary>
/// StateMachine을 재귀적으로 탐색하여 지정한 이름의 상태에 클립을 할당합니다.
/// </summary>
private static bool TryAssignClipInStateMachine(AnimatorStateMachine sm, string stateName, AnimationClip clip)
{
for (int i = 0; i < sm.states.Length; i++)
{
if (sm.states[i].state.name == stateName)
{
sm.states[i].state.motion = clip;
return true;
}
}
for (int i = 0; i < sm.stateMachines.Length; i++)
{
if (TryAssignClipInStateMachine(sm.stateMachines[i].stateMachine, stateName, clip))
return true;
}
return false;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1a6c131eb50620a47ab0250c9d46d438

View File

@@ -178,7 +178,6 @@ namespace Colosseum.Enemy
var skillCtrl = GetComponent<Colosseum.Skills.SkillController>(); var skillCtrl = GetComponent<Colosseum.Skills.SkillController>();
bool needsYMotion = skillCtrl != null bool needsYMotion = skillCtrl != null
&& skillCtrl.IsPlayingAnimation && skillCtrl.IsPlayingAnimation
&& !skillCtrl.IsInEndAnimation
&& skillCtrl.UsesRootMotion && skillCtrl.UsesRootMotion
&& !skillCtrl.IgnoreRootMotionY; && !skillCtrl.IgnoreRootMotionY;

View File

@@ -394,10 +394,18 @@ namespace Colosseum.Player
private float GetSkillDuration(SkillData skill) private float GetSkillDuration(SkillData skill)
{ {
if (skill == null || skill.SkillClip == null) if (skill == null || skill.AnimationClips.Count == 0)
return settleDelay; return settleDelay;
return Mathf.Max(settleDelay, skill.SkillClip.length / Mathf.Max(0.1f, skill.AnimationSpeed)); float totalLength = 0f;
var clips = skill.AnimationClips;
for (int i = 0; i < clips.Count; i++)
{
if (clips[i] != null)
totalLength += clips[i].length;
}
return Mathf.Max(settleDelay, totalLength / Mathf.Max(0.1f, skill.AnimationSpeed));
} }
private SkillData FindCancellableSkill() private SkillData FindCancellableSkill()

View File

@@ -35,13 +35,12 @@ namespace Colosseum.Skills
public class SkillController : NetworkBehaviour public class SkillController : NetworkBehaviour
{ {
private const string SKILL_STATE_NAME = "Skill"; private const string SKILL_STATE_NAME = "Skill";
private const string END_STATE_NAME = "SkillEnd";
[Header("애니메이션")] [Header("애니메이션")]
[SerializeField] private Animator animator; [SerializeField] private Animator animator;
[Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")] [Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")]
[SerializeField] private RuntimeAnimatorController baseController; [SerializeField] private RuntimeAnimatorController baseController;
[Tooltip("Skill 상태에 연결된 기본 클립 (Override용)")] [Tooltip("Skill 상태에 연결된 기본 클립 (Override용). baseController의 Skill state에서 자동 발견됩니다.")]
[SerializeField] private AnimationClip baseSkillClip; [SerializeField] private AnimationClip baseSkillClip;
[Header("네트워크 동기화")] [Header("네트워크 동기화")]
@@ -71,7 +70,7 @@ namespace Colosseum.Skills
private readonly List<AbnormalityData> currentCastStartAbnormalities = new(); private readonly List<AbnormalityData> currentCastStartAbnormalities = new();
private readonly Dictionary<int, List<AbnormalityData>> currentTriggeredAbnormalities = new(); private readonly Dictionary<int, List<AbnormalityData>> currentTriggeredAbnormalities = new();
private readonly List<GameObject> currentTriggeredTargetsBuffer = new(); private readonly List<GameObject> currentTriggeredTargetsBuffer = new();
private bool waitingForEndAnimation; // EndAnimation 종료 대기 중 private int currentClipSequenceIndex; // 현재 재생 중인 클립 순서 (animationClips 내 인덱스)
private int currentRepeatCount = 1; private int currentRepeatCount = 1;
private int currentIterationIndex = 0; private int currentIterationIndex = 0;
private GameObject currentTargetOverride; private GameObject currentTargetOverride;
@@ -82,7 +81,6 @@ namespace Colosseum.Skills
public bool IsExecutingSkill => currentSkill != null; public bool IsExecutingSkill => currentSkill != null;
public bool IsPlayingAnimation => currentSkill != null; public bool IsPlayingAnimation => currentSkill != null;
public bool IsInEndAnimation => waitingForEndAnimation;
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion; public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY; public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
public SkillData CurrentSkill => currentSkill; public SkillData CurrentSkill => currentSkill;
@@ -112,9 +110,63 @@ namespace Colosseum.Skills
#if UNITY_EDITOR #if UNITY_EDITOR
private void OnValidate() private void OnValidate()
{ {
AutoDiscoverBaseSkillClip();
AutoRegisterClips(); AutoRegisterClips();
} }
/// <summary>
/// baseController의 Skill 상태에 연결된 클립을 baseSkillClip으로 자동 발견합니다.
/// </summary>
private void AutoDiscoverBaseSkillClip()
{
if (baseSkillClip != null) return;
if (baseController == null) return;
var ac = baseController as UnityEditor.Animations.AnimatorController;
if (ac == null) return;
AnimationClip foundClip = FindClipInState(ac, SKILL_STATE_NAME);
if (foundClip != null)
{
baseSkillClip = foundClip;
UnityEditor.EditorUtility.SetDirty(this);
}
}
/// <summary>
/// AnimatorController의 지정한 상태에 연결된 AnimationClip을 찾습니다.
/// </summary>
private static AnimationClip FindClipInState(UnityEditor.Animations.AnimatorController ac, string stateName)
{
for (int i = 0; i < ac.layers.Length; i++)
{
AnimationClip clip = FindClipInStateMachine(ac.layers[i].stateMachine, stateName);
if (clip != null) return clip;
}
return null;
}
/// <summary>
/// StateMachine을 재귀적으로 탐색하여 지정한 이름의 상태에서 클립을 찾습니다.
/// </summary>
private static AnimationClip FindClipInStateMachine(UnityEditor.Animations.AnimatorStateMachine sm, string stateName)
{
for (int i = 0; i < sm.states.Length; i++)
{
if (sm.states[i].state.name == stateName && sm.states[i].state.motion is AnimationClip clip)
return clip;
}
for (int i = 0; i < sm.stateMachines.Length; i++)
{
AnimationClip clip = FindClipInStateMachine(sm.stateMachines[i].stateMachine, stateName);
if (clip != null) return clip;
}
return null;
}
/// <summary> /// <summary>
/// clipAutoRegisterFilter 이름이 포함된 모든 AnimationClip을 registeredClips에 자동 등록합니다. /// clipAutoRegisterFilter 이름이 포함된 모든 AnimationClip을 registeredClips에 자동 등록합니다.
/// 서버→클라이언트 클립 동기화 인덱스의 일관성을 위해 이름순으로 정렬합니다. /// 서버→클라이언트 클립 동기화 인덱스의 일관성을 위해 이름순으로 정렬합니다.
@@ -173,38 +225,21 @@ namespace Colosseum.Skills
var stateInfo = animator.GetCurrentAnimatorStateInfo(0); var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// EndAnimation 종료 감지 // 애니메이션 종료 시 처리
if (waitingForEndAnimation)
{
if (stateInfo.normalizedTime >= 1f)
{
if (debugMode) Debug.Log($"[Skill] EndAnimation complete: {currentSkill.SkillName}");
RestoreBaseController();
ClearCurrentSkillState();
}
return;
}
// 애니메이션 종료 시 처리 (OnSkillEnd 여부와 관계없이 애니메이션 끝까지 재생)
if (stateInfo.normalizedTime >= 1f) if (stateInfo.normalizedTime >= 1f)
{ {
// 같은 반복 차수 내에서 다음 클립이 있으면 재생
if (TryPlayNextClipInSequence())
return;
// 다음 반복 차수가 있으면 시작
if (TryStartNextIteration()) if (TryStartNextIteration())
return; return;
if (currentSkill.EndClip != null) // 모든 클립과 반복이 끝나면 종료
{ if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
// EndAnimation 재생 후 종료 대기 RestoreBaseController();
if (debugMode) Debug.Log($"[Skill] SkillAnimation done, playing EndAnimation: {currentSkill.SkillName}"); ClearCurrentSkillState();
PlayEndClip(currentSkill.EndClip);
waitingForEndAnimation = true;
}
else
{
// EndAnimation 없으면 바로 종료
if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
RestoreBaseController();
ClearCurrentSkillState();
}
} }
} }
@@ -269,7 +304,6 @@ namespace Colosseum.Skills
currentLoadoutEntry = loadoutEntry != null ? loadoutEntry.CreateCopy() : SkillLoadoutEntry.CreateTemporary(skill); currentLoadoutEntry = loadoutEntry != null ? loadoutEntry.CreateCopy() : SkillLoadoutEntry.CreateTemporary(skill);
currentSkill = skill; currentSkill = skill;
waitingForEndAnimation = false;
lastCancelReason = SkillCancelReason.None; lastCancelReason = SkillCancelReason.None;
BuildResolvedEffects(currentLoadoutEntry); BuildResolvedEffects(currentLoadoutEntry);
currentRepeatCount = currentLoadoutEntry.GetResolvedRepeatCount(); currentRepeatCount = currentLoadoutEntry.GetResolvedRepeatCount();
@@ -385,7 +419,7 @@ namespace Colosseum.Skills
return; return;
currentIterationIndex++; currentIterationIndex++;
waitingForEndAnimation = false; currentClipSequenceIndex = 0;
if (debugMode && currentRepeatCount > 1) if (debugMode && currentRepeatCount > 1)
{ {
@@ -394,18 +428,41 @@ namespace Colosseum.Skills
TriggerCastStartEffects(); TriggerCastStartEffects();
if (currentSkill.SkillClip != null && animator != null) if (currentSkill.AnimationClips.Count > 0 && animator != null)
{ {
float resolvedAnimationSpeed = currentLoadoutEntry != null float resolvedAnimationSpeed = currentLoadoutEntry != null
? currentLoadoutEntry.GetResolvedAnimationSpeed() ? currentLoadoutEntry.GetResolvedAnimationSpeed()
: currentSkill.AnimationSpeed; : currentSkill.AnimationSpeed;
animator.speed = resolvedAnimationSpeed; animator.speed = resolvedAnimationSpeed;
PlaySkillClip(currentSkill.SkillClip); PlaySkillClip(currentSkill.AnimationClips[0]);
} }
TriggerImmediateSelfEffectsIfNeeded(); TriggerImmediateSelfEffectsIfNeeded();
} }
/// <summary>
/// 시퀀스 내 다음 클립이 있으면 재생합니다.
/// </summary>
private bool TryPlayNextClipInSequence()
{
if (currentSkill == null)
return false;
int nextIndex = currentClipSequenceIndex + 1;
if (nextIndex >= currentSkill.AnimationClips.Count)
return false;
currentClipSequenceIndex = nextIndex;
PlaySkillClip(currentSkill.AnimationClips[currentClipSequenceIndex]);
if (debugMode)
{
Debug.Log($"[Skill] Playing clip {currentClipSequenceIndex + 1}/{currentSkill.AnimationClips.Count}: {currentSkill.AnimationClips[currentClipSequenceIndex].name}");
}
return true;
}
/// <summary> /// <summary>
/// 반복 시전이 남아 있으면 다음 차수를 시작합니다. /// 반복 시전이 남아 있으면 다음 차수를 시작합니다.
/// </summary> /// </summary>
@@ -451,31 +508,6 @@ namespace Colosseum.Skills
PlaySkillClipClientRpc(registeredClips.IndexOf(clip)); PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
} }
/// <summary>
/// 종료 클립 재생
/// </summary>
private void PlayEndClip(AnimationClip clip)
{
if (baseSkillClip == null)
{
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
return;
}
var overrideController = new AnimatorOverrideController(baseController);
overrideController[baseSkillClip] = clip;
animator.runtimeAnimatorController = overrideController;
// 애니메이터 완전 리셋 후 재생
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
// 클라이언트에 클립 동기화
if (IsServer && IsSpawned)
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
}
/// <summary> /// <summary>
/// 기본 컨트롤러로 복원 /// 기본 컨트롤러로 복원
/// </summary> /// </summary>
@@ -652,7 +684,7 @@ namespace Colosseum.Skills
currentTriggeredAbnormalities.Clear(); currentTriggeredAbnormalities.Clear();
currentTriggeredTargetsBuffer.Clear(); currentTriggeredTargetsBuffer.Clear();
currentTargetOverride = null; currentTargetOverride = null;
waitingForEndAnimation = false; currentClipSequenceIndex = 0;
currentRepeatCount = 1; currentRepeatCount = 1;
currentIterationIndex = 0; currentIterationIndex = 0;
} }

View File

@@ -56,6 +56,120 @@ namespace Colosseum.Skills
[CreateAssetMenu(fileName = "NewSkill", menuName = "Colosseum/Skill")] [CreateAssetMenu(fileName = "NewSkill", menuName = "Colosseum/Skill")]
public class SkillData : ScriptableObject public class SkillData : ScriptableObject
{ {
private const string SkillAssetPrefix = "Data_Skill_";
private const string ClipAssetPrefix = "Anim_";
private const string AnimationsSearchPath = "Assets/_Game/Animations";
#if UNITY_EDITOR
/// <summary>
/// 레거시 마이그레이션 및 애니메이션 클립 자동 매칭.
/// 에디터에서 애셋 로드/수정 시 자동 실행됩니다.
/// </summary>
private void OnValidate()
{
MigrateLegacyClips();
RefreshAnimationClips();
}
/// <summary>
/// 기존 skillClip/endClip 데이터를 animationClips 리스트로 이관합니다.
/// </summary>
private void MigrateLegacyClips()
{
if (legacySkillClip == null && legacyEndClip == null)
return;
if (animationClips.Count > 0)
return;
if (legacySkillClip != null)
{
animationClips.Add(legacySkillClip);
legacySkillClip = null;
}
if (legacyEndClip != null)
{
animationClips.Add(legacyEndClip);
legacyEndClip = null;
}
UnityEditor.EditorUtility.SetDirty(this);
Debug.Log($"[SkillData] 레거시 클립을 animationClips로 이관 완료: {SkillName ?? name}", this);
}
/// <summary>
/// 애셋 이름 기반으로 매칭되는 애니메이션 클립을 자동 수집합니다.
/// SkillData 이름이 'Data_Skill_'으로 시작하면 'Anim_{key}_{순서}' 클립을 찾아 animationClips에 채웁니다.
/// </summary>
public void RefreshAnimationClips()
{
if (!name.StartsWith(SkillAssetPrefix))
return;
string key = name.Substring(SkillAssetPrefix.Length);
if (string.IsNullOrEmpty(key))
return;
string[] guids = UnityEditor.AssetDatabase.FindAssets("t:AnimationClip", new[] { AnimationsSearchPath });
var matchedClips = new List<(AnimationClip clip, int order)>();
for (int i = 0; i < guids.Length; i++)
{
string path = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]);
AnimationClip clip = UnityEditor.AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
if (clip == null) continue;
string clipName = clip.name;
if (!clipName.StartsWith(ClipAssetPrefix))
continue;
string remaining = clipName.Substring(ClipAssetPrefix.Length);
if (remaining == key)
{
// 정확 매칭 (순서 번호 없음) → 최우선
matchedClips.Add((clip, -1));
}
else if (remaining.StartsWith(key + "_"))
{
string suffix = remaining.Substring(key.Length + 1);
if (int.TryParse(suffix, out int order))
{
matchedClips.Add((clip, order));
}
}
}
if (matchedClips.Count == 0)
return;
// 정렬: 순서 번호 없음(-1) → 순서 번호 오름차순
matchedClips.Sort((a, b) => a.order.CompareTo(b.order));
// 변경이 있는 경우만 갱신 (무한 루프 방지)
bool changed = matchedClips.Count != animationClips.Count;
if (!changed)
{
for (int i = 0; i < matchedClips.Count; i++)
{
if (matchedClips[i].clip != animationClips[i])
{
changed = true;
break;
}
}
}
if (!changed) return;
animationClips.Clear();
for (int i = 0; i < matchedClips.Count; i++)
animationClips.Add(matchedClips[i].clip);
UnityEditor.EditorUtility.SetDirty(this);
}
#endif
[Header("기본 정보")] [Header("기본 정보")]
[SerializeField] private string skillName; [SerializeField] private string skillName;
[TextArea(2, 4)] [TextArea(2, 4)]
@@ -73,13 +187,15 @@ namespace Colosseum.Skills
[SerializeField] private SkillBaseType baseTypes = SkillBaseType.None; [SerializeField] private SkillBaseType baseTypes = SkillBaseType.None;
[Header("애니메이션")] [Header("애니메이션")]
[Tooltip("기본 Animator Controller의 'Skill' 상태에 덮어씌워질 클립")] [Tooltip("순차 재생할 클립 목록. 애셋 이름이 Data_Skill_ 접두사면 Anim_{이름}_{순서} 클립을 자동 수집합니다.")]
[SerializeField] private AnimationClip skillClip; [SerializeField] private List<AnimationClip> animationClips = new();
[Tooltip("종료 애니메이션 (선택)")]
[SerializeField] private AnimationClip endClip;
[Tooltip("애니메이션 재생 속도 (1 = 기본, 2 = 2배속)")] [Tooltip("애니메이션 재생 속도 (1 = 기본, 2 = 2배속)")]
[Min(0.1f)] [SerializeField] private float animationSpeed = 1f; [Min(0.1f)] [SerializeField] private float animationSpeed = 1f;
// 레거시 마이그레이션 (기존 skillClip/endClip 데이터 보존)
[SerializeField, HideInInspector] private AnimationClip legacySkillClip;
[SerializeField, HideInInspector] private AnimationClip legacyEndClip;
[Header("루트 모션")] [Header("루트 모션")]
[Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")] [Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")]
[SerializeField] private bool useRootMotion = false; [SerializeField] private bool useRootMotion = false;
@@ -123,8 +239,15 @@ namespace Colosseum.Skills
public SkillRoleType SkillRole => skillRole; public SkillRoleType SkillRole => skillRole;
public SkillActivationType ActivationType => activationType; public SkillActivationType ActivationType => activationType;
public SkillBaseType BaseTypes => baseTypes; public SkillBaseType BaseTypes => baseTypes;
public AnimationClip SkillClip => skillClip; /// <summary>
public AnimationClip EndClip => endClip; /// 순차 재생할 클립 목록입니다.
/// </summary>
public IReadOnlyList<AnimationClip> AnimationClips => animationClips;
/// <summary>
/// 첫 번째 클립 (레거시 호환성). 기존 코드에서 SkillClip을 참조하는 곳에서 사용됩니다.
/// </summary>
public AnimationClip SkillClip => animationClips.Count > 0 ? animationClips[0] : null;
public float AnimationSpeed => animationSpeed; public float AnimationSpeed => animationSpeed;
public float Cooldown => cooldown; public float Cooldown => cooldown;
public float ManaCost => manaCost; public float ManaCost => manaCost;