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new file mode 100644
index 00000000..ae387ecd
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diff --git a/Assets/Scenes/Test.unity b/Assets/Scenes/Test.unity
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diff --git a/Assets/Scripts/UI/SkillQuickSlotUI.cs b/Assets/Scripts/UI/SkillQuickSlotUI.cs
new file mode 100644
index 00000000..c14847af
--- /dev/null
+++ b/Assets/Scripts/UI/SkillQuickSlotUI.cs
@@ -0,0 +1,142 @@
+using UnityEngine;
+using Colosseum.Player;
+using Colosseum.Skills;
+
+namespace Colosseum.UI
+{
+ ///
+ /// 스킬 퀵슬롯 UI 관리자.
+ /// PlayerSkillInput과 연동하여 쿨타임, 마나 등을 표시합니다.
+ ///
+ public class SkillQuickSlotUI : MonoBehaviour
+ {
+ [Header("Skill Slots")]
+ [Tooltip("6개의 스킬 슬롯 UI (인덱스 순서대로)")]
+ [SerializeField] private SkillSlotUI[] skillSlots = new SkillSlotUI[6];
+
+ [Header("Debug")]
+ [SerializeField] private bool debugMode = false;
+
+ [Header("Keybind Labels")]
+ [Tooltip("키바인딩 표시 텍스트 (기본: Q, W, E, R, A, S)")]
+ [SerializeField] private string[] keyLabels = { "Q", "W", "E", "R", "A", "S" };
+
+ private PlayerSkillInput playerSkillInput;
+ private PlayerNetworkController networkController;
+
+ private void Start()
+ {
+ // 로컬 플레이어 찾기
+ FindLocalPlayer();
+ }
+
+ private void FindLocalPlayer()
+ {
+ var players = FindObjectsByType(FindObjectsSortMode.None);
+
+ if (players.Length == 0)
+ {
+ Debug.LogWarning("[SkillQuickSlotUI] No PlayerSkillInput found in scene");
+ return;
+ }
+
+ foreach (var player in players)
+ {
+ if (player.IsOwner)
+ {
+ playerSkillInput = player;
+ networkController = player.GetComponent();
+ Debug.Log($"[SkillQuickSlotUI] Found local player: {player.name}");
+ InitializeSlots();
+ return;
+ }
+ }
+
+ Debug.LogWarning("[SkillQuickSlotUI] No local player found (IsOwner = false)");
+ }
+
+ private void InitializeSlots()
+ {
+ if (playerSkillInput == null) return;
+
+ int initializedCount = 0;
+ for (int i = 0; i < skillSlots.Length && i < keyLabels.Length; i++)
+ {
+ SkillData skill = playerSkillInput.GetSkill(i);
+ string keyLabel = i < keyLabels.Length ? keyLabels[i] : (i + 1).ToString();
+
+ if (skillSlots[i] != null)
+ {
+ skillSlots[i].Initialize(i, skill, keyLabel);
+ if (skill != null) initializedCount++;
+ }
+ else
+ {
+ Debug.LogWarning($"[SkillQuickSlotUI] Slot {i} is not assigned");
+ }
+ }
+
+ Debug.Log($"[SkillQuickSlotUI] Initialized {initializedCount} skill slots");
+ }
+
+ private void Update()
+ {
+ if (playerSkillInput == null)
+ {
+ // 플레이어가 아직 없으면 다시 찾기 시도
+ FindLocalPlayer();
+ return;
+ }
+
+ UpdateSlotStates();
+ }
+
+ private float debugLogTimer = 0f;
+
+ private void UpdateSlotStates()
+ {
+ bool shouldLog = debugMode && Time.time > debugLogTimer;
+ if (shouldLog) debugLogTimer = Time.time + 1f;
+
+ for (int i = 0; i < skillSlots.Length; i++)
+ {
+ if (skillSlots[i] == null) continue;
+
+ SkillData skill = playerSkillInput.GetSkill(i);
+ if (skill == null) continue;
+
+ float remainingCooldown = playerSkillInput.GetRemainingCooldown(i);
+ float totalCooldown = skill.Cooldown;
+ bool hasEnoughMana = networkController == null || networkController.Mana >= skill.ManaCost;
+
+ if (shouldLog && remainingCooldown > 0f)
+ {
+ Debug.Log($"[SkillQuickSlotUI] Slot {i}: {skill.SkillName}, CD: {remainingCooldown:F1}/{totalCooldown:F1}");
+ }
+
+ skillSlots[i].UpdateState(remainingCooldown, totalCooldown, hasEnoughMana);
+ }
+ }
+
+ ///
+ /// 플레이어 참조 수동 설정 (씬 전환 등에서 사용)
+ ///
+ public void SetPlayer(PlayerSkillInput player)
+ {
+ playerSkillInput = player;
+ networkController = player?.GetComponent();
+ InitializeSlots();
+ }
+
+ ///
+ /// 특정 슬롯의 스킬 변경
+ ///
+ public void UpdateSkillSlot(int slotIndex, SkillData skill)
+ {
+ if (slotIndex < 0 || slotIndex >= skillSlots.Length) return;
+
+ string keyLabel = slotIndex < keyLabels.Length ? keyLabels[slotIndex] : (slotIndex + 1).ToString();
+ skillSlots[slotIndex].Initialize(slotIndex, skill, keyLabel);
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta b/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta
new file mode 100644
index 00000000..739cb0fb
--- /dev/null
+++ b/Assets/Scripts/UI/SkillQuickSlotUI.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 637160b507db7634aba029b1624bc4a5
\ No newline at end of file
diff --git a/Assets/Scripts/UI/SkillSlotUI.cs b/Assets/Scripts/UI/SkillSlotUI.cs
new file mode 100644
index 00000000..a8f70bd1
--- /dev/null
+++ b/Assets/Scripts/UI/SkillSlotUI.cs
@@ -0,0 +1,175 @@
+using UnityEngine;
+using UnityEngine.UI;
+using TMPro;
+using Colosseum.Skills;
+
+namespace Colosseum.UI
+{
+ ///
+ /// 개별 스킬 슬롯 UI
+ ///
+ public class SkillSlotUI : MonoBehaviour
+ {
+ [Header("References")]
+ [SerializeField] private Image iconImage;
+ [SerializeField] private Image cooldownOverlay;
+ [SerializeField] private TMP_Text cooldownText;
+ [SerializeField] private TMP_Text keybindText;
+
+ [Header("Settings")]
+ [SerializeField] private Color availableColor = Color.white;
+ [SerializeField] private Color cooldownColor = new Color(0.2f, 0.2f, 0.2f, 0.9f);
+ [SerializeField] private Color noManaColor = new Color(0.5f, 0.2f, 0.2f, 0.8f);
+
+ private SkillData skill;
+ private int slotIndex;
+ private bool useIconForCooldown = false;
+ private Animator cooldownAnimator; // 쿨다운 오버레이를 제어하는 Animator
+ private GameObject cooldownContainer; // 쿨다운 오버레이의 부모 GameObject (Cooldown)
+
+ public int SlotIndex => slotIndex;
+
+ private void Awake()
+ {
+ if (cooldownOverlay == null)
+ {
+ useIconForCooldown = true;
+ }
+ else if (cooldownOverlay.type != Image.Type.Filled)
+ {
+ useIconForCooldown = true;
+ }
+ else
+ {
+ // 쿨다운 오버레이의 상위 GameObject에 있는 Animator 찾기
+ // 구조: CooldownItem (Animator) -> Cooldown -> SPR_Cooldown (Image)
+ cooldownAnimator = cooldownOverlay.GetComponentInParent();
+
+ // Animator가 Cooldown GameObject를 제어하므로
+ // 쿨다운 표시를 위해 Animator를 비활성화하고 수동으로 제어
+ if (cooldownAnimator != null)
+ {
+ cooldownAnimator.enabled = false;
+
+ // Animator가 제어하던 Cooldown GameObject 찾기
+ // SPR_Cooldown의 부모가 Cooldown
+ cooldownContainer = cooldownOverlay.transform.parent?.gameObject;
+ }
+
+ // 쿨다운 오버레이 초기화
+ cooldownOverlay.fillAmount = 0f;
+ cooldownOverlay.enabled = false;
+
+ // Cooldown 컨테이너 비활성화
+ if (cooldownContainer != null)
+ {
+ cooldownContainer.SetActive(false);
+ }
+ }
+ }
+
+ public void Initialize(int index, SkillData skillData, string keyLabel)
+ {
+ slotIndex = index;
+ skill = skillData;
+
+ if (keybindText != null)
+ keybindText.text = keyLabel;
+
+ if (skill != null && iconImage != null)
+ {
+ iconImage.sprite = skill.Icon;
+ iconImage.enabled = true;
+ iconImage.color = availableColor;
+ }
+ else if (iconImage != null)
+ {
+ iconImage.enabled = false;
+ }
+
+ Debug.Log($"[SkillSlotUI] Init slot {index}: skill={skillData?.SkillName}, useIcon={useIconForCooldown}");
+ }
+
+ public void UpdateState(float cooldownRemaining, float cooldownTotal, bool hasEnoughMana)
+ {
+ if (skill == null)
+ {
+ if (cooldownContainer != null) cooldownContainer.SetActive(false);
+ if (cooldownOverlay != null) cooldownOverlay.enabled = false;
+ if (cooldownText != null) cooldownText.text = "";
+ return;
+ }
+
+ if (cooldownRemaining > 0f)
+ {
+ float ratio = cooldownRemaining / cooldownTotal;
+
+ if (useIconForCooldown && iconImage != null)
+ {
+ // 아이콘 색상으로 쿨다운 표시
+ float brightness = Mathf.Lerp(0.3f, 1f, 1f - ratio);
+ iconImage.color = new Color(brightness, brightness, brightness, 1f);
+ }
+ else if (cooldownOverlay != null)
+ {
+ // Cooldown 컨테이너 활성화
+ if (cooldownContainer != null && !cooldownContainer.activeSelf)
+ {
+ cooldownContainer.SetActive(true);
+ }
+
+ // Image 컴포넌트 활성화
+ cooldownOverlay.enabled = true;
+ cooldownOverlay.fillAmount = ratio;
+ }
+
+ if (cooldownText != null)
+ {
+ cooldownText.text = cooldownRemaining < 1f
+ ? $"{cooldownRemaining:F1}"
+ : $"{Mathf.CeilToInt(cooldownRemaining)}";
+ }
+ }
+ else
+ {
+ // 쿨다운 완료
+ if (useIconForCooldown && iconImage != null)
+ {
+ iconImage.color = hasEnoughMana ? availableColor : noManaColor;
+ }
+ else if (cooldownOverlay != null)
+ {
+ // Image 컴포넌트 비활성화
+ cooldownOverlay.enabled = false;
+
+ // Cooldown 컨테이너 비활성화
+ if (cooldownContainer != null)
+ {
+ cooldownContainer.SetActive(false);
+ }
+ }
+
+ if (cooldownText != null)
+ {
+ cooldownText.text = "";
+ }
+ }
+ }
+
+ public void SetSkill(SkillData skillData)
+ {
+ skill = skillData;
+
+ if (skill != null && iconImage != null)
+ {
+ iconImage.sprite = skill.Icon;
+ iconImage.enabled = true;
+ iconImage.color = availableColor;
+ }
+ else if (iconImage != null)
+ {
+ iconImage.enabled = false;
+ }
+ }
+ }
+}
diff --git a/Assets/Scripts/UI/SkillSlotUI.cs.meta b/Assets/Scripts/UI/SkillSlotUI.cs.meta
new file mode 100644
index 00000000..450246fc
--- /dev/null
+++ b/Assets/Scripts/UI/SkillSlotUI.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
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\ No newline at end of file
diff --git a/Assets/Skills/DodgeRoll_Sword.asset b/Assets/Skills/DodgeRoll_Sword.asset
index f51c76d2..9cd98623 100644
--- a/Assets/Skills/DodgeRoll_Sword.asset
+++ b/Assets/Skills/DodgeRoll_Sword.asset
@@ -14,11 +14,11 @@ MonoBehaviour:
m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillData
skillName: "\uAD6C\uB974\uAE30"
description:
- icon: {fileID: 0}
+ icon: {fileID: 21300000, guid: 2b3889a2bb9beb444adf6734821e1c02, type: 3}
skillClip: {fileID: -14460799136228694, guid: d6d51384d6dd17a419c1d8e2a1c0c875, type: 3}
endClip: {fileID: 0}
useRootMotion: 1
ignoreRootMotionY: 1
- cooldown: 1
+ cooldown: 10
manaCost: 0
effects: []