feat: 아군 타게팅 시스템 구현 — SingleAlly 투사체형 치유/보호막

- 치유/보호막 스킬을 즉발 자가시전에서 투사체형 아군 1인 타겟팅으로 전환

- TargetType.SingleAlly 추가, targetOverride 매개변수로 외부 타겟 주입 지원

- PlayerSkillInput: 카메라 레이캐스트 기반 아군 탐지, 서버 검증, RPC 타겟 ID 전달

- AllyTargetIndicator: 호버 아군 위에 디스크 인디케이터 표시, 사거리/초과 색상 변경

- SpawnEffect: 타겟 방향 회전 보정

- 투사체 스폰 이펙트 에셋 생성 (치유/보호막 각각)

- 인디케이터 프리팹 + URP/Unlit 머티리얼 생성

- Player 프리팹에 AllyTargetIndicator 컴포넌트 추가 및 설정

- Input.mousePosition → Mouse.current.position.ReadValue() 수정 (Input System 호환)
This commit is contained in:
2026-03-31 23:06:13 +09:00
parent 2c6a65d406
commit 8cd2623163
16 changed files with 6744 additions and 112 deletions

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using System;
using System.Collections;
using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Colosseum.Player
{
/// <summary>
/// 아군 타게팅 시스템의 시각적 데모 + 설정 검증.
/// BalanceDummy 씬에서 TrainingDummy를 임시 아군으로 만들고,
/// 인디케이터 프리팹 표시 → 치유 스킬 투사체 발사를 실제로 보여줍니다.
/// </summary>
public class AllyTargetingDebugTest : MonoBehaviour
{
[Header("테스트 설정")]
[Tooltip("가짜 아군으로 사용할 GameObject 이름")]
[SerializeField] private string allyTargetName = "TrainingDummy";
[Tooltip("치유 스킬 에셋 경로")]
[SerializeField] private string healSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
[Tooltip("보호막 스킬 에셋 경로")]
[SerializeField] private string shieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
[Tooltip("인디케이터 높이 오프셋")]
[Min(0f)] [SerializeField] private float indicatorHeight = 2.2f;
[Tooltip("시작 지연 (초)")]
[Min(0.5f)] [SerializeField] private float startDelay = 2f;
// 복원용
private TeamType originalTeamType;
private GameObject spawnedIndicator;
private GameObject allyObject;
private void Start()
{
Debug.Log("═══════════════════════════════════════════════════");
Debug.Log("[AllyTargetDemo] 아군 타게팅 시각적 데모 시작");
Debug.Log("═══════════════════════════════════════════════════");
StartCoroutine(RunDemo());
}
private void OnDestroy()
{
// 플레이 종료 시 복원
if (allyObject != null)
{
RestoreTeam();
DestroyIndicator();
}
}
private IEnumerator RunDemo()
{
yield return new WaitForSeconds(startDelay);
var player = FindPlayer();
if (player == null)
{
Debug.LogError("[AllyTargetDemo] 플레이어를 찾을 수 없습니다.");
EndDemo();
yield break;
}
allyObject = GameObject.Find(allyTargetName);
if (allyObject == null)
{
Debug.LogError($"[AllyTargetDemo] '{allyTargetName}'을(를) 찾을 수 없습니다.");
EndDemo();
yield break;
}
// ── 1. TrainingDummy 팀을 임시 Player로 변경 ──
var allyTeam = allyObject.GetComponent<Team>();
if (allyTeam == null)
{
Debug.LogError($"[AllyTargetDemo] {allyTargetName}에 Team 컴포넌트가 없습니다.");
EndDemo();
yield break;
}
originalTeamType = allyTeam.TeamType;
SetTeamType(allyTeam, TeamType.Player);
Debug.Log($"[AllyTargetDemo] {allyTargetName} 팀 변경: {originalTeamType} → Player");
// 거리 로그
float dist = Vector3.Distance(player.transform.position, allyObject.transform.position);
Debug.Log($"[AllyTargetDemo] 플레이어 ↔ 아군 거리: {dist:F1}m");
// ── 2. 인디케이터 프리팹 표시 (초록색) ──
yield return ShowIndicator(player, allyObject);
// ── 3. 2초 대기 (인디케이터 관찰 시간) ──
Debug.Log("[AllyTargetDemo] ▶ 인디케이터 표시 중... 2초 대기");
yield return new WaitForSeconds(2f);
// ── 4. 인디케이터 색상 빨간색으로 변경 (거리 초과 시뮬레이션) ──
yield return ChangeIndicatorColor(new Color(1f, 0.3f, 0.3f, 0.8f));
Debug.Log("[AllyTargetDemo] ▶ 인디케이터 빨간색으로 변경 (거리 초과 시뮬) — 2초 대기");
yield return new WaitForSeconds(2f);
// ── 5. 인디케이터 제거 후 잠시 대기 ──
DestroyIndicator();
Debug.Log("[AllyTargetDemo] ▶ 인디케이터 제거");
yield return new WaitForSeconds(1f);
// ── 6. 치유 스킬 실행 (투사체 발사) ──
Debug.Log("[AllyTargetDemo] ▶ 치유 스킬 투사체 발사...");
yield return ExecuteSkillVisual(player, allyObject, healSkillPath, "치유");
yield return new WaitForSeconds(3f);
// ── 7. 보호막 스킬 실행 (투사체 발사) ──
Debug.Log("[AllyTargetDemo] ▶ 보호막 스킬 투사체 발사...");
yield return ExecuteSkillVisual(player, allyObject, shieldSkillPath, "보호막");
yield return new WaitForSeconds(3f);
// ── 8. 인디케이터 다시 표시 (복원 데모) ──
yield return ShowIndicator(player, allyObject);
Debug.Log("[AllyTargetDemo] ▶ 인디케이터 최종 표시 — 3초 후 종료");
yield return new WaitForSeconds(3f);
// ── 9. 정리 ──
DestroyIndicator();
RestoreTeam();
Debug.Log("[AllyTargetDemo] 팀 복원 완료");
Debug.Log("═══════════════════════════════════════════════════");
Debug.Log("<color=green>[AllyTargetDemo] 데모 완료</color>");
Debug.Log("═══════════════════════════════════════════════════");
EndDemo();
}
#region
private IEnumerator ShowIndicator(GameObject player, GameObject ally)
{
// 플레이어의 AllyTargetIndicator에서 프리팹 참조 가져오기
var indicator = player.GetComponent<UI.AllyTargetIndicator>();
if (indicator == null)
{
Debug.LogError("[AllyTargetDemo] AllyTargetIndicator 컴포넌트가 없습니다.");
yield break;
}
var prefabField = typeof(UI.AllyTargetIndicator).GetField("indicatorPrefab",
BindingFlags.NonPublic | BindingFlags.Instance);
if (prefabField == null)
{
Debug.LogError("[AllyTargetDemo] indicatorPrefab 필드 접근 실패.");
yield break;
}
var prefab = prefabField.GetValue(indicator) as GameObject;
if (prefab == null)
{
Debug.LogError("[AllyTargetDemo] indicatorPrefab이 null입니다.");
yield break;
}
// 아군 머리 위에 인스턴스화
Vector3 pos = ally.transform.position;
pos.y += indicatorHeight;
spawnedIndicator = Instantiate(prefab, pos, Quaternion.Euler(90f, 0f, 0f));
// 초록색으로 설정
var renderer = spawnedIndicator.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = new Color(0.2f, 1f, 0.2f, 0.8f);
}
Debug.Log($"[AllyTargetDemo] 인디케이터 표시: {prefab.name} @ {ally.name} (y+{indicatorHeight})");
yield return null;
}
private IEnumerator ChangeIndicatorColor(Color color)
{
if (spawnedIndicator == null) yield break;
var renderer = spawnedIndicator.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = color;
Debug.Log($"[AllyTargetDemo] 인디케이터 색상 변경: ({color.r:F1}, {color.g:F1}, {color.b:F1}, {color.a:F1})");
}
yield return null;
}
private IEnumerator ExecuteSkillVisual(GameObject player, GameObject ally, string skillPath, string skillLabel)
{
#if UNITY_EDITOR
var skillData = AssetDatabase.LoadAssetAtPath<Skills.SkillData>(skillPath);
if (skillData == null)
{
Debug.LogError($"[AllyTargetDemo] 스킬 로드 실패: {skillPath}");
yield break;
}
var entry = Skills.SkillLoadoutEntry.CreateTemporary(skillData);
bool hasSingleAlly = entry.HasEffectWithTargetType(Skills.TargetType.SingleAlly);
Debug.Log($"[AllyTargetDemo] {skillLabel}: SingleAlly 효과 있음={hasSingleAlly}");
var skillController = player.GetComponent<Skills.SkillController>();
if (skillController == null)
{
Debug.LogError("[AllyTargetDemo] SkillController가 없습니다.");
yield break;
}
if (skillController.IsExecutingSkill)
{
Debug.LogWarning($"[AllyTargetDemo] 스킬 실행 중 — 대기");
yield return new WaitUntil(() => !skillController.IsExecutingSkill);
}
// 플레이어를 아군 방향으로 회전
Vector3 direction = (ally.transform.position - player.transform.position);
direction.y = 0;
if (direction.sqrMagnitude > 0.001f)
{
player.transform.rotation = Quaternion.LookRotation(direction);
}
Debug.Log($"[AllyTargetDemo] {skillLabel} 실행 → 타겟: {ally.name}");
bool success = skillController.ExecuteSkill(entry, ally);
if (success)
Debug.Log($"<color=green>[AllyTargetDemo] {skillLabel} 스킬 발동 성공 — 투사체 확인!</color>");
else
Debug.LogError($"<AllyTargetDemo] {skillLabel} 스킬 발동 실패");
#else
Debug.LogError("[AllyTargetDemo] 에디터 전용");
#endif
yield return null;
}
#endregion
#region
private static GameObject FindPlayer()
{
var controllers = FindObjectsOfType<PlayerNetworkController>();
return controllers.Length > 0 ? controllers[0].gameObject : null;
}
private static void SetTeamType(Team team, TeamType type)
{
var field = typeof(Team).GetField("teamType",
BindingFlags.NonPublic | BindingFlags.Instance);
field?.SetValue(team, type);
}
private void RestoreTeam()
{
if (allyObject == null) return;
var allyTeam = allyObject.GetComponent<Team>();
if (allyTeam != null)
{
SetTeamType(allyTeam, originalTeamType);
Debug.Log($"[AllyTargetDemo] 팀 복원: {allyObject.name} → {originalTeamType}");
}
}
private void DestroyIndicator()
{
if (spawnedIndicator != null)
{
Destroy(spawnedIndicator);
spawnedIndicator = null;
}
}
private static void EndDemo()
{
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#endif
}
#endregion
}
}

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@@ -4,6 +4,7 @@ using Unity.Netcode;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Colosseum;
using Colosseum.Skills; using Colosseum.Skills;
using Colosseum.Passives; using Colosseum.Passives;
using Colosseum.Weapons; using Colosseum.Weapons;
@@ -77,6 +78,16 @@ namespace Colosseum.Player
[Tooltip("행동 상태 관리자 (없으면 자동 검색)")] [Tooltip("행동 상태 관리자 (없으면 자동 검색)")]
[SerializeField] private PlayerActionState actionState; [SerializeField] private PlayerActionState actionState;
[Header("아군 타게팅 설정")]
[Tooltip("아군 탐지용 레이캐스트 레이어")]
[SerializeField] private LayerMask allyDetectionLayers;
[Tooltip("아군 타게팅 최대 사거리 (0이면 무제한)")]
[Min(0f)] [SerializeField] private float allyTargetMaxRange = 30f;
[Tooltip("시야 차단 확인 여부")]
[SerializeField] private bool requireLineOfSight = true;
[Tooltip("시야 차단 확인용 레이어 (벽, 바닥 등)")]
[SerializeField] private LayerMask lineOfSightBlockLayers;
private InputSystem_Actions inputActions; private InputSystem_Actions inputActions;
private bool gameplayInputEnabled = true; private bool gameplayInputEnabled = true;
@@ -305,14 +316,27 @@ namespace Colosseum.Player
} }
// 서버에 스킬 실행 요청 // 서버에 스킬 실행 요청
RequestSkillExecutionRpc(slotIndex); // SingleAlly 스킬인 경우 커서 방향으로 아군 탐지
ulong targetNetworkObjectId = 0;
if (loadoutEntry != null && loadoutEntry.HasEffectWithTargetType(TargetType.SingleAlly))
{
GameObject allyTarget = RaycastForAllyTarget();
if (allyTarget != null)
{
var networkObject = allyTarget.GetComponent<NetworkObject>();
if (networkObject != null)
targetNetworkObjectId = networkObject.NetworkObjectId;
}
}
RequestSkillExecutionRpc(slotIndex, targetNetworkObjectId);
} }
/// <summary> /// <summary>
/// 서버에 스킬 실행 요청 /// 서버에 스킬 실행 요청
/// </summary> /// </summary>
[Rpc(SendTo.Server)] [Rpc(SendTo.Server)]
private void RequestSkillExecutionRpc(int slotIndex) private void RequestSkillExecutionRpc(int slotIndex, ulong targetNetworkObjectId = 0)
{ {
if (slotIndex < 0 || slotIndex >= skillSlots.Length) if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return; return;
@@ -333,6 +357,13 @@ namespace Colosseum.Player
if (networkController != null && networkController.Mana < actualManaCost) if (networkController != null && networkController.Mana < actualManaCost)
return; return;
// 서버에서 타겟 유효성 검증
if (targetNetworkObjectId != 0 && !ValidateAllyTargetOnServer(targetNetworkObjectId))
{
Debug.Log($"[Target] 아군 타겟 검증 실패. Self로 대체합니다.");
targetNetworkObjectId = 0;
}
// 마나 소모 (무기 배율 적용) // 마나 소모 (무기 배율 적용)
if (networkController != null && actualManaCost > 0) if (networkController != null && actualManaCost > 0)
{ {
@@ -340,14 +371,14 @@ namespace Colosseum.Player
} }
// 모든 클라이언트에 스킬 실행 전파 // 모든 클라이언트에 스킬 실행 전파
BroadcastSkillExecutionRpc(slotIndex); BroadcastSkillExecutionRpc(slotIndex, targetNetworkObjectId);
} }
/// <summary> /// <summary>
/// 모든 클라이언트에 스킬 실행 전파 /// 모든 클라이언트에 스킬 실행 전파
/// </summary> /// </summary>
[Rpc(SendTo.ClientsAndHost)] [Rpc(SendTo.ClientsAndHost)]
private void BroadcastSkillExecutionRpc(int slotIndex) private void BroadcastSkillExecutionRpc(int slotIndex, ulong targetNetworkObjectId = 0)
{ {
if (slotIndex < 0 || slotIndex >= skillSlots.Length) if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return; return;
@@ -356,8 +387,11 @@ namespace Colosseum.Player
SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null; SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
if (skill == null) return; if (skill == null) return;
// 타겟 오버라이드 해석
GameObject targetOverride = ResolveTargetFromNetworkId(targetNetworkObjectId);
// 모든 클라이언트에서 스킬 실행 (애니메이션 포함) // 모든 클라이언트에서 스킬 실행 (애니메이션 포함)
skillController.ExecuteSkill(loadoutEntry); skillController.ExecuteSkill(loadoutEntry, targetOverride);
} }
/// <summary> /// <summary>
@@ -669,6 +703,126 @@ namespace Colosseum.Player
} }
} }
#region
/// <summary>
/// 카메라에서 커서 방향으로 레이캐스트하여 아군 GameObject를 탐색합니다.
/// SingleAlly 스킬 입력 시 호출됩니다.
/// </summary>
private GameObject RaycastForAllyTarget()
{
Camera mainCamera = Camera.main;
if (mainCamera == null)
{
Debug.LogWarning("[Target] Camera.main을 찾을 수 없습니다.");
return null;
}
if (allyDetectionLayers.value == 0)
{
Debug.LogWarning("[Target] allyDetectionLayers가 설정되지 않았습니다.");
return null;
}
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
float maxDistance = allyTargetMaxRange > 0f ? allyTargetMaxRange : Mathf.Infinity;
if (!Physics.Raycast(ray, out RaycastHit hit, maxDistance, allyDetectionLayers))
return null;
GameObject hitObject = hit.collider.gameObject;
// 팀 체크: 아군만 타겟
if (!Team.IsSameTeam(gameObject, hitObject))
return null;
// 생존 체크: 사망한 아군은 타겟 불가
var damageable = hitObject.GetComponent<Combat.IDamageable>();
if (damageable != null && damageable.IsDead)
return null;
// 시야 차단 체크
if (requireLineOfSight && lineOfSightBlockLayers.value != 0)
{
Vector3 casterPos = transform.position + Vector3.up * 1.5f;
Vector3 targetPos = hitObject.transform.position + Vector3.up * 1.5f;
Vector3 direction = targetPos - casterPos;
float distance = direction.magnitude;
if (Physics.Raycast(casterPos, direction.normalized, out RaycastHit losHit, distance, lineOfSightBlockLayers))
{
if (losHit.collider.gameObject != hitObject)
return null;
}
}
return hitObject;
}
/// <summary>
/// 서버에서 아군 타겟의 유효성을 검증합니다.
/// 팀, 거리, 생존 상태를 확인합니다.
/// </summary>
private bool ValidateAllyTargetOnServer(ulong targetNetworkObjectId)
{
if (targetNetworkObjectId == 0)
return false;
GameObject target = ResolveTargetFromNetworkId(targetNetworkObjectId);
if (target == null)
{
Debug.LogWarning("[Target] NetworkObjectId를 GameObject로 변환할 수 없습니다.");
return false;
}
// 팀 검증
if (!Team.IsSameTeam(gameObject, target))
{
Debug.LogWarning($"[Target] 타겟 팀 불일치: {target.name}");
return false;
}
// 생존 검증
var damageable = target.GetComponent<Combat.IDamageable>();
if (damageable != null && damageable.IsDead)
{
Debug.LogWarning($"[Target] 타겟 사망 상태: {target.name}");
return false;
}
// 거리 검증
if (allyTargetMaxRange > 0f)
{
float distance = Vector3.Distance(transform.position, target.transform.position);
if (distance > allyTargetMaxRange)
{
Debug.LogWarning($"[Target] 타겟 거리 초과: {distance:F1}m (max={allyTargetMaxRange}m)");
return false;
}
}
return true;
}
/// <summary>
/// NetworkObjectId로부터 GameObject를 해석합니다.
/// </summary>
private static GameObject ResolveTargetFromNetworkId(ulong targetNetworkObjectId)
{
if (targetNetworkObjectId == 0)
return null;
if (NetworkManager.Singleton == null)
return null;
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetNetworkObjectId, out NetworkObject networkObject))
return networkObject != null ? networkObject.gameObject : null;
return null;
}
#endregion
#if UNITY_EDITOR #if UNITY_EDITOR
/// <summary> /// <summary>
/// MPP 환경에서는 메인 에디터에 탱커, 가상 플레이어 복제본에 지원 프리셋을 자동 적용합니다. /// MPP 환경에서는 메인 에디터에 탱커, 가상 플레이어 복제본에 지원 프리셋을 자동 적용합니다.

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@@ -87,13 +87,18 @@ namespace Colosseum.Skills.Effects
private Quaternion GetSpawnRotation(GameObject caster, GameObject target) private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
{ {
if (target != null && (spawnLocation == SpawnLocation.Target || spawnLocation == SpawnLocation.CasterForward)) // target이 있으면 항상 target 방향 우선 (SingleAlly 타게팅 지원)
if (target != null && target != caster)
{ {
Vector3 lookDirection = target.transform.position - caster.transform.position; Vector3 lookDirection = target.transform.position - caster.transform.position;
if (lookDirection.sqrMagnitude > 0.0001f) if (lookDirection.sqrMagnitude > 0.0001f)
return Quaternion.LookRotation(lookDirection); return Quaternion.LookRotation(lookDirection);
} }
// target이 없으면 spawnLocation 기준
if (spawnLocation == SpawnLocation.Target)
return caster.transform.rotation;
return caster.transform.rotation; return caster.transform.rotation;
} }
} }

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@@ -65,6 +65,7 @@ namespace Colosseum.Skills
private bool waitingForEndAnimation; // EndAnimation 종료 대기 중 private bool waitingForEndAnimation; // EndAnimation 종료 대기 중
private int currentRepeatCount = 1; private int currentRepeatCount = 1;
private int currentIterationIndex = 0; private int currentIterationIndex = 0;
private GameObject currentTargetOverride;
// 쿨타임 추적 // 쿨타임 추적
private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>(); private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>();
@@ -80,6 +81,7 @@ namespace Colosseum.Skills
public Animator Animator => animator; public Animator Animator => animator;
public SkillCancelReason LastCancelReason => lastCancelReason; public SkillCancelReason LastCancelReason => lastCancelReason;
public string LastCancelledSkillName => lastCancelledSkillName; public string LastCancelledSkillName => lastCancelledSkillName;
public GameObject CurrentTargetOverride => currentTargetOverride;
private void Awake() private void Awake()
{ {
@@ -152,6 +154,25 @@ namespace Colosseum.Skills
/// 슬롯 엔트리 기준으로 스킬 시전 /// 슬롯 엔트리 기준으로 스킬 시전
/// </summary> /// </summary>
public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry) public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry)
{
currentTargetOverride = null;
return ExecuteSkillInternal(loadoutEntry);
}
/// <summary>
/// 타겟 오버라이드와 함께 스킬 시전.
/// SingleAlly 타입 효과에서 외부 타겟을 사용할 때 호출합니다.
/// </summary>
public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry, GameObject targetOverride)
{
currentTargetOverride = targetOverride;
return ExecuteSkillInternal(loadoutEntry);
}
/// <summary>
/// 스킬 시전 공통 로직
/// </summary>
private bool ExecuteSkillInternal(SkillLoadoutEntry loadoutEntry)
{ {
SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null; SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
if (skill == null) if (skill == null)
@@ -217,7 +238,7 @@ namespace Colosseum.Skills
continue; continue;
if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})"); if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject); effect.ExecuteOnCast(gameObject, currentTargetOverride);
} }
if (currentCastStartAbnormalities.Count <= 0) if (currentCastStartAbnormalities.Count <= 0)
@@ -266,7 +287,7 @@ namespace Colosseum.Skills
continue; continue;
if (debugMode) Debug.Log($"[Skill] Immediate self effect: {effect.name} (index {i})"); if (debugMode) Debug.Log($"[Skill] Immediate self effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject); effect.ExecuteOnCast(gameObject, currentTargetOverride);
} }
} }
@@ -478,7 +499,7 @@ namespace Colosseum.Skills
effect.DrawDebugRange(gameObject, debugDrawDuration); effect.DrawDebugRange(gameObject, debugDrawDuration);
} }
effect.ExecuteOnCast(gameObject); effect.ExecuteOnCast(gameObject, currentTargetOverride);
} }
ApplyTriggeredAbnormalities(index, effects); ApplyTriggeredAbnormalities(index, effects);
@@ -564,6 +585,7 @@ namespace Colosseum.Skills
currentCastStartAbnormalities.Clear(); currentCastStartAbnormalities.Clear();
currentTriggeredAbnormalities.Clear(); currentTriggeredAbnormalities.Clear();
currentTriggeredTargetsBuffer.Clear(); currentTriggeredTargetsBuffer.Clear();
currentTargetOverride = null;
waitingForEndAnimation = false; waitingForEndAnimation = false;
currentRepeatCount = 1; currentRepeatCount = 1;
currentIterationIndex = 0; currentIterationIndex = 0;
@@ -589,7 +611,7 @@ namespace Colosseum.Skills
if (effect == null || effect.TargetType == TargetType.Self) if (effect == null || effect.TargetType == TargetType.Self)
continue; continue;
effect.CollectTargets(gameObject, currentTriggeredTargetsBuffer); effect.CollectTargets(gameObject, currentTriggeredTargetsBuffer, currentTargetOverride);
} }
if (currentTriggeredTargetsBuffer.Count == 0) if (currentTriggeredTargetsBuffer.Count == 0)

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@@ -13,7 +13,7 @@ namespace Colosseum.Skills
public abstract class SkillEffect : ScriptableObject public abstract class SkillEffect : ScriptableObject
{ {
[Header("대상 설정")] [Header("대상 설정")]
[Tooltip("Self: 시전자, Area: 범위 내 대상")] [Tooltip("Self: 시전자, Area: 범위 내 대상, SingleAlly: 아군 1인 (외부에서 타겟 주입)")]
[SerializeField] protected TargetType targetType = TargetType.Self; [SerializeField] protected TargetType targetType = TargetType.Self;
[Header("Area Settings (TargetType이 Area일 때)")] [Header("Area Settings (TargetType이 Area일 때)")]
@@ -49,10 +49,10 @@ namespace Colosseum.Skills
/// <summary> /// <summary>
/// 스킬 시전 시 호출 /// 스킬 시전 시 호출
/// </summary> /// </summary>
public void ExecuteOnCast(GameObject caster) public void ExecuteOnCast(GameObject caster, GameObject targetOverride = null)
{ {
List<GameObject> targets = new List<GameObject>(); List<GameObject> targets = new List<GameObject>();
CollectTargets(caster, targets); CollectTargets(caster, targets, targetOverride);
for (int i = 0; i < targets.Count; i++) for (int i = 0; i < targets.Count; i++)
{ {
@@ -64,7 +64,7 @@ namespace Colosseum.Skills
/// 현재 효과가 영향을 줄 대상 목록을 수집합니다. /// 현재 효과가 영향을 줄 대상 목록을 수집합니다.
/// 젬의 적중 이상상태 적용 등에서 동일한 타겟 해석을 재사용하기 위한 경로입니다. /// 젬의 적중 이상상태 적용 등에서 동일한 타겟 해석을 재사용하기 위한 경로입니다.
/// </summary> /// </summary>
public void CollectTargets(GameObject caster, List<GameObject> destination) public void CollectTargets(GameObject caster, List<GameObject> destination, GameObject targetOverride = null)
{ {
if (caster == null || destination == null) if (caster == null || destination == null)
return; return;
@@ -78,6 +78,13 @@ namespace Colosseum.Skills
case TargetType.Area: case TargetType.Area:
CollectAreaTargets(caster, destination); CollectAreaTargets(caster, destination);
break; break;
case TargetType.SingleAlly:
if (targetOverride != null && IsCorrectTeam(caster, targetOverride))
AddUniqueTarget(destination, targetOverride);
else
AddUniqueTarget(destination, caster);
break;
} }
} }
@@ -275,7 +282,8 @@ namespace Colosseum.Skills
public enum TargetType public enum TargetType
{ {
Self, Self,
Area Area,
SingleAlly
} }
public enum TargetTeam public enum TargetTeam

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@@ -489,6 +489,60 @@ namespace Colosseum.Skills
return true; return true;
} }
/// <summary>
/// 이 로드아웃에 지정한 TargetType을 사용하는 효과가 있는지 확인합니다.
/// 기반 스킬과 장착된 젬의 모든 효과를 검사합니다.
/// </summary>
public bool HasEffectWithTargetType(TargetType type)
{
if (baseSkill != null)
{
if (baseSkill.CastStartEffects != null && CheckEffectsForTargetType(baseSkill.CastStartEffects, type))
return true;
if (baseSkill.Effects != null && CheckEffectsForTargetType(baseSkill.Effects, type))
return true;
}
if (socketedGems == null)
return false;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null) continue;
if (gem.CastStartEffects != null && CheckEffectsForTargetType(gem.CastStartEffects, type))
return true;
if (gem.TriggeredEffects != null)
{
for (int j = 0; j < gem.TriggeredEffects.Count; j++)
{
SkillGemTriggeredEffectEntry entry = gem.TriggeredEffects[j];
if (entry == null || entry.Effects == null) continue;
if (CheckEffectsForTargetType(entry.Effects, type))
return true;
}
}
}
return false;
}
private static bool CheckEffectsForTargetType(IReadOnlyList<SkillEffect> effects, TargetType type)
{
if (effects == null) return false;
for (int i = 0; i < effects.Count; i++)
{
if (effects[i] != null && effects[i].TargetType == type)
return true;
}
return false;
}
private float GetResolvedScalarMultiplier(System.Func<SkillGemData, float> selector) private float GetResolvedScalarMultiplier(System.Func<SkillGemData, float> selector)
{ {
if (baseSkill == null) if (baseSkill == null)

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@@ -0,0 +1,200 @@
using System;
using UnityEngine;
using UnityEngine.InputSystem;
using Colosseum.Combat;
namespace Colosseum.UI
{
/// <summary>
/// 아군 타게팅 UI 피드백 컴포넌트.
/// 커서가 아군 위에 있을 때 시각적 인디케이터를 표시하고,
/// 현재 호버 중인 아군 정보를 외부에 제공합니다.
/// Player 프리팹에 부착하여 사용합니다.
/// </summary>
public class AllyTargetIndicator : MonoBehaviour
{
[Header("레이캐스트 설정")]
[Tooltip("아군 탐지용 레이캐스트 레이어")]
[SerializeField] private LayerMask allyDetectionLayers;
[Tooltip("아군 타게팅 최대 사거리 (0이면 무제한)")]
[Min(0f)] [SerializeField] private float maxRange = 30f;
[Tooltip("시야 차단 확인 여부")]
[SerializeField] private bool requireLineOfSight = true;
[Tooltip("시야 차단 확인용 레이어")]
[SerializeField] private LayerMask lineOfSightBlockLayers;
[Header("인디케이터 설정")]
[Tooltip("타겟 위에 표시할 인디케이터 프리팹 (World Space UI)")]
[SerializeField] private GameObject indicatorPrefab;
[Tooltip("인디케이터 높이 오프셋 (타겟 위치 + 이 값)")]
[Min(0f)] [SerializeField] private float indicatorHeightOffset = 2.2f;
[Tooltip("사거리 내 아군 색상")]
[SerializeField] private Color inRangeColor = new Color(0.2f, 1f, 0.2f, 0.8f);
[Tooltip("사거리 외 아군 색상")]
[SerializeField] private Color outOfRangeColor = new Color(1f, 0.3f, 0.3f, 0.8f);
[Header("범위 기준")]
[Tooltip("SingleAlly 스킬의 사거리를 기준으로 색상을 변경합니다")]
[SerializeField] private bool useSkillRange = true;
private Camera mainCamera;
private GameObject currentIndicator;
private GameObject lastHoveredTarget;
/// <summary>
/// 현재 호버 중인 아군 GameObject
/// </summary>
public GameObject CurrentHoverTarget => lastHoveredTarget;
/// <summary>
/// 호버 대상이 변경되었을 때 발생합니다.
/// null이면 호버 대상이 없음을 의미합니다.
/// </summary>
public event Action<GameObject> OnHoverTargetChanged;
private void Start()
{
mainCamera = Camera.main;
}
private void Update()
{
if (mainCamera == null)
{
mainCamera = Camera.main;
if (mainCamera == null)
return;
}
if (!enabled)
return;
GameObject newTarget = PerformRaycast();
if (newTarget != lastHoveredTarget)
{
lastHoveredTarget = newTarget;
UpdateIndicator();
OnHoverTargetChanged?.Invoke(newTarget);
}
}
/// <summary>
/// 카메라에서 커서 방향으로 레이캐스트하여 아군을 탐색합니다.
/// </summary>
private GameObject PerformRaycast()
{
if (allyDetectionLayers.value == 0)
return null;
Ray ray = mainCamera.ScreenPointToRay(Mouse.current.position.ReadValue());
float maxDistance = maxRange > 0f ? maxRange : Mathf.Infinity;
if (!Physics.Raycast(ray, out RaycastHit hit, maxDistance, allyDetectionLayers))
return null;
GameObject hitObject = hit.collider.gameObject;
// 팀 체크
if (!Team.IsSameTeam(gameObject, hitObject))
return null;
// 생존 체크
var damageable = hitObject.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
return null;
// 시야 차단 체크
if (requireLineOfSight && lineOfSightBlockLayers.value != 0)
{
Vector3 casterPos = transform.position + Vector3.up * 1.5f;
Vector3 targetPos = hitObject.transform.position + Vector3.up * 1.5f;
Vector3 direction = targetPos - casterPos;
float distance = direction.magnitude;
if (Physics.Raycast(casterPos, direction.normalized, out RaycastHit losHit, distance, lineOfSightBlockLayers))
{
if (losHit.collider.gameObject != hitObject)
return null;
}
}
return hitObject;
}
/// <summary>
/// 인디케이터 프리팹을 생성/이동/제거하여 시각 피드백을 업데이트합니다.
/// </summary>
private void UpdateIndicator()
{
if (lastHoveredTarget == null)
{
DestroyIndicator();
return;
}
if (indicatorPrefab == null)
return;
if (currentIndicator == null)
{
currentIndicator = Instantiate(indicatorPrefab);
}
// 타겟 위치에 인디케이터 배치
Vector3 targetPosition = lastHoveredTarget.transform.position;
targetPosition.y += indicatorHeightOffset;
currentIndicator.transform.position = targetPosition;
// 사거리에 따라 색상 변경
bool isInRange = true;
if (useSkillRange && maxRange > 0f)
{
float distance = Vector3.Distance(transform.position, lastHoveredTarget.transform.position);
isInRange = distance <= maxRange;
}
SetIndicatorColor(isInRange ? inRangeColor : outOfRangeColor);
}
private void DestroyIndicator()
{
if (currentIndicator != null)
{
Destroy(currentIndicator);
currentIndicator = null;
}
}
private void SetIndicatorColor(Color color)
{
if (currentIndicator == null)
return;
var renderer = currentIndicator.GetComponent<Renderer>();
if (renderer != null)
{
renderer.material.color = color;
return;
}
#if UNITY_UI
// UI Toolkit / UGUI 색상 변경 (필요 시 확장)
#endif
}
private void OnDestroy()
{
DestroyIndicator();
}
private void OnDisable()
{
DestroyIndicator();
lastHoveredTarget = null;
OnHoverTargetChanged?.Invoke(null);
}
}
}