feat: 플레이어 역할별 스킬 프리셋 적용 경로 추가
- 탱커, 지원, 딜러 기본 슬롯 프리셋을 로컬 플레이어에 즉시 적용하는 디버그 메뉴를 추가 - PlayerSkillInput에 7칸 슬롯 자동 보정과 일괄 갱신 API를 넣어 기존 프리팹 직렬화와 호환되도록 정리 - SkillQuickSlotUI가 스킬 슬롯 변경 이벤트를 구독해 프리셋 적용 시 액션바가 즉시 갱신되도록 보강 - 플레이 검증에서 탱커, 지원, 딜러 프리셋이 모두 기대한 슬롯 순서와 Ctrl 회피 슬롯까지 정상 적용되는 것을 확인
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Text;
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using System.Collections.Generic;
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using Colosseum.Enemy;
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using Colosseum.Player;
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@@ -20,6 +21,15 @@ namespace Colosseum.Editor
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private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
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private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset";
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private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
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private const string SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
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private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
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private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
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private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
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private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
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private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset";
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private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset";
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private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset";
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private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset";
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private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
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private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
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private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
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@@ -171,6 +181,81 @@ namespace Colosseum.Editor
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Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}");
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Tank Loadout")]
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private static void ApplyTankLoadout()
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{
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ApplyLoadout(
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"탱커",
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SlashSkillPath,
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TauntSkillPath,
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GuardSkillPath,
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DashSkillPath,
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IronWallSkillPath,
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PierceSkillPath,
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EvadeSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply Support Loadout")]
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private static void ApplySupportLoadout()
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{
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ApplyLoadout(
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"지원",
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SlashSkillPath,
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HealSkillPath,
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AreaHealSkillPath,
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ShieldSkillPath,
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DashSkillPath,
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ProjectileSkillPath,
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EvadeSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Apply DPS Loadout")]
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private static void ApplyDpsLoadout()
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{
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ApplyLoadout(
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"딜러",
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SlashSkillPath,
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PierceSkillPath,
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SpinSkillPath,
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DashSkillPath,
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ProjectileSkillPath,
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ShieldSkillPath,
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EvadeSkillPath);
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}
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[MenuItem("Tools/Colosseum/Debug/Log Local Skill Loadout")]
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private static void LogLocalSkillLoadout()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerSkillInput localSkillInput = FindLocalSkillInput();
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if (localSkillInput == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
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return;
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}
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string[] slotNames = { "L", "R", "1", "2", "3", "4", "Ctrl" };
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int[] slotOrder = { 0, 1, 2, 3, 4, 5, 6 };
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StringBuilder builder = new StringBuilder();
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for (int i = 0; i < slotOrder.Length; i++)
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{
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SkillData skill = localSkillInput.GetSkill(slotOrder[i]);
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builder.Append(slotNames[i]);
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builder.Append(": ");
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builder.Append(skill != null ? skill.SkillName : "(비어 있음)");
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if (i < slotOrder.Length - 1)
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builder.Append(" | ");
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}
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Debug.Log($"[Debug] 로컬 스킬 구성 | {builder}");
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}
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private static PlayerSkillInput FindLocalSkillInput()
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{
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PlayerSkillInput[] skillInputs = Object.FindObjectsByType<PlayerSkillInput>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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@@ -274,5 +359,37 @@ namespace Colosseum.Editor
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abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
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}
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private static void ApplyLoadout(string loadoutName, params string[] skillPaths)
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerSkillInput localSkillInput = FindLocalSkillInput();
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if (localSkillInput == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
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return;
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}
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List<SkillData> skills = new List<SkillData>(skillPaths.Length);
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for (int i = 0; i < skillPaths.Length; i++)
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{
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SkillData skill = AssetDatabase.LoadAssetAtPath<SkillData>(skillPaths[i]);
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if (skill == null)
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{
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Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {skillPaths[i]}");
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return;
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}
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skills.Add(skill);
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}
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localSkillInput.SetSkills(skills);
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Debug.Log($"[Debug] {loadoutName} 프리셋을 적용했습니다.");
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}
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}
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}
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@@ -1,6 +1,8 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Unity.Netcode;
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using System;
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using System.Collections.Generic;
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using Colosseum.Skills;
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using Colosseum.Weapons;
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@@ -14,9 +16,11 @@ namespace Colosseum.Player
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[RequireComponent(typeof(PlayerActionState))]
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public class PlayerSkillInput : NetworkBehaviour
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{
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private const int ExpectedSkillSlotCount = 7;
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[Header("Skill Slots")]
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[Tooltip("각 슬롯에 등록할 스킬 데이터 (6개 + 추가 슬롯)")]
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[SerializeField] private SkillData[] skillSlots = new SkillData[7];
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[SerializeField] private SkillData[] skillSlots = new SkillData[ExpectedSkillSlotCount];
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[Header("References")]
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[Tooltip("SkillController (없으면 자동 검색)")]
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@@ -32,8 +36,15 @@ namespace Colosseum.Player
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public SkillData[] SkillSlots => skillSlots;
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/// <summary>
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/// 스킬 슬롯 구성이 변경되었을 때 호출됩니다.
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/// </summary>
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public event Action OnSkillSlotsChanged;
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public override void OnNetworkSpawn()
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{
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EnsureSkillSlotCapacity();
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if (!IsOwner)
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{
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enabled = false;
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@@ -99,6 +110,16 @@ namespace Colosseum.Player
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CleanupInputActions();
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}
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private void Awake()
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{
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EnsureSkillSlotCapacity();
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}
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private void OnValidate()
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{
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EnsureSkillSlotCapacity();
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}
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private void OnEnable()
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{
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if (IsOwner && inputActions != null)
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@@ -107,6 +128,28 @@ namespace Colosseum.Player
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}
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}
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/// <summary>
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/// 기존 프리팹이나 씬 직렬화 데이터가 6칸으로 남아 있어도
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/// 긴급 회피 슬롯까지 포함한 7칸 구성을 항상 보장합니다.
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/// </summary>
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private void EnsureSkillSlotCapacity()
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{
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if (skillSlots != null && skillSlots.Length == ExpectedSkillSlotCount)
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return;
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SkillData[] resizedSlots = new SkillData[ExpectedSkillSlotCount];
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if (skillSlots != null)
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{
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int copyCount = Mathf.Min(skillSlots.Length, resizedSlots.Length);
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for (int i = 0; i < copyCount; i++)
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{
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resizedSlots[i] = skillSlots[i];
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}
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}
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skillSlots = resizedSlots;
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}
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private void CleanupInputActions()
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{
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if (inputActions != null)
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@@ -227,6 +270,8 @@ namespace Colosseum.Player
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/// </summary>
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public SkillData GetSkill(int slotIndex)
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{
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EnsureSkillSlotCapacity();
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return null;
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return skillSlots[slotIndex];
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@@ -237,10 +282,37 @@ namespace Colosseum.Player
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/// </summary>
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public void SetSkill(int slotIndex, SkillData skill)
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{
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EnsureSkillSlotCapacity();
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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skillSlots[slotIndex] = skill;
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OnSkillSlotsChanged?.Invoke();
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}
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/// <summary>
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/// 전체 스킬 슬롯을 한 번에 갱신합니다.
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/// </summary>
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public void SetSkills(IReadOnlyList<SkillData> skills)
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{
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EnsureSkillSlotCapacity();
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if (skills == null)
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return;
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int count = Mathf.Min(skillSlots.Length, skills.Count);
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for (int i = 0; i < count; i++)
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{
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skillSlots[i] = skills[i];
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}
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for (int i = count; i < skillSlots.Length; i++)
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{
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skillSlots[i] = null;
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}
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OnSkillSlotsChanged?.Invoke();
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}
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/// <summary>
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@@ -44,6 +44,14 @@ namespace Colosseum.UI
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FindLocalPlayer();
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}
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private void OnDestroy()
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{
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if (playerSkillInput != null)
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{
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playerSkillInput.OnSkillSlotsChanged -= HandleSkillSlotsChanged;
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}
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}
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/// <summary>
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/// 자식 슬롯을 자동 수집해 프리팹 중첩 구조 변경에도 참조가 유지되도록 합니다.
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/// </summary>
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@@ -212,10 +220,9 @@ namespace Colosseum.UI
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{
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if (player.IsOwner)
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{
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playerSkillInput = player;
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SetPlayer(player);
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networkController = player.GetComponent<PlayerNetworkController>();
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Debug.Log($"[SkillQuickSlotUI] Found local player: {player.name}");
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InitializeSlots();
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return;
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}
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}
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@@ -294,8 +301,19 @@ namespace Colosseum.UI
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/// </summary>
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public void SetPlayer(PlayerSkillInput player)
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{
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if (playerSkillInput != null)
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{
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playerSkillInput.OnSkillSlotsChanged -= HandleSkillSlotsChanged;
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}
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playerSkillInput = player;
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networkController = player?.GetComponent<PlayerNetworkController>();
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if (playerSkillInput != null)
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{
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playerSkillInput.OnSkillSlotsChanged += HandleSkillSlotsChanged;
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}
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InitializeSlots();
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}
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@@ -312,5 +330,10 @@ namespace Colosseum.UI
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string keyLabel = displayIndex < keyLabels.Length ? keyLabels[displayIndex] : (displayIndex + 1).ToString();
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skillSlots[displayIndex].Initialize(slotIndex, skill, keyLabel);
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}
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private void HandleSkillSlotsChanged()
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{
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InitializeSlots();
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}
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}
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}
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