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:
2026-03-25 00:14:22 +09:00
parent 7a62e6c631
commit 8d21922e2f
3 changed files with 215 additions and 3 deletions

View File

@@ -1,4 +1,5 @@
using System.Text;
using System.Collections.Generic;
using Colosseum.Enemy;
using Colosseum.Player;
@@ -20,6 +21,15 @@ namespace Colosseum.Editor
private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset";
private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
private const string SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset";
private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset";
private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset";
private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset";
private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset";
private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset";
private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset";
@@ -171,6 +181,81 @@ namespace Colosseum.Editor
Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}");
}
[MenuItem("Tools/Colosseum/Debug/Apply Tank Loadout")]
private static void ApplyTankLoadout()
{
ApplyLoadout(
"탱커",
SlashSkillPath,
TauntSkillPath,
GuardSkillPath,
DashSkillPath,
IronWallSkillPath,
PierceSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Support Loadout")]
private static void ApplySupportLoadout()
{
ApplyLoadout(
"지원",
SlashSkillPath,
HealSkillPath,
AreaHealSkillPath,
ShieldSkillPath,
DashSkillPath,
ProjectileSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply DPS Loadout")]
private static void ApplyDpsLoadout()
{
ApplyLoadout(
"딜러",
SlashSkillPath,
PierceSkillPath,
SpinSkillPath,
DashSkillPath,
ProjectileSkillPath,
ShieldSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Log Local Skill Loadout")]
private static void LogLocalSkillLoadout()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
string[] slotNames = { "L", "R", "1", "2", "3", "4", "Ctrl" };
int[] slotOrder = { 0, 1, 2, 3, 4, 5, 6 };
StringBuilder builder = new StringBuilder();
for (int i = 0; i < slotOrder.Length; i++)
{
SkillData skill = localSkillInput.GetSkill(slotOrder[i]);
builder.Append(slotNames[i]);
builder.Append(": ");
builder.Append(skill != null ? skill.SkillName : "(비어 있음)");
if (i < slotOrder.Length - 1)
builder.Append(" | ");
}
Debug.Log($"[Debug] 로컬 스킬 구성 | {builder}");
}
private static PlayerSkillInput FindLocalSkillInput()
{
PlayerSkillInput[] skillInputs = Object.FindObjectsByType<PlayerSkillInput>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
@@ -274,5 +359,37 @@ namespace Colosseum.Editor
abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject);
}
private static void ApplyLoadout(string loadoutName, params string[] skillPaths)
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
List<SkillData> skills = new List<SkillData>(skillPaths.Length);
for (int i = 0; i < skillPaths.Length; i++)
{
SkillData skill = AssetDatabase.LoadAssetAtPath<SkillData>(skillPaths[i]);
if (skill == null)
{
Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {skillPaths[i]}");
return;
}
skills.Add(skill);
}
localSkillInput.SetSkills(skills);
Debug.Log($"[Debug] {loadoutName} 프리셋을 적용했습니다.");
}
}
}