[Skills] 부채꼴 범위 판정 및 디버그 시각화 추가
- AreaShapeType enum 추가 (Sphere, Fan) - 부채꼴 설정: 원점 거리, 반지름, 좌우 각도 - 런타임 범위 시각화 (Scene 뷰) - 스킬 에셋 파일 구조 정리
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@@ -21,6 +21,10 @@ namespace Colosseum.Skills
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[Header("설정")]
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[SerializeField] private bool debugMode = false;
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[Tooltip("공격 범위 시각화 (Scene 뷰에서 확인)")]
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[SerializeField] private bool showAreaDebug = true;
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[Tooltip("범위 표시 지속 시간")]
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[Min(0.1f)] [SerializeField] private float debugDrawDuration = 1f;
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// 현재 실행 중인 스킬
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private SkillData currentSkill;
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@@ -207,6 +211,12 @@ namespace Colosseum.Skills
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var effect = effects[index];
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if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
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// 공격 범위 시각화
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if (showAreaDebug)
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{
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effect.DrawDebugRange(gameObject, debugDrawDuration);
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}
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effect.ExecuteOnCast(gameObject);
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}
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@@ -18,12 +18,28 @@ namespace Colosseum.Skills
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[Tooltip("범위 내에서 공격할 대상 필터")]
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[SerializeField] protected TargetTeam targetTeam = TargetTeam.Enemy;
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[SerializeField] protected AreaCenterType areaCenter = AreaCenterType.Caster;
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[Min(0.1f)] [SerializeField] protected float areaRadius = 3f;
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[SerializeField] protected AreaShapeType areaShape = AreaShapeType.Sphere;
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[SerializeField] protected LayerMask targetLayers;
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[Header("Sphere Settings")]
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[Min(0.1f)] [SerializeField] protected float areaRadius = 3f;
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[Header("Fan Settings")]
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[Tooltip("부채꼴 원점이 캐릭터로부터 떨어진 거리")]
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[Min(0f)] [SerializeField] protected float fanOriginDistance = 1f;
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[Tooltip("부채꼴 반지름")]
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[Min(0.1f)] [SerializeField] protected float fanRadius = 3f;
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[Tooltip("부채꼴 좌우 각도 (각 방향으로 이 각도만큼 벌어짐, 총 각도 = 2배)")]
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[Range(0f, 180f)] [SerializeField] protected float fanHalfAngle = 45f;
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// Properties
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public TargetType TargetType => targetType;
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public TargetTeam TargetTeam => targetTeam;
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public AreaShapeType AreaShape => areaShape;
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public float AreaRadius => areaRadius;
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public float FanOriginDistance => fanOriginDistance;
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public float FanRadius => fanRadius;
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public float FanHalfAngle => fanHalfAngle;
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/// <summary>
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/// 스킬 시전 시 호출
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@@ -89,17 +105,51 @@ namespace Colosseum.Skills
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private void ExecuteArea(GameObject caster)
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{
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Vector3 center = GetAreaCenter(caster);
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Collider[] hits = Physics.OverlapSphere(center, areaRadius, targetLayers);
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Collider[] hits = Physics.OverlapSphere(center, Mathf.Max(areaRadius, fanRadius), targetLayers);
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foreach (var hit in hits)
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{
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if (hit.gameObject == caster) continue;
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if (!IsCorrectTeam(caster, hit.gameObject)) continue;
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// 부채꼴 판정
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if (areaShape == AreaShapeType.Fan)
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{
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if (!IsInFanShape(caster, hit.transform.position))
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continue;
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}
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ApplyEffect(caster, hit.gameObject);
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}
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}
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/// <summary>
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/// 타겟이 부채꼴 범위 내에 있는지 확인
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/// </summary>
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private bool IsInFanShape(GameObject caster, Vector3 targetPosition)
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{
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Vector3 casterPos = caster.transform.position;
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Vector3 casterForward = caster.transform.forward;
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// 부채꼴 원점 계산
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Vector3 fanOrigin = casterPos + casterForward * fanOriginDistance;
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// 원점에서 타겟까지의 방향과 거리
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Vector3 toTarget = targetPosition - fanOrigin;
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float distance = toTarget.magnitude;
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// 거리 체크
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if (distance > fanRadius)
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return false;
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// 각도 체크 (Y축 무시)
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Vector3 toTargetFlat = new Vector3(toTarget.x, 0f, toTarget.z).normalized;
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Vector3 casterForwardFlat = new Vector3(casterForward.x, 0f, casterForward.z).normalized;
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float angle = Vector3.Angle(casterForwardFlat, toTargetFlat);
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return angle <= fanHalfAngle;
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}
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private Vector3 GetAreaCenter(GameObject caster)
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{
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if (caster == null) return Vector3.zero;
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@@ -111,6 +161,83 @@ namespace Colosseum.Skills
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_ => caster.transform.position
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};
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}
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#region Debug Visualization
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/// <summary>
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/// 공격 범위 시각화 (런타임 디버그용)
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/// </summary>
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public void DrawDebugRange(GameObject caster, float duration = 1f)
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{
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if (targetType != TargetType.Area) return;
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Vector3 casterPos = caster.transform.position;
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Vector3 forward = caster.transform.forward;
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if (areaShape == AreaShapeType.Sphere)
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{
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Vector3 center = GetAreaCenter(caster);
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DebugDrawSphere(center, areaRadius, Color.red, duration);
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}
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else if (areaShape == AreaShapeType.Fan)
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{
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DebugDrawFan(casterPos, forward, fanOriginDistance, fanRadius, fanHalfAngle, Color.red, duration);
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}
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}
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private void DebugDrawSphere(Vector3 center, float radius, Color color, float duration)
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{
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int segments = 32;
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float step = 360f / segments;
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// XZ 평면 원
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Vector3 prevPoint = center + new Vector3(radius, 0, 0);
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for (int i = 1; i <= segments; i++)
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{
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float angle = i * step * Mathf.Deg2Rad;
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Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
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Debug.DrawLine(prevPoint, newPoint, color, duration);
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prevPoint = newPoint;
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}
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// 수직선 (높이 표시)
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Debug.DrawLine(center + Vector3.up * 0.1f, center + Vector3.up * 2f, color, duration);
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}
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private void DebugDrawFan(Vector3 casterPos, Vector3 forward, float originDistance, float radius, float halfAngle, Color color, float duration)
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{
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Vector3 fanOrigin = casterPos + forward * originDistance;
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Vector3 forwardFlat = new Vector3(forward.x, 0f, forward.z).normalized;
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// 부채꼴의 양끝 방향 계산
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Quaternion leftRot = Quaternion.Euler(0, -halfAngle, 0);
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Quaternion rightRot = Quaternion.Euler(0, halfAngle, 0);
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Vector3 leftDir = leftRot * forwardFlat;
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Vector3 rightDir = rightRot * forwardFlat;
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// 부채꼴 호 그리기
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int arcSegments = Mathf.Max(8, Mathf.CeilToInt(halfAngle * 2 / 5f)); // 5도당 1세그먼트
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Vector3 prevPoint = fanOrigin + leftDir * radius;
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for (int i = 1; i <= arcSegments; i++)
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{
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float t = (float)i / arcSegments;
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float angle = -halfAngle + t * halfAngle * 2;
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Quaternion rot = Quaternion.Euler(0, angle, 0);
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Vector3 dir = rot * forwardFlat;
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Vector3 newPoint = fanOrigin + dir * radius;
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Debug.DrawLine(prevPoint, newPoint, color, duration);
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prevPoint = newPoint;
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}
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// 부채꼴 경계선
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Debug.DrawLine(fanOrigin, fanOrigin + leftDir * radius, color, duration);
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Debug.DrawLine(fanOrigin, fanOrigin + rightDir * radius, color, duration);
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// 원점 표시
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Debug.DrawLine(fanOrigin + Vector3.up * 0.1f, fanOrigin + Vector3.up * 1.5f, color, duration);
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}
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#endregion
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}
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public enum TargetType
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@@ -131,4 +258,10 @@ namespace Colosseum.Skills
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Caster,
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CasterForward
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}
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public enum AreaShapeType
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{
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Sphere, // 원형 범위
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Fan // 부채꼴 범위
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}
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}
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8
Assets/Scripts/Stats.meta
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8
Assets/Scripts/Stats.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 16ccc0cabc79ab349804827c78c5f38a
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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2
Assets/Scripts/Stats/CharacterStat.cs.meta
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2
Assets/Scripts/Stats/CharacterStat.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6f06303e1f173c04b82ef0d6bb561bc1
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2
Assets/Scripts/Stats/CharacterStats.cs.meta
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2
Assets/Scripts/Stats/CharacterStats.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fae0149926eea244dad932b67ee76f7b
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2
Assets/Scripts/Stats/StatModifier.cs.meta
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2
Assets/Scripts/Stats/StatModifier.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f947563a48624434b8f7851592571324
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2
Assets/Scripts/Stats/StatType.cs.meta
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2
Assets/Scripts/Stats/StatType.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 6d826b3dfc0d45042ae01c2def537568
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@@ -10,7 +10,7 @@ MonoBehaviour:
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 58efb3c775496fa40b801b21127a011e, type: 3}
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m_Name: NewDamageEffect
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m_Name: Melee_Slash_0
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.DamageEffect
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description:
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damageAmount: 10
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