feat: 투사체 발사 스킬 구현
- SkillProjectile: 서버 권위 이동/충돌, caster 자식 콜라이더 충돌 무시 추가 - SpawnEffect: hitEffect 필드 추가 (투사체 명중 시 적용할 효과 분리) - SkillEffect: Team 컴포넌트 없는 환경 오브젝트 타겟 제외 처리 - Prefab_Skill_ProjectileBasic 프리팹 생성 (NetworkObject + NetworkTransform + Rigidbody + SphereCollider) - 투사체 스킬 에셋 추가 (SkillData, SpawnEffect, DamageEffect) - Anim_Common_찌르기 애니메이션 이벤트 추가 (OnEffect @ 0.867s, OnSkillEnd @ 1.3s) - DefaultNetworkPrefabs에 Prefab_Skill_ProjectileBasic 등록 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.Components.NetworkTransform
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ShowTopMostFoldoutHeaderGroup: 1
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NetworkTransformExpanded: 0
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AutoOwnerAuthorityTickOffset: 1
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PositionInterpolationType: 0
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RotationInterpolationType: 0
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ScaleInterpolationType: 0
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PositionLerpSmoothing: 1
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PositionMaxInterpolationTime: 0.1
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RotationLerpSmoothing: 1
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RotationMaxInterpolationTime: 0.1
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ScaleLerpSmoothing: 1
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ScaleMaxInterpolationTime: 0.1
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AuthorityMode: 0
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TickSyncChildren: 0
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UseUnreliableDeltas: 0
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SyncPositionX: 1
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SyncPositionY: 1
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SyncPositionZ: 1
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SyncRotAngleX: 1
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SyncRotAngleY: 1
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|
SyncRotAngleZ: 1
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SyncScaleX: 1
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SyncScaleY: 1
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SyncScaleZ: 1
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PositionThreshold: 0.001
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RotAngleThreshold: 0.01
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ScaleThreshold: 0.01
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UseQuaternionSynchronization: 0
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UseQuaternionCompression: 0
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UseHalfFloatPrecision: 0
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SwitchTransformSpaceWhenParented: 0
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Interpolate: 1
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SlerpPosition: 0
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--- !u!54 &7983858810247897309
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Rigidbody:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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serializedVersion: 5
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m_Mass: 1
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m_LinearDamping: 0
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m_AngularDamping: 0.05
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m_CenterOfMass: {x: 0, y: 0, z: 0}
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m_InertiaTensor: {x: 1, y: 1, z: 1}
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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m_IncludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ExcludeLayers:
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serializedVersion: 2
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m_Bits: 0
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m_ImplicitCom: 1
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m_ImplicitTensor: 1
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m_UseGravity: 1
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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m_CollisionDetection: 0
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--- !u!114 &238577235165339599
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7991191450305394598}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 6e2a203fbf7bc39449b13bec67e94150, type: 3}
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m_Name:
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillProjectile
|
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ShowTopMostFoldoutHeaderGroup: 1
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|
speed: 15
|
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|
lifetime: 5
|
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|
penetrate: 0
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maxPenetration: 1
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hitEffect: {fileID: 0}
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hitEffectDuration: 2
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: b8e3d022f0a2ce84da42fe4afd4a1b13
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,4 +1,5 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Unity.Netcode;
|
||||||
|
|
||||||
namespace Colosseum.Skills.Effects
|
namespace Colosseum.Skills.Effects
|
||||||
{
|
{
|
||||||
@@ -15,26 +16,42 @@ namespace Colosseum.Skills.Effects
|
|||||||
[SerializeField] private bool parentToCaster = false;
|
[SerializeField] private bool parentToCaster = false;
|
||||||
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
|
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
|
||||||
|
|
||||||
|
[Header("Hit Settings")]
|
||||||
|
[Tooltip("투사체가 대상에 명중했을 때 적용할 효과. 미설정 시 명중 효과 없음.")]
|
||||||
|
[SerializeField] private SkillEffect hitEffect;
|
||||||
|
|
||||||
protected override void ApplyEffect(GameObject caster, GameObject target)
|
protected override void ApplyEffect(GameObject caster, GameObject target)
|
||||||
{
|
{
|
||||||
if (prefab == null || caster == null) return;
|
if (prefab == null || caster == null) return;
|
||||||
|
|
||||||
Vector3 spawnPos = GetSpawnPosition(caster, target) + spawnOffset;
|
Vector3 spawnPos = GetSpawnPosition(caster, target) + spawnOffset;
|
||||||
Quaternion spawnRot = GetSpawnRotation(caster, target);
|
Quaternion spawnRot = GetSpawnRotation(caster, target);
|
||||||
Transform parent = parentToCaster ? caster.transform : null;
|
|
||||||
|
|
||||||
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
|
var networkObject = prefab.GetComponent<NetworkObject>();
|
||||||
|
if (networkObject != null)
|
||||||
// SkillProjectile 컴포넌트가 있으면 초기화
|
|
||||||
var projectile = instance.GetComponent<SkillProjectile>();
|
|
||||||
if (projectile != null)
|
|
||||||
{
|
{
|
||||||
projectile.Initialize(caster, this);
|
// 네트워크 오브젝트: 서버에서 스폰 후 전파
|
||||||
|
// (OnEffect 가드에 의해 이미 서버에서만 호출됨)
|
||||||
|
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot);
|
||||||
|
var spawnedNet = instance.GetComponent<NetworkObject>();
|
||||||
|
spawnedNet.Spawn(destroyWithScene: true);
|
||||||
|
|
||||||
|
var projectile = instance.GetComponent<SkillProjectile>();
|
||||||
|
if (projectile != null)
|
||||||
|
projectile.Initialize(caster, hitEffect);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
if (autoDestroyTime > 0f)
|
|
||||||
{
|
{
|
||||||
Object.Destroy(instance, autoDestroyTime);
|
// 로컬 오브젝트 (파티클 등): 기존 방식 유지
|
||||||
|
Transform parent = parentToCaster ? caster.transform : null;
|
||||||
|
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
|
||||||
|
|
||||||
|
var projectile = instance.GetComponent<SkillProjectile>();
|
||||||
|
if (projectile != null)
|
||||||
|
projectile.Initialize(caster, hitEffect);
|
||||||
|
|
||||||
|
if (autoDestroyTime > 0f)
|
||||||
|
Object.Destroy(instance, autoDestroyTime);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -93,6 +93,9 @@ namespace Colosseum.Skills
|
|||||||
|
|
||||||
private bool IsCorrectTeam(GameObject caster, GameObject target)
|
private bool IsCorrectTeam(GameObject caster, GameObject target)
|
||||||
{
|
{
|
||||||
|
// Team 컴포넌트가 없는 오브젝트(환경, 바닥, 벽 등)는 타겟 제외
|
||||||
|
if (target.GetComponent<Team>() == null) return false;
|
||||||
|
|
||||||
bool isSameTeam = Team.IsSameTeam(caster, target);
|
bool isSameTeam = Team.IsSameTeam(caster, target);
|
||||||
|
|
||||||
return targetTeam switch
|
return targetTeam switch
|
||||||
|
|||||||
@@ -1,12 +1,14 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using Unity.Netcode;
|
||||||
|
|
||||||
namespace Colosseum.Skills
|
namespace Colosseum.Skills
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
|
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
|
||||||
|
/// 서버에서만 이동/충돌을 처리하며, NetworkTransform으로 위치를 동기화합니다.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[RequireComponent(typeof(Rigidbody))]
|
[RequireComponent(typeof(Rigidbody))]
|
||||||
public class SkillProjectile : MonoBehaviour
|
public class SkillProjectile : NetworkBehaviour
|
||||||
{
|
{
|
||||||
[Header("이동 설정")]
|
[Header("이동 설정")]
|
||||||
[Min(0f)] [SerializeField] private float speed = 15f;
|
[Min(0f)] [SerializeField] private float speed = 15f;
|
||||||
@@ -41,29 +43,39 @@ namespace Colosseum.Skills
|
|||||||
rb.useGravity = false;
|
rb.useGravity = false;
|
||||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// caster 및 자식 콜라이더와의 충돌 무시
|
||||||
|
var myColliders = GetComponents<Collider>();
|
||||||
|
foreach (var cc in caster.GetComponentsInChildren<Collider>())
|
||||||
|
foreach (var mc in myColliders)
|
||||||
|
Physics.IgnoreCollision(mc, cc);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
{
|
{
|
||||||
Destroy(gameObject, lifetime);
|
// 서버에서만 수명 관리
|
||||||
|
if (IsServer)
|
||||||
|
Invoke(nameof(ServerDespawn), lifetime);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void FixedUpdate()
|
private void FixedUpdate()
|
||||||
{
|
{
|
||||||
if (!initialized || rb == null) return;
|
// 서버에서만 이동 처리
|
||||||
|
if (!IsServer || !initialized || rb == null) return;
|
||||||
rb.linearVelocity = transform.forward * speed;
|
rb.linearVelocity = transform.forward * speed;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter(Collider other)
|
private void OnTriggerEnter(Collider other)
|
||||||
{
|
{
|
||||||
if (!initialized || sourceEffect == null) return;
|
// 서버에서만 충돌 처리
|
||||||
|
if (!IsServer || !initialized || sourceEffect == null) return;
|
||||||
if (other.gameObject == caster) return;
|
if (other.gameObject == caster) return;
|
||||||
|
|
||||||
// 유효한 타겟인지 확인
|
// 유효한 타겟인지 확인
|
||||||
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
|
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// 충돌 이펙트
|
// 충돌 이펙트 (서버에서 스폰 → 클라이언트에도 표시되려면 NetworkObject여야 함)
|
||||||
if (hitEffect != null)
|
if (hitEffect != null)
|
||||||
{
|
{
|
||||||
var effect = Instantiate(hitEffect, transform.position, transform.rotation);
|
var effect = Instantiate(hitEffect, transform.position, transform.rotation);
|
||||||
@@ -77,10 +89,16 @@ namespace Colosseum.Skills
|
|||||||
|
|
||||||
if (!penetrate || penetrationCount >= maxPenetration)
|
if (!penetrate || penetrationCount >= maxPenetration)
|
||||||
{
|
{
|
||||||
Destroy(gameObject);
|
ServerDespawn();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void ServerDespawn()
|
||||||
|
{
|
||||||
|
if (!IsServer || !IsSpawned) return;
|
||||||
|
NetworkObject.Despawn(true);
|
||||||
|
}
|
||||||
|
|
||||||
public void SetDirection(Vector3 direction)
|
public void SetDirection(Vector3 direction)
|
||||||
{
|
{
|
||||||
transform.rotation = Quaternion.LookRotation(direction.normalized);
|
transform.rotation = Quaternion.LookRotation(direction.normalized);
|
||||||
|
|||||||
Reference in New Issue
Block a user