chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
8
Assets/_Game/Scripts/Skills/Effects.meta
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8
Assets/_Game/Scripts/Skills/Effects.meta
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fileFormatVersion: 2
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guid: 1401ae499769cb64c9eca36823c46714
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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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37
Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs
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37
Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs
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using UnityEngine;
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using Colosseum.Abnormalities;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 이상 상태 효과
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/// AbnormalityManager를 통해 대상에게 이상 상태를 적용합니다.
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/// </summary>
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[CreateAssetMenu(fileName = "AbnormalityEffect", menuName = "Colosseum/Skills/Effects/Abnormality")]
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public class AbnormalityEffect : SkillEffect
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{
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[Header("Abnormality")]
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[Tooltip("적용할 이상 상태 데이터")]
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[SerializeField] private AbnormalityData abnormalityData;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (target == null) return;
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if (abnormalityData == null) return;
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var abnormalityManager = target.GetComponent<AbnormalityManager>();
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if (abnormalityManager == null) return;
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abnormalityManager.ApplyAbnormality(abnormalityData, caster);
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}
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/// <summary>
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/// 이상 상태 데이터 설정 (런타임용)
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/// </summary>
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public void SetAbnormalityData(AbnormalityData data)
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{
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abnormalityData = data;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bf750718c64c4bd48af905d2927351de
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92
Assets/_Game/Scripts/Skills/Effects/DamageEffect.cs
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Assets/_Game/Scripts/Skills/Effects/DamageEffect.cs
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using UnityEngine;
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using Colosseum.Stats;
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using Colosseum.Combat;
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using Colosseum.Weapons;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 대미지 타입
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/// </summary>
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public enum DamageType
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{
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Physical, // 물리 대미지 (STR 기반)
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Magical, // 마법 대미지 (INT 기반)
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Ranged, // 원거리 대미지 (DEX 기반)
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True, // 고정 대미지 (스탯 영향 없음)
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}
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/// <summary>
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/// 데미지 효과
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/// </summary>
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[CreateAssetMenu(fileName = "DamageEffect", menuName = "Colosseum/Skills/Effects/Damage")]
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public class DamageEffect : SkillEffect
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{
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[Header("Damage Settings")]
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[Min(0f)] [SerializeField] private float baseDamage = 10f;
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[SerializeField] private DamageType damageType = DamageType.Physical;
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[Tooltip("스탯 계수 (1.0 = 100%)")]
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[Min(0f)] [SerializeField] private float statScaling = 1f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (target == null) return;
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// 대미지 계산
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float totalDamage = CalculateDamage(caster);
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// 타겟에 대미지 적용 (IDamageable 인터페이스 사용)
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var damageable = target.GetComponent<IDamageable>();
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if (damageable != null)
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{
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damageable.TakeDamage(totalDamage, caster);
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}
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}
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/// <summary>
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/// 시전자 스탯 기반 대미지 계산
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/// 공식: baseDamage + (statDamage * scaling)
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/// </summary>
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private float CalculateDamage(GameObject caster)
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{
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if (damageType == DamageType.True)
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{
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return baseDamage;
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}
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var stats = caster.GetComponent<CharacterStats>();
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if (stats == null)
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{
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return baseDamage;
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}
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float statDamage = damageType switch
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{
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DamageType.Physical => stats.PhysicalDamage,
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DamageType.Magical => stats.MagicDamage,
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DamageType.Ranged => stats.Dexterity.FinalValue * 2f, // DEX 기반 원거리 대미지
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_ => 0f,
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};
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float baseTotal = baseDamage + (statDamage * statScaling);
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// 무기 데미지 배율 적용
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float damageMultiplier = GetDamageMultiplier(caster);
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return baseTotal * damageMultiplier;
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}
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/// <summary>
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/// 시전자의 무기 데미지 배율 조회
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/// </summary>
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private float GetDamageMultiplier(GameObject caster)
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{
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var weaponEquipment = caster.GetComponent<WeaponEquipment>();
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if (weaponEquipment != null)
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{
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return weaponEquipment.DamageMultiplier;
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}
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return 1f;
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}
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}
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}
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2
Assets/_Game/Scripts/Skills/Effects/DamageEffect.cs.meta
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2
Assets/_Game/Scripts/Skills/Effects/DamageEffect.cs.meta
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fileFormatVersion: 2
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guid: 58efb3c775496fa40b801b21127a011e
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49
Assets/_Game/Scripts/Skills/Effects/HealEffect.cs
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Assets/_Game/Scripts/Skills/Effects/HealEffect.cs
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using UnityEngine;
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using Colosseum.Stats;
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using Colosseum.Combat;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 치료 효과
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/// </summary>
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[CreateAssetMenu(fileName = "HealEffect", menuName = "Colosseum/Skills/Effects/Heal")]
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public class HealEffect : SkillEffect
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{
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[Header("Heal Settings")]
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[Min(0f)] [SerializeField] private float baseHeal = 10f;
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[Tooltip("회복력 계수 (1.0 = 100%)")]
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[Min(0f)] [SerializeField] private float healScaling = 1f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (target == null) return;
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// 회복량 계산
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float totalHeal = CalculateHeal(caster);
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// 타겟에 회복 적용 (IDamageable 인터페이스 사용)
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var damageable = target.GetComponent<IDamageable>();
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if (damageable != null)
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{
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damageable.Heal(totalHeal);
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}
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}
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/// <summary>
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/// 시전자 스탯 기반 회복량 계산
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/// 공식: baseHeal + (healPower * healScaling)
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/// </summary>
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private float CalculateHeal(GameObject caster)
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{
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var stats = caster.GetComponent<CharacterStats>();
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if (stats == null)
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{
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return baseHeal;
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}
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return baseHeal + (stats.HealPower * healScaling);
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}
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}
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}
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2
Assets/_Game/Scripts/Skills/Effects/HealEffect.cs.meta
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2
Assets/_Game/Scripts/Skills/Effects/HealEffect.cs.meta
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fileFormatVersion: 2
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guid: abc224c01f587d447bc8df723ef522ba
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30
Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs
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Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs
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using UnityEngine;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 넉백 효과
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/// </summary>
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[CreateAssetMenu(fileName = "KnockbackEffect", menuName = "Colosseum/Skills/Effects/Knockback")]
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public class KnockbackEffect : SkillEffect
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{
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[Header("Knockback Settings")]
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[Min(0f)] [SerializeField] private float force = 5f;
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[SerializeField] private float upwardForce = 2f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (target == null || caster == null) return;
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Vector3 direction = target.transform.position - caster.transform.position;
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direction.y = 0f;
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direction.Normalize();
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Vector3 knockback = direction * force + Vector3.up * upwardForce;
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// TODO: 실제 물리 시스템 연동
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// if (target.TryGetComponent<Rigidbody>(out var rb))
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// rb.AddForce(knockback, ForceMode.Impulse);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 27cd4e4eb6a485845953db2a108a37f8
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22
Assets/_Game/Scripts/Skills/Effects/SoundEffect.cs
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Assets/_Game/Scripts/Skills/Effects/SoundEffect.cs
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using UnityEngine;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 사운드 재생 효과
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/// </summary>
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[CreateAssetMenu(fileName = "SoundEffect", menuName = "Colosseum/Skills/Effects/Sound")]
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public class SoundEffect : SkillEffect
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{
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[Header("Sound Settings")]
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[SerializeField] private AudioClip clip;
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[Range(0f, 1f)] [SerializeField] private float volume = 1f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (clip == null || caster == null) return;
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AudioSource.PlayClipAtPoint(clip, caster.transform.position, volume);
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}
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}
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}
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2
Assets/_Game/Scripts/Skills/Effects/SoundEffect.cs.meta
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2
Assets/_Game/Scripts/Skills/Effects/SoundEffect.cs.meta
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fileFormatVersion: 2
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guid: 052c59e9f6bf6864da0248beab125037
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68
Assets/_Game/Scripts/Skills/Effects/SpawnEffect.cs
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Assets/_Game/Scripts/Skills/Effects/SpawnEffect.cs
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using UnityEngine;
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namespace Colosseum.Skills.Effects
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{
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/// <summary>
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/// 프리팹 스폰 효과 (투사체, 파티클 등)
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/// </summary>
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[CreateAssetMenu(fileName = "SpawnEffect", menuName = "Colosseum/Skills/Effects/Spawn")]
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public class SpawnEffect : SkillEffect
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{
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[Header("Spawn Settings")]
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[SerializeField] private GameObject prefab;
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[SerializeField] private SpawnLocation spawnLocation = SpawnLocation.Caster;
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[SerializeField] private Vector3 spawnOffset = Vector3.zero;
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[SerializeField] private bool parentToCaster = false;
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[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
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protected override void ApplyEffect(GameObject caster, GameObject target)
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{
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if (prefab == null || caster == null) return;
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Vector3 spawnPos = GetSpawnPosition(caster, target) + spawnOffset;
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Quaternion spawnRot = GetSpawnRotation(caster, target);
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Transform parent = parentToCaster ? caster.transform : null;
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GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
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// SkillProjectile 컴포넌트가 있으면 초기화
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var projectile = instance.GetComponent<SkillProjectile>();
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if (projectile != null)
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{
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projectile.Initialize(caster, this);
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}
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if (autoDestroyTime > 0f)
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{
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Object.Destroy(instance, autoDestroyTime);
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}
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}
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private Vector3 GetSpawnPosition(GameObject caster, GameObject target)
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{
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return spawnLocation switch
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{
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SpawnLocation.Caster => caster.transform.position,
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SpawnLocation.CasterForward => caster.transform.position + caster.transform.forward * 2f,
|
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SpawnLocation.Target => target != null ? target.transform.position : caster.transform.position,
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_ => caster.transform.position
|
||||
};
|
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}
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||||
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private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
|
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{
|
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if (spawnLocation == SpawnLocation.Target && target != null)
|
||||
{
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return Quaternion.LookRotation(target.transform.position - caster.transform.position);
|
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}
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return caster.transform.rotation;
|
||||
}
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}
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public enum SpawnLocation
|
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{
|
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Caster,
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CasterForward,
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Target
|
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}
|
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}
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2
Assets/_Game/Scripts/Skills/Effects/SpawnEffect.cs.meta
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2
Assets/_Game/Scripts/Skills/Effects/SpawnEffect.cs.meta
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fileFormatVersion: 2
|
||||
guid: a3139ddf07cfe324fa692a88cd565e24
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304
Assets/_Game/Scripts/Skills/SkillController.cs
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304
Assets/_Game/Scripts/Skills/SkillController.cs
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using UnityEngine;
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using System.Collections.Generic;
|
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namespace Colosseum.Skills
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{
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/// <summary>
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||||
/// 스킬 실행을 관리하는 컴포넌트.
|
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/// 애니메이션 이벤트 기반으로 효과가 발동됩니다.
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||||
/// </summary>
|
||||
public class SkillController : MonoBehaviour
|
||||
{
|
||||
private const string SKILL_STATE_NAME = "Skill";
|
||||
private const string END_STATE_NAME = "SkillEnd";
|
||||
|
||||
[Header("애니메이션")]
|
||||
[SerializeField] private Animator animator;
|
||||
[Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")]
|
||||
[SerializeField] private RuntimeAnimatorController baseController;
|
||||
[Tooltip("Skill 상태에 연결된 기본 클립 (Override용)")]
|
||||
[SerializeField] private AnimationClip baseSkillClip;
|
||||
|
||||
[Header("설정")]
|
||||
[SerializeField] private bool debugMode = false;
|
||||
[Tooltip("공격 범위 시각화 (Scene 뷰에서 확인)")]
|
||||
[SerializeField] private bool showAreaDebug = true;
|
||||
[Tooltip("범위 표시 지속 시간")]
|
||||
[Min(0.1f)] [SerializeField] private float debugDrawDuration = 1f;
|
||||
|
||||
// 현재 실행 중인 스킬
|
||||
private SkillData currentSkill;
|
||||
private bool skillEndRequested; // OnSkillEnd 이벤트 호출 여부
|
||||
private bool waitingForEndAnimation; // EndAnimation 종료 대기 중
|
||||
|
||||
// 쿨타임 추적
|
||||
private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>();
|
||||
|
||||
public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
|
||||
public bool IsPlayingAnimation => currentSkill != null;
|
||||
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
|
||||
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
|
||||
public SkillData CurrentSkill => currentSkill;
|
||||
public Animator Animator => animator;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (animator == null)
|
||||
{
|
||||
animator = GetComponentInChildren<Animator>();
|
||||
}
|
||||
|
||||
// 기본 컨트롤러 저장
|
||||
if (baseController == null && animator != null)
|
||||
{
|
||||
baseController = animator.runtimeAnimatorController;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (currentSkill == null || animator == null) return;
|
||||
|
||||
var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
|
||||
|
||||
// EndAnimation 종료 감지
|
||||
if (waitingForEndAnimation)
|
||||
{
|
||||
if (stateInfo.normalizedTime >= 1f)
|
||||
{
|
||||
if (debugMode) Debug.Log($"[Skill] EndAnimation complete: {currentSkill.SkillName}");
|
||||
RestoreBaseController();
|
||||
currentSkill = null;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// 애니메이션 종료 시 처리 (OnSkillEnd 여부와 관계없이 애니메이션 끝까지 재생)
|
||||
if (stateInfo.normalizedTime >= 1f)
|
||||
{
|
||||
if (currentSkill.EndClip != null)
|
||||
{
|
||||
// EndAnimation 재생 후 종료 대기
|
||||
if (debugMode) Debug.Log($"[Skill] SkillAnimation done, playing EndAnimation: {currentSkill.SkillName}");
|
||||
PlayEndClip(currentSkill.EndClip);
|
||||
waitingForEndAnimation = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// EndAnimation 없으면 바로 종료
|
||||
if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
|
||||
RestoreBaseController();
|
||||
currentSkill = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 스킬 시전
|
||||
/// </summary>
|
||||
public bool ExecuteSkill(SkillData skill)
|
||||
{
|
||||
if (skill == null)
|
||||
{
|
||||
Debug.LogWarning("Skill is null!");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 사망 상태면 스킬 사용 불가
|
||||
var damageable = GetComponent<Colosseum.Combat.IDamageable>();
|
||||
if (damageable != null && damageable.IsDead)
|
||||
{
|
||||
if (debugMode) Debug.Log($"[Skill] Cannot execute skill - owner is dead");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsExecutingSkill)
|
||||
{
|
||||
if (debugMode) Debug.Log($"Already executing skill: {currentSkill.SkillName}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (IsOnCooldown(skill))
|
||||
{
|
||||
if (debugMode) Debug.Log($"Skill {skill.SkillName} is on cooldown");
|
||||
return false;
|
||||
}
|
||||
|
||||
currentSkill = skill;
|
||||
skillEndRequested = false;
|
||||
waitingForEndAnimation = false;
|
||||
|
||||
if (debugMode) Debug.Log($"[Skill] Cast: {skill.SkillName}");
|
||||
|
||||
// 쿨타임 시작
|
||||
StartCooldown(skill);
|
||||
|
||||
// 스킬 애니메이션 재생
|
||||
if (skill.SkillClip != null && animator != null)
|
||||
{
|
||||
PlaySkillClip(skill.SkillClip);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 스킬 클립으로 Override Controller 생성 후 재생
|
||||
/// </summary>
|
||||
private void PlaySkillClip(AnimationClip clip)
|
||||
{
|
||||
if (baseSkillClip == null)
|
||||
{
|
||||
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
if (debugMode)
|
||||
{
|
||||
Debug.Log($"[Skill] PlaySkillClip: {clip.name}, BaseClip: {baseSkillClip.name}");
|
||||
}
|
||||
|
||||
var overrideController = new AnimatorOverrideController(baseController);
|
||||
overrideController[baseSkillClip] = clip;
|
||||
animator.runtimeAnimatorController = overrideController;
|
||||
|
||||
// 애니메이터 완전 리셋 후 재생
|
||||
animator.Rebind();
|
||||
animator.Update(0f);
|
||||
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 종료 클립 재생
|
||||
/// </summary>
|
||||
private void PlayEndClip(AnimationClip clip)
|
||||
{
|
||||
if (baseSkillClip == null)
|
||||
{
|
||||
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
var overrideController = new AnimatorOverrideController(baseController);
|
||||
overrideController[baseSkillClip] = clip;
|
||||
animator.runtimeAnimatorController = overrideController;
|
||||
|
||||
// 애니메이터 완전 리셋 후 재생
|
||||
animator.Rebind();
|
||||
animator.Update(0f);
|
||||
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 기본 컨트롤러로 복원
|
||||
/// </summary>
|
||||
private void RestoreBaseController()
|
||||
{
|
||||
if (animator != null && baseController != null)
|
||||
{
|
||||
animator.runtimeAnimatorController = baseController;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 애니메이션 이벤트에서 호출. Effect 리스트의 index번째 효과를 발동합니다.
|
||||
/// Animation Event: Function = OnEffect, Int Parameter = effect index (0-based)
|
||||
/// </summary>
|
||||
public void OnEffect(int index)
|
||||
{
|
||||
if (currentSkill == null)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning("[Effect] No skill executing");
|
||||
return;
|
||||
}
|
||||
|
||||
// 사망 상태면 효과 발동 중단
|
||||
var damageable = GetComponent<Colosseum.Combat.IDamageable>();
|
||||
if (damageable != null && damageable.IsDead)
|
||||
{
|
||||
if (debugMode) Debug.Log($"[Effect] Cancelled - owner is dead");
|
||||
return;
|
||||
}
|
||||
|
||||
var effects = currentSkill.Effects;
|
||||
if (index < 0 || index >= effects.Count)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning($"[Effect] Invalid index: {index}");
|
||||
return;
|
||||
}
|
||||
|
||||
var effect = effects[index];
|
||||
if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
|
||||
|
||||
// 공격 범위 시각화
|
||||
if (showAreaDebug)
|
||||
{
|
||||
effect.DrawDebugRange(gameObject, debugDrawDuration);
|
||||
}
|
||||
|
||||
effect.ExecuteOnCast(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 애니메이션 이벤트에서 호출. 스킬 종료를 요청합니다.
|
||||
/// 애니메이션은 끝까지 재생된 후 종료됩니다.
|
||||
/// Animation Event: Function = OnSkillEnd
|
||||
/// </summary>
|
||||
public void OnSkillEnd()
|
||||
{
|
||||
if (currentSkill == null)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");
|
||||
return;
|
||||
}
|
||||
|
||||
skillEndRequested = true;
|
||||
|
||||
if (debugMode) Debug.Log($"[Skill] End requested: {currentSkill.SkillName} (will complete after animation)");
|
||||
}
|
||||
|
||||
public void CancelSkill()
|
||||
{
|
||||
if (currentSkill != null)
|
||||
{
|
||||
if (debugMode) Debug.Log($"Skill cancelled: {currentSkill.SkillName}");
|
||||
RestoreBaseController();
|
||||
currentSkill = null;
|
||||
skillEndRequested = false;
|
||||
waitingForEndAnimation = false;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsOnCooldown(SkillData skill)
|
||||
{
|
||||
if (!cooldownTracker.ContainsKey(skill))
|
||||
return false;
|
||||
|
||||
return Time.time < cooldownTracker[skill];
|
||||
}
|
||||
|
||||
public float GetRemainingCooldown(SkillData skill)
|
||||
{
|
||||
if (!cooldownTracker.ContainsKey(skill))
|
||||
return 0f;
|
||||
|
||||
float remaining = cooldownTracker[skill] - Time.time;
|
||||
return Mathf.Max(0f, remaining);
|
||||
}
|
||||
|
||||
private void StartCooldown(SkillData skill)
|
||||
{
|
||||
cooldownTracker[skill] = Time.time + skill.Cooldown;
|
||||
}
|
||||
|
||||
public void ResetCooldown(SkillData skill)
|
||||
{
|
||||
cooldownTracker.Remove(skill);
|
||||
}
|
||||
|
||||
public void ResetAllCooldowns()
|
||||
{
|
||||
cooldownTracker.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Game/Scripts/Skills/SkillController.cs.meta
Normal file
2
Assets/_Game/Scripts/Skills/SkillController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59b4feaa06ce4c74f97ed5b57ddd74d1
|
||||
50
Assets/_Game/Scripts/Skills/SkillData.cs
Normal file
50
Assets/_Game/Scripts/Skills/SkillData.cs
Normal file
@@ -0,0 +1,50 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Colosseum.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬 데이터. 스킬의 기본 정보와 효과 목록을 관리합니다.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NewSkill", menuName = "Colosseum/Skill")]
|
||||
public class SkillData : ScriptableObject
|
||||
{
|
||||
[Header("기본 정보")]
|
||||
[SerializeField] private string skillName;
|
||||
[TextArea(2, 4)]
|
||||
[SerializeField] private string description;
|
||||
[SerializeField] private Sprite icon;
|
||||
|
||||
[Header("애니메이션")]
|
||||
[Tooltip("기본 Animator Controller의 'Skill' 상태에 덮어씌워질 클립")]
|
||||
[SerializeField] private AnimationClip skillClip;
|
||||
[Tooltip("종료 애니메이션 (선택)")]
|
||||
[SerializeField] private AnimationClip endClip;
|
||||
|
||||
[Header("루트 모션")]
|
||||
[Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")]
|
||||
[SerializeField] private bool useRootMotion = false;
|
||||
[Tooltip("루트 모션 적용 시 Y축 이동 무시 (중력과 충돌)")]
|
||||
[SerializeField] private bool ignoreRootMotionY = true;
|
||||
|
||||
[Header("쿨타임 & 비용")]
|
||||
[Min(0f)] [SerializeField] private float cooldown = 1f;
|
||||
[Min(0f)] [SerializeField] private float manaCost = 0f;
|
||||
|
||||
[Header("효과 목록")]
|
||||
[Tooltip("애니메이션 이벤트 OnEffect(index)로 발동. 리스트 순서 = 이벤트 인덱스")]
|
||||
[SerializeField] private List<SkillEffect> effects = new List<SkillEffect>();
|
||||
|
||||
// Properties
|
||||
public string SkillName => skillName;
|
||||
public string Description => description;
|
||||
public Sprite Icon => icon;
|
||||
public AnimationClip SkillClip => skillClip;
|
||||
public AnimationClip EndClip => endClip;
|
||||
public float Cooldown => cooldown;
|
||||
public float ManaCost => manaCost;
|
||||
public bool UseRootMotion => useRootMotion;
|
||||
public bool IgnoreRootMotionY => ignoreRootMotionY;
|
||||
public IReadOnlyList<SkillEffect> Effects => effects;
|
||||
}
|
||||
}
|
||||
2
Assets/_Game/Scripts/Skills/SkillData.cs.meta
Normal file
2
Assets/_Game/Scripts/Skills/SkillData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94f0a76cebcac2f4fb5daf1b675fd79f
|
||||
271
Assets/_Game/Scripts/Skills/SkillEffect.cs
Normal file
271
Assets/_Game/Scripts/Skills/SkillEffect.cs
Normal file
@@ -0,0 +1,271 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Colosseum;
|
||||
using Colosseum.Weapons;
|
||||
|
||||
namespace Colosseum.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬 효과의 기본 클래스.
|
||||
/// 모든 효과는 이 클래스를 상속받아 구현합니다.
|
||||
/// 효과 발동 타이밍은 애니메이션 이벤트(OnEffect)로 제어합니다.
|
||||
/// </summary>
|
||||
public abstract class SkillEffect : ScriptableObject
|
||||
{
|
||||
[Header("대상 설정")]
|
||||
[Tooltip("Self: 시전자, Area: 범위 내 대상")]
|
||||
[SerializeField] protected TargetType targetType = TargetType.Self;
|
||||
|
||||
[Header("Area Settings (TargetType이 Area일 때)")]
|
||||
[Tooltip("범위 내에서 공격할 대상 필터")]
|
||||
[SerializeField] protected TargetTeam targetTeam = TargetTeam.Enemy;
|
||||
[SerializeField] protected AreaCenterType areaCenter = AreaCenterType.Caster;
|
||||
[SerializeField] protected AreaShapeType areaShape = AreaShapeType.Sphere;
|
||||
[SerializeField] protected LayerMask targetLayers;
|
||||
|
||||
[Header("Sphere Settings")]
|
||||
[Min(0.1f)] [SerializeField] protected float areaRadius = 3f;
|
||||
|
||||
[Header("Fan Settings")]
|
||||
[Tooltip("부채꼴 원점이 캐릭터로부터 떨어진 거리")]
|
||||
[Min(0f)] [SerializeField] protected float fanOriginDistance = 1f;
|
||||
[Tooltip("부채꼴 반지름")]
|
||||
[Min(0.1f)] [SerializeField] protected float fanRadius = 3f;
|
||||
[Tooltip("부채꼴 좌우 각도 (각 방향으로 이 각도만큼 벌어짐, 총 각도 = 2배)")]
|
||||
[Range(0f, 180f)] [SerializeField] protected float fanHalfAngle = 45f;
|
||||
|
||||
// Properties
|
||||
public TargetType TargetType => targetType;
|
||||
public TargetTeam TargetTeam => targetTeam;
|
||||
public AreaShapeType AreaShape => areaShape;
|
||||
public float AreaRadius => areaRadius;
|
||||
public float FanOriginDistance => fanOriginDistance;
|
||||
public float FanRadius => fanRadius;
|
||||
public float FanHalfAngle => fanHalfAngle;
|
||||
|
||||
/// <summary>
|
||||
/// 스킬 시전 시 호출
|
||||
/// </summary>
|
||||
public void ExecuteOnCast(GameObject caster)
|
||||
{
|
||||
switch (targetType)
|
||||
{
|
||||
case TargetType.Self:
|
||||
ApplyEffect(caster, caster);
|
||||
break;
|
||||
|
||||
case TargetType.Area:
|
||||
ExecuteArea(caster);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 투사체 충돌 시 호출
|
||||
/// </summary>
|
||||
public void ExecuteOnHit(GameObject caster, GameObject hitTarget)
|
||||
{
|
||||
if (IsValidTarget(caster, hitTarget))
|
||||
{
|
||||
ApplyEffect(caster, hitTarget);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 실제 효과 적용 (상속받은 클래스에서 구현)
|
||||
/// </summary>
|
||||
protected abstract void ApplyEffect(GameObject caster, GameObject target);
|
||||
|
||||
/// <summary>
|
||||
/// 충돌한 대상이 유효한 타겟인지 확인
|
||||
/// </summary>
|
||||
public bool IsValidTarget(GameObject caster, GameObject target)
|
||||
{
|
||||
if (target == null) return false;
|
||||
|
||||
// 레이어 체크
|
||||
if (targetLayers.value != 0 && (targetLayers.value & (1 << target.layer)) == 0)
|
||||
return false;
|
||||
|
||||
// 팀 체크
|
||||
return IsCorrectTeam(caster, target);
|
||||
}
|
||||
|
||||
private bool IsCorrectTeam(GameObject caster, GameObject target)
|
||||
{
|
||||
bool isSameTeam = Team.IsSameTeam(caster, target);
|
||||
|
||||
return targetTeam switch
|
||||
{
|
||||
TargetTeam.Enemy => !isSameTeam,
|
||||
TargetTeam.Ally => isSameTeam,
|
||||
TargetTeam.All => true,
|
||||
_ => true
|
||||
};
|
||||
}
|
||||
|
||||
private void ExecuteArea(GameObject caster)
|
||||
{
|
||||
Vector3 center = GetAreaCenter(caster);
|
||||
Collider[] hits = Physics.OverlapSphere(center, Mathf.Max(areaRadius, fanRadius), targetLayers);
|
||||
// 같은 GameObject가 여러 콜라이더를 가질 수 있으므로 중복 제거
|
||||
HashSet<GameObject> processedTargets = new HashSet<GameObject>();
|
||||
foreach (var hit in hits)
|
||||
{
|
||||
if (hit.gameObject == caster) continue;
|
||||
if (!IsCorrectTeam(caster, hit.gameObject)) continue;
|
||||
if (processedTargets.Contains(hit.gameObject)) continue;
|
||||
// 부채꼴 판정
|
||||
if (areaShape == AreaShapeType.Fan)
|
||||
{
|
||||
if (!IsInFanShape(caster, hit.transform.position))
|
||||
continue;
|
||||
}
|
||||
|
||||
processedTargets.Add(hit.gameObject);
|
||||
ApplyEffect(caster, hit.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 타겟이 부채꼴 범위 내에 있는지 확인
|
||||
/// </summary>
|
||||
private bool IsInFanShape(GameObject caster, Vector3 targetPosition)
|
||||
{
|
||||
Vector3 casterPos = caster.transform.position;
|
||||
Vector3 casterForward = caster.transform.forward;
|
||||
|
||||
// 부채꼴 원점 계산
|
||||
Vector3 fanOrigin = casterPos + casterForward * fanOriginDistance;
|
||||
|
||||
// 원점에서 타겟까지의 방향과 거리
|
||||
Vector3 toTarget = targetPosition - fanOrigin;
|
||||
float distance = toTarget.magnitude;
|
||||
|
||||
// 거리 체크
|
||||
if (distance > fanRadius)
|
||||
return false;
|
||||
|
||||
// 각도 체크 (Y축 무시)
|
||||
Vector3 toTargetFlat = new Vector3(toTarget.x, 0f, toTarget.z).normalized;
|
||||
Vector3 casterForwardFlat = new Vector3(casterForward.x, 0f, casterForward.z).normalized;
|
||||
|
||||
float angle = Vector3.Angle(casterForwardFlat, toTargetFlat);
|
||||
return angle <= fanHalfAngle;
|
||||
}
|
||||
|
||||
private Vector3 GetAreaCenter(GameObject caster)
|
||||
{
|
||||
if (caster == null) return Vector3.zero;
|
||||
|
||||
return areaCenter switch
|
||||
{
|
||||
AreaCenterType.Caster => caster.transform.position,
|
||||
AreaCenterType.CasterForward => caster.transform.position + caster.transform.forward * areaRadius,
|
||||
_ => caster.transform.position
|
||||
};
|
||||
}
|
||||
|
||||
#region Debug Visualization
|
||||
/// <summary>
|
||||
/// 공격 범위 시각화 (런타임 디버그용)
|
||||
/// </summary>
|
||||
public void DrawDebugRange(GameObject caster, float duration = 1f)
|
||||
{
|
||||
if (targetType != TargetType.Area) return;
|
||||
|
||||
Vector3 casterPos = caster.transform.position;
|
||||
Vector3 forward = caster.transform.forward;
|
||||
|
||||
if (areaShape == AreaShapeType.Sphere)
|
||||
{
|
||||
Vector3 center = GetAreaCenter(caster);
|
||||
DebugDrawSphere(center, areaRadius, Color.red, duration);
|
||||
}
|
||||
else if (areaShape == AreaShapeType.Fan)
|
||||
{
|
||||
DebugDrawFan(casterPos, forward, fanOriginDistance, fanRadius, fanHalfAngle, Color.red, duration);
|
||||
}
|
||||
}
|
||||
|
||||
private void DebugDrawSphere(Vector3 center, float radius, Color color, float duration)
|
||||
{
|
||||
int segments = 32;
|
||||
float step = 360f / segments;
|
||||
|
||||
// XZ 평면 원
|
||||
Vector3 prevPoint = center + new Vector3(radius, 0, 0);
|
||||
for (int i = 1; i <= segments; i++)
|
||||
{
|
||||
float angle = i * step * Mathf.Deg2Rad;
|
||||
Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
|
||||
Debug.DrawLine(prevPoint, newPoint, color, duration);
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
|
||||
// 수직선 (높이 표시)
|
||||
Debug.DrawLine(center + Vector3.up * 0.1f, center + Vector3.up * 2f, color, duration);
|
||||
}
|
||||
|
||||
private void DebugDrawFan(Vector3 casterPos, Vector3 forward, float originDistance, float radius, float halfAngle, Color color, float duration)
|
||||
{
|
||||
Vector3 fanOrigin = casterPos + forward * originDistance;
|
||||
Vector3 forwardFlat = new Vector3(forward.x, 0f, forward.z).normalized;
|
||||
|
||||
// 부채꼴의 양끝 방향 계산
|
||||
Quaternion leftRot = Quaternion.Euler(0, -halfAngle, 0);
|
||||
Quaternion rightRot = Quaternion.Euler(0, halfAngle, 0);
|
||||
Vector3 leftDir = leftRot * forwardFlat;
|
||||
Vector3 rightDir = rightRot * forwardFlat;
|
||||
|
||||
// 부채꼴 호 그리기
|
||||
int arcSegments = Mathf.Max(8, Mathf.CeilToInt(halfAngle * 2 / 5f)); // 5도당 1세그먼트
|
||||
Vector3 prevPoint = fanOrigin + leftDir * radius;
|
||||
|
||||
for (int i = 1; i <= arcSegments; i++)
|
||||
{
|
||||
float t = (float)i / arcSegments;
|
||||
float angle = -halfAngle + t * halfAngle * 2;
|
||||
Quaternion rot = Quaternion.Euler(0, angle, 0);
|
||||
Vector3 dir = rot * forwardFlat;
|
||||
Vector3 newPoint = fanOrigin + dir * radius;
|
||||
|
||||
Debug.DrawLine(prevPoint, newPoint, color, duration);
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
|
||||
// 부채꼴 경계선
|
||||
Debug.DrawLine(fanOrigin, fanOrigin + leftDir * radius, color, duration);
|
||||
Debug.DrawLine(fanOrigin, fanOrigin + rightDir * radius, color, duration);
|
||||
|
||||
// 원점 표시
|
||||
Debug.DrawLine(fanOrigin + Vector3.up * 0.1f, fanOrigin + Vector3.up * 1.5f, color, duration);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
public enum TargetType
|
||||
{
|
||||
Self,
|
||||
Area
|
||||
}
|
||||
|
||||
public enum TargetTeam
|
||||
{
|
||||
Enemy,
|
||||
Ally,
|
||||
All
|
||||
}
|
||||
|
||||
public enum AreaCenterType
|
||||
{
|
||||
Caster,
|
||||
CasterForward
|
||||
}
|
||||
|
||||
public enum AreaShapeType
|
||||
{
|
||||
Sphere, // 원형 범위
|
||||
Fan // 부채꼴 범위
|
||||
}
|
||||
}
|
||||
2
Assets/_Game/Scripts/Skills/SkillEffect.cs.meta
Normal file
2
Assets/_Game/Scripts/Skills/SkillEffect.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd8fab5faadbfff49ae5117890787807
|
||||
89
Assets/_Game/Scripts/Skills/SkillProjectile.cs
Normal file
89
Assets/_Game/Scripts/Skills/SkillProjectile.cs
Normal file
@@ -0,0 +1,89 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Colosseum.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class SkillProjectile : MonoBehaviour
|
||||
{
|
||||
[Header("이동 설정")]
|
||||
[Min(0f)] [SerializeField] private float speed = 15f;
|
||||
[Min(0f)] [SerializeField] private float lifetime = 5f;
|
||||
|
||||
[Header("관통 설정")]
|
||||
[SerializeField] private bool penetrate = false;
|
||||
[SerializeField] private int maxPenetration = 1;
|
||||
|
||||
[Header("충돌 이펙트")]
|
||||
[SerializeField] private GameObject hitEffect;
|
||||
[SerializeField] private float hitEffectDuration = 2f;
|
||||
|
||||
private GameObject caster;
|
||||
private SkillEffect sourceEffect;
|
||||
private int penetrationCount;
|
||||
private Rigidbody rb;
|
||||
private bool initialized;
|
||||
|
||||
/// <summary>
|
||||
/// 투사체 초기화
|
||||
/// </summary>
|
||||
public void Initialize(GameObject caster, SkillEffect sourceEffect)
|
||||
{
|
||||
this.caster = caster;
|
||||
this.sourceEffect = sourceEffect;
|
||||
initialized = true;
|
||||
|
||||
rb = GetComponent<Rigidbody>();
|
||||
if (rb != null)
|
||||
{
|
||||
rb.useGravity = false;
|
||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Destroy(gameObject, lifetime);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!initialized || rb == null) return;
|
||||
rb.linearVelocity = transform.forward * speed;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!initialized || sourceEffect == null) return;
|
||||
if (other.gameObject == caster) return;
|
||||
|
||||
// 유효한 타겟인지 확인
|
||||
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
|
||||
return;
|
||||
|
||||
// 충돌 이펙트
|
||||
if (hitEffect != null)
|
||||
{
|
||||
var effect = Instantiate(hitEffect, transform.position, transform.rotation);
|
||||
Destroy(effect, hitEffectDuration);
|
||||
}
|
||||
|
||||
// 효과 적용
|
||||
sourceEffect.ExecuteOnHit(caster, other.gameObject);
|
||||
|
||||
penetrationCount++;
|
||||
|
||||
if (!penetrate || penetrationCount >= maxPenetration)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetDirection(Vector3 direction)
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(direction.normalized);
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/_Game/Scripts/Skills/SkillProjectile.cs.meta
Normal file
2
Assets/_Game/Scripts/Skills/SkillProjectile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e2a203fbf7bc39449b13bec67e94150
|
||||
Reference in New Issue
Block a user