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:
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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fileFormatVersion: 2
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guid: bf750718c64c4bd48af905d2927351de
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92
Assets/_Game/Scripts/Skills/Effects/DamageEffect.cs
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92
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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49
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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30
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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fileFormatVersion: 2
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guid: 27cd4e4eb6a485845953db2a108a37f8
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22
Assets/_Game/Scripts/Skills/Effects/SoundEffect.cs
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22
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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68
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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{
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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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}
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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
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guid: a3139ddf07cfe324fa692a88cd565e24
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