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>
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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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