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/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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