스킬 시스템 구현
- 애니메이션 이벤트 기반 스킬 시스템 추가 - SkillData: 스킬 데이터 (클립, 쿨타임, 효과 목록) - SkillController: 스킬 실행 및 애니메이션 제어 - AnimatorOverrideController로 단일 State에서 다양한 스킬 재생 - 스킬 효과 시스템 - DamageEffect, HealEffect, BuffEffect - KnockbackEffect, SoundEffect, SpawnEffect - 범위 공격 및 팀 구분 지원 - Team 컴포넌트로 아군/적 구분 - 스킬 중 이동 제한 - IsPlayingAnimation으로 애니메이션 종료까지 이동 불가 - OnSkillEnd 호출 시 다음 스킬 시전 가능 - 입력 시스템에 스킬 슬롯 6개 추가 - 애니메이션 에셋 추가 및 정리 - AnimationSwordCombat 패키지 추가 (검 공격 애니메이션) - PlayerAnimationController에 Skill 상태 추가 - External_Used 폴더 구조 정리 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
8
Assets/Scripts/Skills/Effects.meta
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8
Assets/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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32
Assets/Scripts/Skills/Effects/BuffEffect.cs
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32
Assets/Scripts/Skills/Effects/BuffEffect.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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/// 버프/디버프 효과
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/// </summary>
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[CreateAssetMenu(fileName = "BuffEffect", menuName = "Colosseum/Skills/Effects/Buff")]
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public class BuffEffect : SkillEffect
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{
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[Header("Buff Settings")]
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[SerializeField] private string buffName = "Buff";
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[Min(0f)] [SerializeField] private float duration = 5f;
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[Header("Stat Modifiers")]
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[Range(0f, 10f)] [SerializeField] private float moveSpeedMultiplier = 1f;
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[Range(0f, 10f)] [SerializeField] private float attackPowerMultiplier = 1f;
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[Range(0f, 10f)] [SerializeField] private float defenseMultiplier = 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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// TODO: 실제 버프 시스템 연동
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// var buffSystem = target.GetComponent<BuffSystem>();
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// buffSystem?.ApplyBuff(new BuffData(buffName, duration, moveSpeedMultiplier, attackPowerMultiplier, defenseMultiplier));
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Debug.Log($"[Buff] {buffName} on {target.name} for {duration}s " +
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$"(Speed: {moveSpeedMultiplier}x, ATK: {attackPowerMultiplier}x, DEF: {defenseMultiplier}x)");
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}
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}
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}
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2
Assets/Scripts/Skills/Effects/BuffEffect.cs.meta
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2
Assets/Scripts/Skills/Effects/BuffEffect.cs.meta
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fileFormatVersion: 2
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guid: 32bab3b586da0d7469f63e03f18ee29f
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26
Assets/Scripts/Skills/Effects/DamageEffect.cs
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Assets/Scripts/Skills/Effects/DamageEffect.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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/// 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 damageAmount = 10f;
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[SerializeField] private string damageType = "Physical";
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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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// TODO: 실제 데미지 시스템 연동
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// var health = target.GetComponent<Health>();
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// health?.TakeDamage(damageAmount, caster, damageType);
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Debug.Log($"[Damage] {caster.name} -> {target.name}: {damageAmount} ({damageType})");
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}
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}
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}
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2
Assets/Scripts/Skills/Effects/DamageEffect.cs.meta
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2
Assets/Scripts/Skills/Effects/DamageEffect.cs.meta
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fileFormatVersion: 2
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guid: 58efb3c775496fa40b801b21127a011e
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25
Assets/Scripts/Skills/Effects/HealEffect.cs
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Assets/Scripts/Skills/Effects/HealEffect.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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/// 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 healAmount = 10f;
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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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// TODO: 실제 체력 시스템 연동
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// var health = target.GetComponent<Health>();
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// health?.Heal(healAmount);
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Debug.Log($"[Heal] {caster.name} -> {target.name}: {healAmount}");
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}
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}
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}
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2
Assets/Scripts/Skills/Effects/HealEffect.cs.meta
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Assets/Scripts/Skills/Effects/HealEffect.cs.meta
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fileFormatVersion: 2
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guid: abc224c01f587d447bc8df723ef522ba
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32
Assets/Scripts/Skills/Effects/KnockbackEffect.cs
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Assets/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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Debug.Log($"[Knockback] {target.name}: {knockback}");
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}
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}
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}
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2
Assets/Scripts/Skills/Effects/KnockbackEffect.cs.meta
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2
Assets/Scripts/Skills/Effects/KnockbackEffect.cs.meta
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fileFormatVersion: 2
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guid: 27cd4e4eb6a485845953db2a108a37f8
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22
Assets/Scripts/Skills/Effects/SoundEffect.cs
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Assets/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/Scripts/Skills/Effects/SoundEffect.cs.meta
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2
Assets/Scripts/Skills/Effects/SoundEffect.cs.meta
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fileFormatVersion: 2
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guid: 052c59e9f6bf6864da0248beab125037
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68
Assets/Scripts/Skills/Effects/SpawnEffect.cs
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Assets/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/Scripts/Skills/Effects/SpawnEffect.cs.meta
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2
Assets/Scripts/Skills/Effects/SpawnEffect.cs.meta
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fileFormatVersion: 2
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guid: a3139ddf07cfe324fa692a88cd565e24
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272
Assets/Scripts/Skills/SkillController.cs
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Assets/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>
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public class SkillController : MonoBehaviour
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{
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private const string SKILL_STATE_NAME = "Skill";
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private const string END_STATE_NAME = "SkillEnd";
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[Header("애니메이션")]
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[SerializeField] private Animator animator;
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[Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")]
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[SerializeField] private RuntimeAnimatorController baseController;
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[Tooltip("Skill 상태에 연결된 기본 클립 (Override용)")]
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[SerializeField] private AnimationClip baseSkillClip;
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[Header("설정")]
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[SerializeField] private bool debugMode = false;
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// 현재 실행 중인 스킬
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private SkillData currentSkill;
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private bool skillEndRequested; // OnSkillEnd 이벤트 호출 여부
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private bool waitingForEndAnimation; // EndAnimation 종료 대기 중
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// 쿨타임 추적
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private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>();
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public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
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public bool IsPlayingAnimation => currentSkill != null;
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public SkillData CurrentSkill => currentSkill;
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private void Awake()
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{
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if (animator == null)
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{
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animator = GetComponentInChildren<Animator>();
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}
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// 기본 컨트롤러 저장
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if (baseController == null && animator != null)
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{
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baseController = animator.runtimeAnimatorController;
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}
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}
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private void Update()
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{
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if (currentSkill == null || animator == null) return;
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var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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if (debugMode)
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{
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Debug.Log($"[Skill] State: {stateInfo.shortNameHash}, NormalizedTime: {stateInfo.normalizedTime:F2}, IsSkill: {stateInfo.IsName(SKILL_STATE_NAME)}");
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}
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// EndAnimation 종료 감지
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if (waitingForEndAnimation)
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{
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if (stateInfo.normalizedTime >= 1f)
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{
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if (debugMode) Debug.Log($"[Skill] EndAnimation complete: {currentSkill.SkillName}");
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RestoreBaseController();
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currentSkill = null;
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}
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return;
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}
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// 애니메이션 종료 시 처리 (OnSkillEnd 여부와 관계없이 애니메이션 끝까지 재생)
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if (stateInfo.normalizedTime >= 1f)
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{
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if (currentSkill.EndClip != null)
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{
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// EndAnimation 재생 후 종료 대기
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if (debugMode) Debug.Log($"[Skill] SkillAnimation done, playing EndAnimation: {currentSkill.SkillName}");
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PlayEndClip(currentSkill.EndClip);
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waitingForEndAnimation = true;
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}
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else
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{
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// EndAnimation 없으면 바로 종료
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if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
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RestoreBaseController();
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currentSkill = null;
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}
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}
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}
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/// <summary>
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/// 스킬 시전
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/// </summary>
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public bool ExecuteSkill(SkillData skill)
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{
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if (skill == null)
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{
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Debug.LogWarning("Skill is null!");
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return false;
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}
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if (IsExecutingSkill)
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{
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if (debugMode) Debug.Log($"Already executing skill: {currentSkill.SkillName}");
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return false;
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}
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if (IsOnCooldown(skill))
|
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{
|
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if (debugMode) Debug.Log($"Skill {skill.SkillName} is on cooldown");
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return false;
|
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}
|
||||
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currentSkill = skill;
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skillEndRequested = false;
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waitingForEndAnimation = false;
|
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if (debugMode) Debug.Log($"[Skill] Cast: {skill.SkillName}");
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// 쿨타임 시작
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StartCooldown(skill);
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||||
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// 스킬 애니메이션 재생
|
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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($"[Skill] PlaySkillClip: {clip.name}, BaseClip: {baseSkillClip.name}");
|
||||
}
|
||||
|
||||
var overrideController = new AnimatorOverrideController(baseController);
|
||||
overrideController[baseSkillClip] = clip;
|
||||
animator.runtimeAnimatorController = overrideController;
|
||||
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 종료 클립 재생
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||||
/// </summary>
|
||||
private void PlayEndClip(AnimationClip clip)
|
||||
{
|
||||
if (baseSkillClip == null)
|
||||
{
|
||||
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
|
||||
return;
|
||||
}
|
||||
|
||||
var overrideController = new AnimatorOverrideController(baseController);
|
||||
overrideController[baseSkillClip] = clip;
|
||||
animator.runtimeAnimatorController = overrideController;
|
||||
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 기본 컨트롤러로 복원
|
||||
/// </summary>
|
||||
private void RestoreBaseController()
|
||||
{
|
||||
if (animator != null && baseController != null)
|
||||
{
|
||||
animator.runtimeAnimatorController = baseController;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 애니메이션 이벤트에서 호출. Effect 리스트의 index번째 효과를 발동합니다.
|
||||
/// Animation Event: Function = OnEffect, Int Parameter = effect index (0-based)
|
||||
/// </summary>
|
||||
public void OnEffect(int index)
|
||||
{
|
||||
if (currentSkill == null)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning("[Effect] No skill executing");
|
||||
return;
|
||||
}
|
||||
|
||||
var effects = currentSkill.Effects;
|
||||
if (index < 0 || index >= effects.Count)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning($"[Effect] Invalid index: {index}");
|
||||
return;
|
||||
}
|
||||
|
||||
var effect = effects[index];
|
||||
if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
|
||||
|
||||
effect.ExecuteOnCast(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 애니메이션 이벤트에서 호출. 스킬 종료를 요청합니다.
|
||||
/// 애니메이션은 끝까지 재생된 후 종료됩니다.
|
||||
/// Animation Event: Function = OnSkillEnd
|
||||
/// </summary>
|
||||
public void OnSkillEnd()
|
||||
{
|
||||
if (currentSkill == null)
|
||||
{
|
||||
if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");
|
||||
return;
|
||||
}
|
||||
|
||||
skillEndRequested = true;
|
||||
|
||||
if (debugMode) Debug.Log($"[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/Scripts/Skills/SkillController.cs.meta
Normal file
2
Assets/Scripts/Skills/SkillController.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59b4feaa06ce4c74f97ed5b57ddd74d1
|
||||
42
Assets/Scripts/Skills/SkillData.cs
Normal file
42
Assets/Scripts/Skills/SkillData.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
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("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 IReadOnlyList<SkillEffect> Effects => effects;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Skills/SkillData.cs.meta
Normal file
2
Assets/Scripts/Skills/SkillData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 94f0a76cebcac2f4fb5daf1b675fd79f
|
||||
134
Assets/Scripts/Skills/SkillEffect.cs
Normal file
134
Assets/Scripts/Skills/SkillEffect.cs
Normal file
@@ -0,0 +1,134 @@
|
||||
using UnityEngine;
|
||||
using Colosseum;
|
||||
|
||||
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;
|
||||
[Min(0.1f)] [SerializeField] protected float areaRadius = 3f;
|
||||
[SerializeField] protected LayerMask targetLayers;
|
||||
|
||||
// Properties
|
||||
public TargetType TargetType => targetType;
|
||||
public TargetTeam TargetTeam => targetTeam;
|
||||
|
||||
/// <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, areaRadius, targetLayers);
|
||||
|
||||
foreach (var hit in hits)
|
||||
{
|
||||
if (hit.gameObject == caster) continue;
|
||||
if (!IsCorrectTeam(caster, hit.gameObject)) continue;
|
||||
|
||||
ApplyEffect(caster, hit.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
public enum TargetType
|
||||
{
|
||||
Self,
|
||||
Area
|
||||
}
|
||||
|
||||
public enum TargetTeam
|
||||
{
|
||||
Enemy,
|
||||
Ally,
|
||||
All
|
||||
}
|
||||
|
||||
public enum AreaCenterType
|
||||
{
|
||||
Caster,
|
||||
CasterForward
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/Skills/SkillEffect.cs.meta
Normal file
2
Assets/Scripts/Skills/SkillEffect.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bd8fab5faadbfff49ae5117890787807
|
||||
89
Assets/Scripts/Skills/SkillProjectile.cs
Normal file
89
Assets/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/Scripts/Skills/SkillProjectile.cs.meta
Normal file
2
Assets/Scripts/Skills/SkillProjectile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e2a203fbf7bc39449b13bec67e94150
|
||||
Reference in New Issue
Block a user