Compare commits
4 Commits
e5ef94da85
...
ec40b397b5
| Author | SHA1 | Date | |
|---|---|---|---|
| ec40b397b5 | |||
| 290d59e665 | |||
| a9aa3a3091 | |||
| f73a2ca9d7 |
@@ -1,6 +1,45 @@
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||||
{
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"permissions": {
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"allow": [
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"mcp__unityMCP__apply_text_edits",
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"mcp__unityMCP__batch_execute",
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"mcp__unityMCP__create_script",
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"mcp__unityMCP__debug_request_context",
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"mcp__unityMCP__delete_script",
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"mcp__unityMCP__execute_custom_tool",
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"mcp__unityMCP__execute_menu_item",
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"mcp__unityMCP__find_gameobjects",
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"mcp__unityMCP__find_in_file",
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"mcp__unityMCP__get_sha",
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"mcp__unityMCP__get_test_job",
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"mcp__unityMCP__manage_animation",
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"mcp__unityMCP__manage_asset",
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"mcp__unityMCP__manage_camera",
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"mcp__unityMCP__manage_components",
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"mcp__unityMCP__manage_editor",
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"mcp__unityMCP__manage_gameobject",
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"mcp__unityMCP__manage_graphics",
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"mcp__unityMCP__manage_material",
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"mcp__unityMCP__manage_packages",
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"mcp__unityMCP__manage_prefabs",
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"mcp__unityMCP__manage_probuilder",
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"mcp__unityMCP__manage_scene",
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"mcp__unityMCP__manage_script",
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"mcp__unityMCP__manage_script_capabilities",
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"mcp__unityMCP__manage_scriptable_object",
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"mcp__unityMCP__manage_shader",
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"mcp__unityMCP__manage_texture",
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"mcp__unityMCP__manage_tools",
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"mcp__unityMCP__manage_ui",
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"mcp__unityMCP__manage_vfx",
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"mcp__unityMCP__read_console",
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"mcp__unityMCP__refresh_unity",
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"mcp__unityMCP__run_tests",
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"mcp__unityMCP__script_apply_edits",
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"mcp__unityMCP__set_active_instance",
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"mcp__unityMCP__unity_docs",
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||||
"mcp__unityMCP__unity_reflect",
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"mcp__unityMCP__validate_script",
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"Bash(git add:*)",
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"Bash(git fsck:*)",
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"Bash(git commit:*)",
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -87,3 +87,5 @@ Assets/External_Used/Models/Human-Custom.sk.meta
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||||
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# Wwise audio project
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Colosseum.slnx
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||||
Assets/Screenshots
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||||
Assets/_Recovery
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||||
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||||
8
.mcp.json
Normal file
8
.mcp.json
Normal file
@@ -0,0 +1,8 @@
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||||
{
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"mcpServers": {
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"unityMCP": {
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"type": "http",
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"url": "http://localhost:8080/mcp"
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}
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}
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}
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8
Assets/Screenshots.meta
Normal file
8
Assets/Screenshots.meta
Normal file
@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3a26e83c1ec0fac4d81264952e4fb03f
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File diff suppressed because it is too large
Load Diff
BIN
Assets/_Game/Animations/Anim_Common_찌르기.fbx
Normal file
BIN
Assets/_Game/Animations/Anim_Common_찌르기.fbx
Normal file
Binary file not shown.
2205
Assets/_Game/Animations/Anim_Common_찌르기.fbx.meta
Normal file
2205
Assets/_Game/Animations/Anim_Common_찌르기.fbx.meta
Normal file
File diff suppressed because it is too large
Load Diff
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@@ -17,15 +17,9 @@ MonoBehaviour:
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Duration: 0.5
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@@ -14,7 +14,13 @@ MonoBehaviour:
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cooldown: 1
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26
Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset
Normal file
26
Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset
Normal file
@@ -0,0 +1,26 @@
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27
Assets/_Game/Data/Skills/Data_Skill_TestBoss_점프준비.asset
Normal file
27
Assets/_Game/Data/Skills/Data_Skill_TestBoss_점프준비.asset
Normal file
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Normal file
27
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using Colosseum.Combat;
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "SetTargetInRange", story: "[거리] 내에 [대상이] 있는지 확인", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
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[NodeDescription(name: "SetTargetInRange", story: "[Range] 내에 [Tag] 있는지 확인", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
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{
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[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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private int currentStepIndex;
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@@ -112,6 +113,15 @@ public partial class UsePatternAction : Action
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return Status.Failure;
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}
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// jumpToTarget 스킬이면 타겟 위치 전달
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if (step.Skill.JumpToTarget)
|
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{
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if (Target?.Value == null)
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Debug.LogWarning($"[UsePatternAction] '{step.Skill.SkillName}'은 JumpToTarget 스킬이지만 Target이 바인딩되지 않았습니다.");
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else
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GameObject.GetComponent<Colosseum.Enemy.EnemyBase>()?.SetJumpTarget(Target.Value.transform.position);
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}
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return Status.Running;
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}
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}
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@@ -14,6 +14,7 @@ using Unity.Properties;
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public partial class UseSkillAction : Action
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{
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[SerializeReference] public BlackboardVariable<SkillData> 스킬;
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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private SkillController skillController;
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@@ -42,6 +43,13 @@ public partial class UseSkillAction : Action
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return Status.Failure;
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}
|
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|
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// jumpToTarget 스킬이면 타겟 위치 전달
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if (스킬.Value.JumpToTarget && Target?.Value != null)
|
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{
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var enemyBase = GameObject.GetComponent<Colosseum.Enemy.EnemyBase>();
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enemyBase?.SetJumpTarget(Target.Value.transform.position);
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}
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return Status.Running;
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}
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@@ -36,6 +36,11 @@ namespace Colosseum.Enemy
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// 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적
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private bool isAirborne = false;
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// 점프 타겟 이동
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private bool hasJumpTarget = false;
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private Vector3 jumpStartXZ;
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private Vector3 jumpTargetXZ;
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// 이벤트
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public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
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public event Action<float> OnDamageTaken; // damage
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@@ -84,45 +89,50 @@ namespace Colosseum.Enemy
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protected virtual void OnServerUpdate() { }
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/// <summary>
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/// NavMeshAgent position sync 및 OnAnimatorMove 이후에 실행됩니다.
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/// 보스가 이미 플레이어 안으로 들어온 경우 stoppingDistance 바깥으로 밀어냅니다.
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/// Update()에서의 isStopped 조작은 NavMeshAgent에 의해 덮어써지지만,
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/// LateUpdate()는 그 이후이므로 확실하게 보정됩니다.
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/// 보스와 플레이어가 겹치면 플레이어를 밀어냅니다.
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/// 점프 착지 포함, 항상 실행됩니다.
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/// </summary>
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private void LateUpdate()
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{
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if (!IsServer || IsDead || navMeshAgent == null || isAirborne) return;
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if (!IsServer || IsDead) return;
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// stoppingDistance가 0이면 radius 기반 fallback 사용
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float stopDist = navMeshAgent.stoppingDistance > 0f
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? navMeshAgent.stoppingDistance
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: navMeshAgent.radius + 0.5f;
|
||||
float separationDist = navMeshAgent != null
|
||||
? Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f)
|
||||
: 1f;
|
||||
|
||||
int count = Physics.OverlapSphereNonAlloc(transform.position, stopDist, overlapBuffer);
|
||||
int count = Physics.OverlapSphereNonAlloc(transform.position, separationDist, overlapBuffer);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
// 레이어 무관하게 CharacterController 유무로 플레이어 식별
|
||||
if (!overlapBuffer[i].TryGetComponent<CharacterController>(out _)) continue;
|
||||
if (!overlapBuffer[i].TryGetComponent<CharacterController>(out var cc)) continue;
|
||||
|
||||
Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position;
|
||||
toPlayer.y = 0f;
|
||||
float dist = toPlayer.magnitude;
|
||||
if (dist >= stopDist) continue;
|
||||
if (dist >= separationDist) continue;
|
||||
|
||||
// 보스가 실제로 이동 중일 때만 밀어냄.
|
||||
// isStopped는 수동 설정 시만 true가 되므로, velocity로 실제 이동 여부를 판단.
|
||||
if (navMeshAgent.velocity.sqrMagnitude > 0.01f)
|
||||
{
|
||||
Vector3 pushDir = dist > 0.001f ? -toPlayer.normalized : -transform.forward;
|
||||
navMeshAgent.Warp(transform.position + pushDir * (stopDist - dist));
|
||||
// 플레이어를 보스 바깥으로 밀어냄
|
||||
Vector3 pushDir = dist > 0.001f ? toPlayer.normalized : transform.forward;
|
||||
cc.Move(pushDir * (separationDist - dist));
|
||||
|
||||
// 보스가 이동 중이었으면 정지 (플레이어 안으로 더 진입하지 않도록)
|
||||
if (navMeshAgent != null && !isAirborne && navMeshAgent.velocity.sqrMagnitude > 0.01f)
|
||||
navMeshAgent.isStopped = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 점프 타겟 설정. UseSkillAction에서 jumpToTarget 스킬 시전 시 호출합니다.
|
||||
/// </summary>
|
||||
public void SetJumpTarget(Vector3 targetPos)
|
||||
{
|
||||
jumpTargetXZ = new Vector3(targetPos.x, 0f, targetPos.z);
|
||||
hasJumpTarget = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 보스 스킬 루트모션이 플레이어 방향으로 진입하는 것을 차단합니다.
|
||||
/// Y 루트모션이 필요한 스킬(점프 등)은 NavMeshAgent를 비활성화하고 직접 이동합니다.
|
||||
/// jumpToTarget 스킬은 XZ를 대상 위치로 lerp합니다.
|
||||
/// </summary>
|
||||
private void OnAnimatorMove()
|
||||
{
|
||||
@@ -131,12 +141,52 @@ namespace Colosseum.Enemy
|
||||
var skillCtrl = GetComponent<Colosseum.Skills.SkillController>();
|
||||
bool needsYMotion = skillCtrl != null
|
||||
&& skillCtrl.IsPlayingAnimation
|
||||
&& !skillCtrl.IsInEndAnimation
|
||||
&& skillCtrl.UsesRootMotion
|
||||
&& !skillCtrl.IgnoreRootMotionY;
|
||||
|
||||
Vector3 deltaPosition = animator.deltaPosition;
|
||||
|
||||
// XZ 차단: 플레이어 방향으로의 이동 방지
|
||||
if (needsYMotion)
|
||||
{
|
||||
// Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동
|
||||
if (navMeshAgent.enabled)
|
||||
{
|
||||
navMeshAgent.enabled = false;
|
||||
isAirborne = true;
|
||||
jumpStartXZ = new Vector3(transform.position.x, 0f, transform.position.z);
|
||||
}
|
||||
|
||||
if (hasJumpTarget)
|
||||
{
|
||||
// XZ: 애니메이션 진행도에 따라 목표 위치로 lerp
|
||||
float t = Mathf.Clamp01(animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
|
||||
Vector3 newXZ = Vector3.Lerp(jumpStartXZ, jumpTargetXZ, t);
|
||||
transform.position = new Vector3(newXZ.x, transform.position.y + deltaPosition.y, newXZ.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
// jumpToTarget 없으면 기존처럼 애니메이션 루트모션 그대로 적용
|
||||
transform.position += deltaPosition;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 착지 후 NavMeshAgent 복원
|
||||
if (isAirborne)
|
||||
{
|
||||
isAirborne = false;
|
||||
if (hasJumpTarget)
|
||||
{
|
||||
// lerp가 1.0에 못 미쳐도 착지 시 정확한 위치로 스냅
|
||||
transform.position = new Vector3(jumpTargetXZ.x, transform.position.y, jumpTargetXZ.z);
|
||||
}
|
||||
hasJumpTarget = false;
|
||||
navMeshAgent.enabled = true;
|
||||
navMeshAgent.Warp(transform.position);
|
||||
}
|
||||
|
||||
// XZ 차단: 플레이어 방향으로의 이동 방지 (일반 이동 중에만)
|
||||
float blockRadius = Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f);
|
||||
int count = Physics.OverlapSphereNonAlloc(transform.position, blockRadius, overlapBuffer);
|
||||
for (int i = 0; i < count; i++)
|
||||
@@ -155,25 +205,6 @@ namespace Colosseum.Enemy
|
||||
}
|
||||
}
|
||||
|
||||
if (needsYMotion)
|
||||
{
|
||||
// Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동
|
||||
if (navMeshAgent.enabled)
|
||||
{
|
||||
navMeshAgent.enabled = false;
|
||||
isAirborne = true;
|
||||
}
|
||||
transform.position += deltaPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 착지 후 NavMeshAgent 복원
|
||||
if (isAirborne)
|
||||
{
|
||||
isAirborne = false;
|
||||
navMeshAgent.enabled = true;
|
||||
navMeshAgent.Warp(transform.position);
|
||||
}
|
||||
navMeshAgent.Move(deltaPosition);
|
||||
}
|
||||
|
||||
|
||||
@@ -44,9 +44,6 @@ namespace Colosseum.Network
|
||||
{
|
||||
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
|
||||
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
|
||||
|
||||
// 호스트 자신 추가
|
||||
AddPlayer(NetworkManager.Singleton.LocalClientId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Colosseum.Skills.Effects
|
||||
{
|
||||
@@ -15,25 +16,41 @@ namespace Colosseum.Skills.Effects
|
||||
[SerializeField] private bool parentToCaster = false;
|
||||
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
|
||||
|
||||
[Header("Hit Settings")]
|
||||
[Tooltip("투사체가 대상에 명중했을 때 적용할 효과. 미설정 시 명중 효과 없음.")]
|
||||
[SerializeField] private SkillEffect hitEffect;
|
||||
|
||||
protected override void ApplyEffect(GameObject caster, GameObject target)
|
||||
{
|
||||
if (prefab == null || caster == null) return;
|
||||
|
||||
Vector3 spawnPos = GetSpawnPosition(caster, target) + spawnOffset;
|
||||
Quaternion spawnRot = GetSpawnRotation(caster, target);
|
||||
Transform parent = parentToCaster ? caster.transform : null;
|
||||
|
||||
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
|
||||
var networkObject = prefab.GetComponent<NetworkObject>();
|
||||
if (networkObject != null)
|
||||
{
|
||||
// 네트워크 오브젝트: 서버에서 스폰 후 전파
|
||||
// (OnEffect 가드에 의해 이미 서버에서만 호출됨)
|
||||
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot);
|
||||
var spawnedNet = instance.GetComponent<NetworkObject>();
|
||||
spawnedNet.Spawn(destroyWithScene: true);
|
||||
|
||||
// SkillProjectile 컴포넌트가 있으면 초기화
|
||||
var projectile = instance.GetComponent<SkillProjectile>();
|
||||
if (projectile != null)
|
||||
{
|
||||
projectile.Initialize(caster, this);
|
||||
projectile.Initialize(caster, hitEffect);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 로컬 오브젝트 (파티클 등): 기존 방식 유지
|
||||
Transform parent = parentToCaster ? caster.transform : null;
|
||||
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
|
||||
|
||||
var projectile = instance.GetComponent<SkillProjectile>();
|
||||
if (projectile != null)
|
||||
projectile.Initialize(caster, hitEffect);
|
||||
|
||||
if (autoDestroyTime > 0f)
|
||||
{
|
||||
Object.Destroy(instance, autoDestroyTime);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -42,6 +42,7 @@ namespace Colosseum.Skills
|
||||
|
||||
public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
|
||||
public bool IsPlayingAnimation => currentSkill != null;
|
||||
public bool IsInEndAnimation => waitingForEndAnimation;
|
||||
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
|
||||
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
|
||||
public SkillData CurrentSkill => currentSkill;
|
||||
@@ -143,6 +144,7 @@ namespace Colosseum.Skills
|
||||
// 스킬 애니메이션 재생
|
||||
if (skill.SkillClip != null && animator != null)
|
||||
{
|
||||
animator.speed = skill.AnimationSpeed;
|
||||
PlaySkillClip(skill.SkillClip);
|
||||
}
|
||||
|
||||
@@ -212,6 +214,7 @@ namespace Colosseum.Skills
|
||||
if (animator != null && baseController != null)
|
||||
{
|
||||
animator.runtimeAnimatorController = baseController;
|
||||
animator.speed = 1f;
|
||||
}
|
||||
|
||||
// 클라이언트에 복원 동기화
|
||||
|
||||
@@ -20,12 +20,16 @@ namespace Colosseum.Skills
|
||||
[SerializeField] private AnimationClip skillClip;
|
||||
[Tooltip("종료 애니메이션 (선택)")]
|
||||
[SerializeField] private AnimationClip endClip;
|
||||
[Tooltip("애니메이션 재생 속도 (1 = 기본, 2 = 2배속)")]
|
||||
[Min(0.1f)] [SerializeField] private float animationSpeed = 1f;
|
||||
|
||||
[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;
|
||||
[Tooltip("스킬 시전 시 대상 위치로 점프 이동 (UseRootMotion + IgnoreRootMotionY=false 필요)")]
|
||||
[SerializeField] private bool jumpToTarget = false;
|
||||
|
||||
[Header("쿨타임 & 비용")]
|
||||
[Min(0f)] [SerializeField] private float cooldown = 1f;
|
||||
@@ -41,10 +45,12 @@ namespace Colosseum.Skills
|
||||
public Sprite Icon => icon;
|
||||
public AnimationClip SkillClip => skillClip;
|
||||
public AnimationClip EndClip => endClip;
|
||||
public float AnimationSpeed => animationSpeed;
|
||||
public float Cooldown => cooldown;
|
||||
public float ManaCost => manaCost;
|
||||
public bool UseRootMotion => useRootMotion;
|
||||
public bool IgnoreRootMotionY => ignoreRootMotionY;
|
||||
public bool JumpToTarget => jumpToTarget;
|
||||
public IReadOnlyList<SkillEffect> Effects => effects;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -93,6 +93,9 @@ namespace Colosseum.Skills
|
||||
|
||||
private bool IsCorrectTeam(GameObject caster, GameObject target)
|
||||
{
|
||||
// Team 컴포넌트가 없는 오브젝트(환경, 바닥, 벽 등)는 타겟 제외
|
||||
if (target.GetComponent<Team>() == null) return false;
|
||||
|
||||
bool isSameTeam = Team.IsSameTeam(caster, target);
|
||||
|
||||
return targetTeam switch
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
using UnityEngine;
|
||||
using Unity.Netcode;
|
||||
|
||||
namespace Colosseum.Skills
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
|
||||
/// 서버에서만 이동/충돌을 처리하며, NetworkTransform으로 위치를 동기화합니다.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class SkillProjectile : MonoBehaviour
|
||||
public class SkillProjectile : NetworkBehaviour
|
||||
{
|
||||
[Header("이동 설정")]
|
||||
[Min(0f)] [SerializeField] private float speed = 15f;
|
||||
@@ -41,29 +43,39 @@ namespace Colosseum.Skills
|
||||
rb.useGravity = false;
|
||||
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
}
|
||||
|
||||
// caster 및 자식 콜라이더와의 충돌 무시
|
||||
var myColliders = GetComponents<Collider>();
|
||||
foreach (var cc in caster.GetComponentsInChildren<Collider>())
|
||||
foreach (var mc in myColliders)
|
||||
Physics.IgnoreCollision(mc, cc);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Destroy(gameObject, lifetime);
|
||||
// 서버에서만 수명 관리
|
||||
if (IsServer)
|
||||
Invoke(nameof(ServerDespawn), lifetime);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!initialized || rb == null) return;
|
||||
// 서버에서만 이동 처리
|
||||
if (!IsServer || !initialized || rb == null) return;
|
||||
rb.linearVelocity = transform.forward * speed;
|
||||
}
|
||||
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (!initialized || sourceEffect == null) return;
|
||||
// 서버에서만 충돌 처리
|
||||
if (!IsServer || !initialized || sourceEffect == null) return;
|
||||
if (other.gameObject == caster) return;
|
||||
|
||||
// 유효한 타겟인지 확인
|
||||
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
|
||||
return;
|
||||
|
||||
// 충돌 이펙트
|
||||
// 충돌 이펙트 (서버에서 스폰 → 클라이언트에도 표시되려면 NetworkObject여야 함)
|
||||
if (hitEffect != null)
|
||||
{
|
||||
var effect = Instantiate(hitEffect, transform.position, transform.rotation);
|
||||
@@ -77,10 +89,16 @@ namespace Colosseum.Skills
|
||||
|
||||
if (!penetrate || penetrationCount >= maxPenetration)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
ServerDespawn();
|
||||
}
|
||||
}
|
||||
|
||||
private void ServerDespawn()
|
||||
{
|
||||
if (!IsServer || !IsSpawned) return;
|
||||
NetworkObject.Despawn(true);
|
||||
}
|
||||
|
||||
public void SetDirection(Vector3 direction)
|
||||
{
|
||||
transform.rotation = Quaternion.LookRotation(direction.normalized);
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1b2c3d4e5f6a7b8c9a0d1e5e3
|
||||
guid: a1b2c3d4e5f6a7b8c9a0d1e2e3f4a5b6
|
||||
|
||||
8
Assets/_Recovery.meta
Normal file
8
Assets/_Recovery.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17da755853936a94db44f06b9cd36ca4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +1,6 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.coplaydev.unity-mcp": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
|
||||
"com.unity.ai.navigation": "2.0.10",
|
||||
"com.unity.behavior": "1.0.15",
|
||||
"com.unity.collab-proxy": "2.11.3",
|
||||
@@ -19,7 +20,6 @@
|
||||
"com.unity.timeline": "1.8.10",
|
||||
"com.unity.ugui": "2.0.0",
|
||||
"com.unity.visualscripting": "1.9.9",
|
||||
"com.youngwoocho02.unity-cli-connector": "https://github.com/youngwoocho02/unity-cli.git?path=unity-connector",
|
||||
"com.unity.modules.accessibility": "1.0.0",
|
||||
"com.unity.modules.adaptiveperformance": "1.0.0",
|
||||
"com.unity.modules.ai": "1.0.0",
|
||||
|
||||
@@ -1,5 +1,15 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.coplaydev.unity-mcp": {
|
||||
"version": "https://github.com/CoplayDev/unity-mcp.git?path=/MCPForUnity#main",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.newtonsoft-json": "3.0.2",
|
||||
"com.unity.test-framework": "1.1.31"
|
||||
},
|
||||
"hash": "b2d95d2638063e7bb36025df64bf02a9eba8a7c8"
|
||||
},
|
||||
"com.unity.ai.navigation": {
|
||||
"version": "2.0.10",
|
||||
"depth": 0,
|
||||
@@ -379,15 +389,6 @@
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.youngwoocho02.unity-cli-connector": {
|
||||
"version": "https://github.com/youngwoocho02/unity-cli.git?path=unity-connector",
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1"
|
||||
},
|
||||
"hash": "73dbbd7b09344abbe75991636988c239f416057b"
|
||||
},
|
||||
"com.unity.modules.accessibility": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
|
||||
Reference in New Issue
Block a user