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4 Commits

Author SHA1 Message Date
ec40b397b5 기타 수정 2026-03-18 18:06:50 +09:00
290d59e665 feat: 보스 점프 스킬 - 타겟 위치로 이동 구현
- SkillData에 jumpToTarget, animationSpeed 필드 추가
- 점프 중 XZ를 타겟 위치로 lerp, 착지 시 스냅
- endClip 재생 중 점프 이동 비활성화 (IsInEndAnimation)
- 보스/플레이어 겹침 시 플레이어를 밀어내는 방식으로 분리 처리
- 점프준비/점프/착지 3단계 스킬 & 패턴 구성
- UsePatternAction에 Target 블랙보드 변수 추가

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 18:05:41 +09:00
a9aa3a3091 feat: 투사체 발사 스킬 구현
- SkillProjectile: 서버 권위 이동/충돌, caster 자식 콜라이더 충돌 무시 추가
- SpawnEffect: hitEffect 필드 추가 (투사체 명중 시 적용할 효과 분리)
- SkillEffect: Team 컴포넌트 없는 환경 오브젝트 타겟 제외 처리
- Prefab_Skill_ProjectileBasic 프리팹 생성 (NetworkObject + NetworkTransform + Rigidbody + SphereCollider)
- 투사체 스킬 에셋 추가 (SkillData, SpawnEffect, DamageEffect)
- Anim_Common_찌르기 애니메이션 이벤트 추가 (OnEffect @ 0.867s, OnSkillEnd @ 1.3s)
- DefaultNetworkPrefabs에 Prefab_Skill_ProjectileBasic 등록

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 15:51:41 +09:00
f73a2ca9d7 fix: 로비에서 호스트 Player 1 중복 표시 버그 수정
- OnNetworkSpawn에서 호스트 수동 AddPlayer 호출 제거
- OnClientConnectedCallback이 호스트 접속 시에도 발동되므로
  수동 추가 시 중복 등록되는 문제 해결

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 13:01:49 +09:00
42 changed files with 3415 additions and 430 deletions

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2
.gitignore vendored
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# Wwise audio project
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@@ -6,7 +6,7 @@ using Unity.Properties;
using Colosseum.Combat;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "SetTargetInRange", story: "[거리] [] ", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
[NodeDescription(name: "SetTargetInRange", story: "[Range] [Tag] ", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
public partial class SetTargetInRangeAction : Action
{
[SerializeReference]

View File

@@ -15,6 +15,7 @@ using Action = Unity.Behavior.Action;
public partial class UsePatternAction : Action
{
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
[SerializeReference] public BlackboardVariable<GameObject> Target;
private SkillController skillController;
private int currentStepIndex;
@@ -112,6 +113,15 @@ public partial class UsePatternAction : Action
return Status.Failure;
}
// jumpToTarget 스킬이면 타겟 위치 전달
if (step.Skill.JumpToTarget)
{
if (Target?.Value == null)
Debug.LogWarning($"[UsePatternAction] '{step.Skill.SkillName}'은 JumpToTarget 스킬이지만 Target이 바인딩되지 않았습니다.");
else
GameObject.GetComponent<Colosseum.Enemy.EnemyBase>()?.SetJumpTarget(Target.Value.transform.position);
}
return Status.Running;
}
}

View File

@@ -14,6 +14,7 @@ using Unity.Properties;
public partial class UseSkillAction : Action
{
[SerializeReference] public BlackboardVariable<SkillData> ;
[SerializeReference] public BlackboardVariable<GameObject> Target;
private SkillController skillController;
@@ -42,6 +43,13 @@ public partial class UseSkillAction : Action
return Status.Failure;
}
// jumpToTarget 스킬이면 타겟 위치 전달
if (.Value.JumpToTarget && Target?.Value != null)
{
var enemyBase = GameObject.GetComponent<Colosseum.Enemy.EnemyBase>();
enemyBase?.SetJumpTarget(Target.Value.transform.position);
}
return Status.Running;
}

View File

@@ -36,6 +36,11 @@ namespace Colosseum.Enemy
// 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적
private bool isAirborne = false;
// 점프 타겟 이동
private bool hasJumpTarget = false;
private Vector3 jumpStartXZ;
private Vector3 jumpTargetXZ;
// 이벤트
public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
public event Action<float> OnDamageTaken; // damage
@@ -84,45 +89,50 @@ namespace Colosseum.Enemy
protected virtual void OnServerUpdate() { }
/// <summary>
/// NavMeshAgent position sync 및 OnAnimatorMove 이후에 실행됩니다.
/// 보스가 이미 플레이어 안으로 들어온 경우 stoppingDistance 바깥으로 밀어냅니다.
/// Update()에서의 isStopped 조작은 NavMeshAgent에 의해 덮어써지지만,
/// LateUpdate()는 그 이후이므로 확실하게 보정됩니다.
/// 보스와 플레이어가 겹치면 플레이어를 밀어냅니다.
/// 점프 착지 포함, 항상 실행됩니다.
/// </summary>
private void LateUpdate()
{
if (!IsServer || IsDead || navMeshAgent == null || isAirborne) return;
if (!IsServer || IsDead) return;
// stoppingDistance가 0이면 radius 기반 fallback 사용
float stopDist = navMeshAgent.stoppingDistance > 0f
? navMeshAgent.stoppingDistance
: 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);
}

View File

@@ -44,9 +44,6 @@ namespace Colosseum.Network
{
NetworkManager.Singleton.OnClientConnectedCallback += OnClientConnected;
NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnected;
// 호스트 자신 추가
AddPlayer(NetworkManager.Singleton.LocalClientId);
}
}

View File

@@ -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);
}
}

View File

@@ -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

View File

@@ -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;
}
}

View File

@@ -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

View File

@@ -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);

View File

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@@ -1,5 +1,6 @@
{
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"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",

View File

@@ -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,