- SkillData: useRootMotion, ignoreRootMotionY 설정 추가 - SkillController: 루트 모션 관련 프로퍼티 노출 - PlayerMovement: OnAnimatorMove로 스킬 애니메이션의 이동/회전 데이터 적용 - Y축 무시 옵션으로 중력 및 충돌 처리 유지 가능 Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
276 lines
9.1 KiB
C#
276 lines
9.1 KiB
C#
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 bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
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public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
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public SkillData CurrentSkill => currentSkill;
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public Animator Animator => animator;
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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($"[Skill] Cast: {skill.SkillName}");
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// 쿨타임 시작
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StartCooldown(skill);
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// 스킬 애니메이션 재생
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if (skill.SkillClip != null && animator != null)
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{
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PlaySkillClip(skill.SkillClip);
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}
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return true;
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}
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/// <summary>
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/// 스킬 클립으로 Override Controller 생성 후 재생
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/// </summary>
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private void PlaySkillClip(AnimationClip clip)
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{
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if (baseSkillClip == null)
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{
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Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
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return;
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}
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if (debugMode)
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{
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Debug.Log($"[Skill] PlaySkillClip: {clip.name}, BaseClip: {baseSkillClip.name}");
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}
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var overrideController = new AnimatorOverrideController(baseController);
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overrideController[baseSkillClip] = clip;
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animator.runtimeAnimatorController = overrideController;
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animator.Play(SKILL_STATE_NAME, 0, 0f);
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}
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/// <summary>
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/// 종료 클립 재생
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/// </summary>
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private void PlayEndClip(AnimationClip clip)
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{
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if (baseSkillClip == null)
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{
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Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
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return;
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}
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var overrideController = new AnimatorOverrideController(baseController);
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overrideController[baseSkillClip] = clip;
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animator.runtimeAnimatorController = overrideController;
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animator.Play(SKILL_STATE_NAME, 0, 0f);
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}
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/// <summary>
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/// 기본 컨트롤러로 복원
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/// </summary>
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private void RestoreBaseController()
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{
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if (animator != null && baseController != null)
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{
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animator.runtimeAnimatorController = baseController;
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}
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}
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/// <summary>
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/// 애니메이션 이벤트에서 호출. Effect 리스트의 index번째 효과를 발동합니다.
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/// Animation Event: Function = OnEffect, Int Parameter = effect index (0-based)
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/// </summary>
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public void OnEffect(int index)
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{
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if (currentSkill == null)
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{
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if (debugMode) Debug.LogWarning("[Effect] No skill executing");
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return;
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}
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var effects = currentSkill.Effects;
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if (index < 0 || index >= effects.Count)
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{
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if (debugMode) Debug.LogWarning($"[Effect] Invalid index: {index}");
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return;
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}
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var effect = effects[index];
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if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
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effect.ExecuteOnCast(gameObject);
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}
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/// <summary>
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/// 애니메이션 이벤트에서 호출. 스킬 종료를 요청합니다.
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/// 애니메이션은 끝까지 재생된 후 종료됩니다.
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/// Animation Event: Function = OnSkillEnd
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/// </summary>
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public void OnSkillEnd()
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{
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if (currentSkill == null)
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{
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if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");
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return;
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}
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skillEndRequested = true;
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if (debugMode) Debug.Log($"[Skill] End requested: {currentSkill.SkillName} (will complete after animation)");
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}
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public void CancelSkill()
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{
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if (currentSkill != null)
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{
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if (debugMode) Debug.Log($"Skill cancelled: {currentSkill.SkillName}");
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RestoreBaseController();
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currentSkill = null;
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skillEndRequested = false;
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waitingForEndAnimation = false;
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}
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}
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public bool IsOnCooldown(SkillData skill)
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{
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if (!cooldownTracker.ContainsKey(skill))
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return false;
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return Time.time < cooldownTracker[skill];
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}
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public float GetRemainingCooldown(SkillData skill)
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{
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if (!cooldownTracker.ContainsKey(skill))
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return 0f;
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float remaining = cooldownTracker[skill] - Time.time;
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return Mathf.Max(0f, remaining);
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}
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private void StartCooldown(SkillData skill)
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{
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cooldownTracker[skill] = Time.time + skill.Cooldown;
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}
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public void ResetCooldown(SkillData skill)
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{
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cooldownTracker.Remove(skill);
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}
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public void ResetAllCooldowns()
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{
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cooldownTracker.Clear();
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}
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}
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}
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