- 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>
86 lines
3.3 KiB
C#
86 lines
3.3 KiB
C#
using UnityEngine;
|
|
using Unity.Netcode;
|
|
|
|
namespace Colosseum.Skills.Effects
|
|
{
|
|
/// <summary>
|
|
/// 프리팹 스폰 효과 (투사체, 파티클 등)
|
|
/// </summary>
|
|
[CreateAssetMenu(fileName = "SpawnEffect", menuName = "Colosseum/Skills/Effects/Spawn")]
|
|
public class SpawnEffect : SkillEffect
|
|
{
|
|
[Header("Spawn Settings")]
|
|
[SerializeField] private GameObject prefab;
|
|
[SerializeField] private SpawnLocation spawnLocation = SpawnLocation.Caster;
|
|
[SerializeField] private Vector3 spawnOffset = Vector3.zero;
|
|
[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);
|
|
|
|
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);
|
|
|
|
var projectile = instance.GetComponent<SkillProjectile>();
|
|
if (projectile != null)
|
|
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);
|
|
}
|
|
}
|
|
|
|
private Vector3 GetSpawnPosition(GameObject caster, GameObject target)
|
|
{
|
|
return spawnLocation switch
|
|
{
|
|
SpawnLocation.Caster => caster.transform.position,
|
|
SpawnLocation.CasterForward => caster.transform.position + caster.transform.forward * 2f,
|
|
SpawnLocation.Target => target != null ? target.transform.position : caster.transform.position,
|
|
_ => caster.transform.position
|
|
};
|
|
}
|
|
|
|
private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
|
|
{
|
|
if (spawnLocation == SpawnLocation.Target && target != null)
|
|
{
|
|
return Quaternion.LookRotation(target.transform.position - caster.transform.position);
|
|
}
|
|
return caster.transform.rotation;
|
|
}
|
|
}
|
|
|
|
public enum SpawnLocation
|
|
{
|
|
Caster,
|
|
CasterForward,
|
|
Target
|
|
}
|
|
}
|