- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
61 lines
2.2 KiB
C#
61 lines
2.2 KiB
C#
using UnityEngine;
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namespace Colosseum.Stats
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{
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/// <summary>
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/// 캐릭터 스탯 관리 컴포넌트.
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/// 6개 기본 스탯과 파생 스탯을 관리.
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/// </summary>
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public class CharacterStats : MonoBehaviour
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{
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[Header("기본 스탯")]
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[SerializeField] private CharacterStat strength = new CharacterStat(10f);
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[SerializeField] private CharacterStat dexterity = new CharacterStat(10f);
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[SerializeField] private CharacterStat intelligence = new CharacterStat(10f);
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[SerializeField] private CharacterStat vitality = new CharacterStat(10f);
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[SerializeField] private CharacterStat wisdom = new CharacterStat(10f);
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[SerializeField] private CharacterStat spirit = new CharacterStat(10f);
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// 기본 스탯 접근자
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public CharacterStat Strength => strength;
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public CharacterStat Dexterity => dexterity;
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public CharacterStat Intelligence => intelligence;
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public CharacterStat Vitality => vitality;
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public CharacterStat Wisdom => wisdom;
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public CharacterStat Spirit => spirit;
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// 파생 스탯 프로퍼티
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// 최대 체력 = VIT * 10
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public float MaxHealth => vitality.FinalValue * 10f;
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// 최대 마나 = SPI * 5
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public float MaxMana => spirit.FinalValue * 5f;
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// 물리 대미지 = STR * 2
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public float PhysicalDamage => strength.FinalValue * 2f;
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// 마법 대미지 = INT * 2
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public float MagicDamage => intelligence.FinalValue * 2f;
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// 회복력 = WIS * 1.5
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public float HealPower => wisdom.FinalValue * 1.5f;
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/// <summary>
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/// 스탯 타입으로 CharacterStat 가져오기
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/// </summary>
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public CharacterStat GetStat(StatType statType)
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{
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return statType switch
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{
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StatType.Strength => strength,
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StatType.Dexterity => dexterity,
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StatType.Intelligence => intelligence,
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StatType.Vitality => vitality,
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StatType.Wisdom => wisdom,
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StatType.Spirit => spirit,
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_ => null,
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};
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}
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}
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}
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