- 6가지 기본 스탯 추가 (STR, DEX, INT, VIT, WIS, SPI) - 스탯 수정자 시스템 (Flat, PercentAdd, PercentMult) - 파생 스탯 계산 (체력/마나/대미지/회복력) - 스킬 효과에 스탯 기반 대미지/회복량 적용 - 마나 비용 체크 및 소모 로직 추가
166 lines
5.4 KiB
C#
166 lines
5.4 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using Unity.Netcode;
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using Colosseum.Skills;
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namespace Colosseum.Player
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{
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/// <summary>
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/// 플레이어 스킬 입력 처리.
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/// 논타겟 방식: 입력 시 즉시 스킬 시전
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/// </summary>
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public class PlayerSkillInput : NetworkBehaviour
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{
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[Header("Skill Slots")]
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[Tooltip("각 슬롯에 등록할 스킬 데이터 (6개)")]
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[SerializeField] private SkillData[] skillSlots = new SkillData[6];
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[Header("References")]
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[Tooltip("SkillController (없으면 자동 검색)")]
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[SerializeField] private SkillController skillController;
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[Tooltip("PlayerNetworkController (없으면 자동 검색)")]
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[SerializeField] private PlayerNetworkController networkController;
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private InputSystem_Actions inputActions;
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public SkillData[] SkillSlots => skillSlots;
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public override void OnNetworkSpawn()
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{
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if (!IsOwner)
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{
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enabled = false;
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return;
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}
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// SkillController 참조 확인
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if (skillController == null)
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{
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skillController = GetComponent<SkillController>();
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if (skillController == null)
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{
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Debug.LogError("PlayerSkillInput: SkillController not found!");
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enabled = false;
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return;
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}
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}
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// PlayerNetworkController 참조 확인
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if (networkController == null)
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{
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networkController = GetComponent<PlayerNetworkController>();
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}
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InitializeInputActions();
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}
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private void InitializeInputActions()
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{
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inputActions = new InputSystem_Actions();
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inputActions.Player.Enable();
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// 스킬 액션 콜백 등록
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inputActions.Player.Skill1.performed += _ => OnSkillInput(0);
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inputActions.Player.Skill2.performed += _ => OnSkillInput(1);
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inputActions.Player.Skill3.performed += _ => OnSkillInput(2);
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inputActions.Player.Skill4.performed += _ => OnSkillInput(3);
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inputActions.Player.Skill5.performed += _ => OnSkillInput(4);
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inputActions.Player.Skill6.performed += _ => OnSkillInput(5);
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}
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public override void OnNetworkDespawn()
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{
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if (inputActions != null)
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{
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inputActions.Player.Skill1.performed -= _ => OnSkillInput(0);
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inputActions.Player.Skill2.performed -= _ => OnSkillInput(1);
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inputActions.Player.Skill3.performed -= _ => OnSkillInput(2);
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inputActions.Player.Skill4.performed -= _ => OnSkillInput(3);
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inputActions.Player.Skill5.performed -= _ => OnSkillInput(4);
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inputActions.Player.Skill6.performed -= _ => OnSkillInput(5);
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inputActions.Disable();
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}
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}
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/// <summary>
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/// 스킬 입력 처리
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/// </summary>
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private void OnSkillInput(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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SkillData skill = skillSlots[slotIndex];
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if (skill == null)
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{
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Debug.Log($"Skill slot {slotIndex + 1} is empty");
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return;
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}
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// 마나 비용 체크
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if (networkController != null && networkController.Mana < skill.ManaCost)
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{
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Debug.Log($"Not enough mana for skill: {skill.SkillName} (Required: {skill.ManaCost}, Current: {networkController.Mana})");
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return;
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}
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// 논타겟: 타겟 없이 스킬 시전
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bool success = skillController.ExecuteSkill(skill);
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if (!success)
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{
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Debug.Log($"Cannot execute skill: {skill.SkillName}");
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return;
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}
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// 스킬 성공 시 마나 소모
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if (networkController != null && skill.ManaCost > 0)
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{
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networkController.UseManaRpc(skill.ManaCost);
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}
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}
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/// <summary>
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/// 스킬 슬롯 접근자
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/// </summary>
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public SkillData GetSkill(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return null;
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return skillSlots[slotIndex];
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}
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/// <summary>
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/// 스킬 슬롯 변경
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/// </summary>
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public void SetSkill(int slotIndex, SkillData skill)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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skillSlots[slotIndex] = skill;
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}
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/// <summary>
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/// 남은 쿨타임 조회
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/// </summary>
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public float GetRemainingCooldown(int slotIndex)
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{
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SkillData skill = GetSkill(slotIndex);
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if (skill == null) return 0f;
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return skillController.GetRemainingCooldown(skill);
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}
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/// <summary>
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/// 스킬 사용 가능 여부
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/// </summary>
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public bool CanUseSkill(int slotIndex)
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{
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SkillData skill = GetSkill(slotIndex);
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if (skill == null) return false;
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return !skillController.IsOnCooldown(skill) && !skillController.IsExecutingSkill;
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}
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}
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}
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