Files
Colosseum/Assets/_Game/Scripts/Skills/SkillProjectile.cs
dal4segno c265f980db chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용
- 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>
2026-03-16 19:08:27 +09:00

90 lines
2.6 KiB
C#

using UnityEngine;
namespace Colosseum.Skills
{
/// <summary>
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class SkillProjectile : MonoBehaviour
{
[Header("이동 설정")]
[Min(0f)] [SerializeField] private float speed = 15f;
[Min(0f)] [SerializeField] private float lifetime = 5f;
[Header("관통 설정")]
[SerializeField] private bool penetrate = false;
[SerializeField] private int maxPenetration = 1;
[Header("충돌 이펙트")]
[SerializeField] private GameObject hitEffect;
[SerializeField] private float hitEffectDuration = 2f;
private GameObject caster;
private SkillEffect sourceEffect;
private int penetrationCount;
private Rigidbody rb;
private bool initialized;
/// <summary>
/// 투사체 초기화
/// </summary>
public void Initialize(GameObject caster, SkillEffect sourceEffect)
{
this.caster = caster;
this.sourceEffect = sourceEffect;
initialized = true;
rb = GetComponent<Rigidbody>();
if (rb != null)
{
rb.useGravity = false;
rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
}
}
private void Start()
{
Destroy(gameObject, lifetime);
}
private void FixedUpdate()
{
if (!initialized || rb == null) return;
rb.linearVelocity = transform.forward * speed;
}
private void OnTriggerEnter(Collider other)
{
if (!initialized || sourceEffect == null) return;
if (other.gameObject == caster) return;
// 유효한 타겟인지 확인
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
return;
// 충돌 이펙트
if (hitEffect != null)
{
var effect = Instantiate(hitEffect, transform.position, transform.rotation);
Destroy(effect, hitEffectDuration);
}
// 효과 적용
sourceEffect.ExecuteOnHit(caster, other.gameObject);
penetrationCount++;
if (!penetrate || penetrationCount >= maxPenetration)
{
Destroy(gameObject);
}
}
public void SetDirection(Vector3 direction)
{
transform.rotation = Quaternion.LookRotation(direction.normalized);
}
}
}