diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 8250869..53fea64 100644
--- a/Assembly-CSharp.csproj
+++ b/Assembly-CSharp.csproj
@@ -49,15 +49,24 @@
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diff --git a/Assets/Animations/Mining.anim b/Assets/Animations/Mining.anim
new file mode 100644
index 0000000..076a61e
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diff --git a/Assets/InputSystem_Actions.cs b/Assets/InputSystem_Actions.cs
index 84a4a9c..dbb3461 100644
--- a/Assets/InputSystem_Actions.cs
+++ b/Assets/InputSystem_Actions.cs
@@ -123,9 +123,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""name"": ""Interact"",
""type"": ""Button"",
""id"": ""852140f2-7766-474d-8707-702459ba45f3"",
- ""expectedControlType"": ""Button"",
+ ""expectedControlType"": """",
""processors"": """",
- ""interactions"": ""Hold"",
+ ""interactions"": """",
""initialStateCheck"": false
},
{
diff --git a/Assets/InputSystem_Actions.inputactions b/Assets/InputSystem_Actions.inputactions
index e3d8dd9..136eaac 100644
--- a/Assets/InputSystem_Actions.inputactions
+++ b/Assets/InputSystem_Actions.inputactions
@@ -37,9 +37,9 @@
"name": "Interact",
"type": "Button",
"id": "852140f2-7766-474d-8707-702459ba45f3",
- "expectedControlType": "Button",
+ "expectedControlType": "",
"processors": "",
- "interactions": "Hold",
+ "interactions": "",
"initialStateCheck": false
},
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new file mode 100644
index 0000000..a9b0eea
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diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index fbe99ed..19c783a 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
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diff --git a/Assets/Scenes/GameMain.unity b/Assets/Scenes/GameMain.unity
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+ m_AddedComponents: []
+ m_SourcePrefab: {fileID: 100100000, guid: f395fcc064a3a834ba957327f1387c19, type: 3}
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
@@ -841,3 +922,4 @@ SceneRoots:
- {fileID: 61373299}
- {fileID: 1142746334}
- {fileID: 1199559224}
+ - {fileID: 4875211098963642791}
diff --git a/Assets/Scripts/AttackAction.cs b/Assets/Scripts/AttackAction.cs
new file mode 100644
index 0000000..b66dbad
--- /dev/null
+++ b/Assets/Scripts/AttackAction.cs
@@ -0,0 +1,115 @@
+using Unity.Netcode;
+using UnityEngine;
+
+namespace Northbound
+{
+ ///
+ /// 액션 - 공격 (대상 없이도 실행 가능)
+ ///
+ public class AttackAction : NetworkBehaviour, IAction
+ {
+ [Header("Attack Settings")]
+ public float attackRange = 2f;
+ public int attackDamage = 10;
+ public float attackCooldown = 0.5f;
+ public LayerMask attackableLayer = ~0;
+
+ [Header("Animation")]
+ public string attackAnimationTrigger = "Attack"; // 공격 애니메이션 트리거
+
+ [Header("Visual")]
+ public GameObject attackEffectPrefab;
+ public Transform attackPoint;
+
+ private float _lastAttackTime;
+ private Animator _animator;
+
+ private void Awake()
+ {
+ _animator = GetComponent();
+ }
+
+ public bool CanExecute(ulong playerId)
+ {
+ return Time.time - _lastAttackTime >= attackCooldown;
+ }
+
+ public void Execute(ulong playerId)
+ {
+ if (!CanExecute(playerId))
+ return;
+
+ _lastAttackTime = Time.time;
+
+ // 애니메이션 재생
+ PlayAttackAnimation();
+
+ // 범위 내 적이 있으면 데미지
+ Vector3 attackOrigin = attackPoint != null ? attackPoint.position : transform.position;
+ Collider[] hits = Physics.OverlapSphere(attackOrigin, attackRange, attackableLayer);
+
+ foreach (Collider hit in hits)
+ {
+ // 자기 자신은 제외
+ if (hit.transform.root == transform.root)
+ continue;
+
+ // 적에게 데미지
+ var enemy = hit.GetComponent();
+ if (enemy != null)
+ {
+ var netObj = hit.GetComponent();
+ if (netObj != null)
+ {
+ AttackServerRpc(playerId, netObj.NetworkObjectId);
+ }
+ }
+ }
+
+ Debug.Log($"플레이어 {playerId} 공격! (적중: {hits.Length}개)");
+ }
+
+ [ServerRpc(RequireOwnership = false)]
+ private void AttackServerRpc(ulong playerId, ulong targetNetworkId)
+ {
+ if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetNetworkId, out NetworkObject targetObj))
+ {
+ var damageable = targetObj.GetComponent();
+ damageable?.TakeDamage(attackDamage, playerId);
+ }
+ }
+
+ private void PlayAttackAnimation()
+ {
+ // 애니메이션 트리거
+ if (_animator != null && !string.IsNullOrEmpty(attackAnimationTrigger))
+ {
+ _animator.SetTrigger(attackAnimationTrigger);
+ }
+
+ // 이펙트 생성
+ if (attackEffectPrefab != null && attackPoint != null)
+ {
+ GameObject effect = Instantiate(attackEffectPrefab, attackPoint.position, attackPoint.rotation);
+ Destroy(effect, 1f);
+ }
+ }
+
+ public string GetActionName()
+ {
+ return "Attack";
+ }
+
+ public string GetActionAnimation()
+ {
+ return attackAnimationTrigger;
+ }
+
+ private void OnDrawGizmosSelected()
+ {
+ Vector3 attackOrigin = attackPoint != null ? attackPoint.position : transform.position;
+ Gizmos.color = Color.red;
+ Gizmos.DrawWireSphere(attackOrigin, attackRange);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/AttackAction.cs.meta b/Assets/Scripts/AttackAction.cs.meta
new file mode 100644
index 0000000..fcc99fe
--- /dev/null
+++ b/Assets/Scripts/AttackAction.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 66ec3984614d8a64b8eae821376d038d
\ No newline at end of file
diff --git a/Assets/Scripts/EquipmentSocket.cs b/Assets/Scripts/EquipmentSocket.cs
new file mode 100644
index 0000000..a54c3e0
--- /dev/null
+++ b/Assets/Scripts/EquipmentSocket.cs
@@ -0,0 +1,112 @@
+using UnityEngine;
+using System.Collections.Generic;
+
+namespace Northbound
+{
+ ///
+ /// 플레이어의 장비 소켓 관리 (손, 등, 허리 등)
+ ///
+ public class EquipmentSocket : MonoBehaviour
+ {
+ [System.Serializable]
+ public class Socket
+ {
+ public string socketName; // "RightHand", "LeftHand", "Back" 등
+ public Transform socketTransform; // 실제 본 Transform
+ [HideInInspector] public GameObject currentEquipment; // 현재 장착된 장비
+ }
+
+ [Header("Available Sockets")]
+ public List sockets = new List();
+
+ private Dictionary _socketDict = new Dictionary();
+
+ private void Awake()
+ {
+ // 빠른 검색을 위한 딕셔너리 생성
+ foreach (var socket in sockets)
+ {
+ if (!string.IsNullOrEmpty(socket.socketName))
+ {
+ _socketDict[socket.socketName] = socket;
+ }
+ }
+ }
+
+ ///
+ /// 소켓에 장비 부착
+ ///
+ public GameObject AttachToSocket(string socketName, GameObject equipmentPrefab)
+ {
+ if (!_socketDict.TryGetValue(socketName, out Socket socket))
+ {
+ Debug.LogWarning($"소켓을 찾을 수 없습니다: {socketName}");
+ return null;
+ }
+
+ if (socket.socketTransform == null)
+ {
+ Debug.LogWarning($"소켓 Transform이 없습니다: {socketName}");
+ return null;
+ }
+
+ // 기존 장비 제거
+ DetachFromSocket(socketName);
+
+ // 새 장비 생성
+ if (equipmentPrefab != null)
+ {
+ GameObject equipment = Instantiate(equipmentPrefab, socket.socketTransform);
+ equipment.transform.localPosition = Vector3.zero;
+ equipment.transform.localRotation = Quaternion.identity;
+ socket.currentEquipment = equipment;
+
+ return equipment;
+ }
+
+ return null;
+ }
+
+ ///
+ /// 소켓에서 장비 제거
+ ///
+ public void DetachFromSocket(string socketName)
+ {
+ if (!_socketDict.TryGetValue(socketName, out Socket socket))
+ return;
+
+ if (socket.currentEquipment != null)
+ {
+ Destroy(socket.currentEquipment);
+ socket.currentEquipment = null;
+ }
+ }
+
+ ///
+ /// 모든 소켓에서 장비 제거
+ ///
+ public void DetachAll()
+ {
+ foreach (var socket in sockets)
+ {
+ if (socket.currentEquipment != null)
+ {
+ Destroy(socket.currentEquipment);
+ socket.currentEquipment = null;
+ }
+ }
+ }
+
+ ///
+ /// 특정 소켓에 장비가 있는지 확인
+ ///
+ public bool HasEquipment(string socketName)
+ {
+ if (_socketDict.TryGetValue(socketName, out Socket socket))
+ {
+ return socket.currentEquipment != null;
+ }
+ return false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/EquipmentSocket.cs.meta b/Assets/Scripts/EquipmentSocket.cs.meta
new file mode 100644
index 0000000..d51b828
--- /dev/null
+++ b/Assets/Scripts/EquipmentSocket.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ac908541bf903c745a1794d409a5f048
\ No newline at end of file
diff --git a/Assets/Scripts/IAction.cs b/Assets/Scripts/IAction.cs
new file mode 100644
index 0000000..d4e0e9b
--- /dev/null
+++ b/Assets/Scripts/IAction.cs
@@ -0,0 +1,28 @@
+namespace Northbound
+{
+ ///
+ /// 상호작용 대상 없이도 실행 가능한 행동 (공격, 점프 등)
+ ///
+ public interface IAction
+ {
+ ///
+ /// 액션 실행 가능한지 여부 (쿨다운, 스테미나 등)
+ ///
+ bool CanExecute(ulong playerId);
+
+ ///
+ /// 액션 실행
+ ///
+ void Execute(ulong playerId);
+
+ ///
+ /// 액션 이름
+ ///
+ string GetActionName();
+
+ ///
+ /// 플레이어가 재생할 애니메이션 트리거 이름 (없으면 null 또는 빈 문자열)
+ ///
+ string GetActionAnimation();
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/IAction.cs.meta b/Assets/Scripts/IAction.cs.meta
new file mode 100644
index 0000000..afc9378
--- /dev/null
+++ b/Assets/Scripts/IAction.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5177351de8fc83742b52f04dc18dd309
\ No newline at end of file
diff --git a/Assets/Scripts/IDamageable.cs b/Assets/Scripts/IDamageable.cs
new file mode 100644
index 0000000..17ca17f
--- /dev/null
+++ b/Assets/Scripts/IDamageable.cs
@@ -0,0 +1,10 @@
+namespace Northbound
+{
+ ///
+ /// 데미지를 받을 수 있는 오브젝트
+ ///
+ public interface IDamageable
+ {
+ void TakeDamage(int damage, ulong attackerId);
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/IDamageable.cs.meta b/Assets/Scripts/IDamageable.cs.meta
new file mode 100644
index 0000000..5db9fa3
--- /dev/null
+++ b/Assets/Scripts/IDamageable.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e51902811dc8f5046b56d46d872971f6
\ No newline at end of file
diff --git a/Assets/Scripts/IInteractable.cs b/Assets/Scripts/IInteractable.cs
new file mode 100644
index 0000000..d4f2600
--- /dev/null
+++ b/Assets/Scripts/IInteractable.cs
@@ -0,0 +1,40 @@
+using UnityEngine;
+
+namespace Northbound
+{
+ ///
+ /// 상호작용 대상이 반드시 필요한 행동 (채광, 문 열기 등)
+ ///
+ public interface IInteractable
+ {
+ ///
+ /// 상호작용 가능한지 여부
+ ///
+ bool CanInteract(ulong playerId);
+
+ ///
+ /// 상호작용 실행
+ ///
+ void Interact(ulong playerId);
+
+ ///
+ /// 상호작용 UI에 표시될 텍스트 (예: "[E] 채광하기")
+ ///
+ string GetInteractionPrompt();
+
+ ///
+ /// 플레이어가 재생할 애니메이션 트리거 이름 (없으면 null 또는 빈 문자열)
+ ///
+ string GetInteractionAnimation();
+
+ ///
+ /// 상호작용 시 사용할 장비 정보 (없으면 null)
+ ///
+ InteractionEquipmentData GetEquipmentData();
+
+ ///
+ /// 상호작용 오브젝트의 Transform
+ ///
+ Transform GetTransform();
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/IInteractable.cs.meta b/Assets/Scripts/IInteractable.cs.meta
new file mode 100644
index 0000000..4c89d22
--- /dev/null
+++ b/Assets/Scripts/IInteractable.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 722ea71942d46274d9590acea8f70015
\ No newline at end of file
diff --git a/Assets/Scripts/InteractionEquipmentData.cs b/Assets/Scripts/InteractionEquipmentData.cs
new file mode 100644
index 0000000..12f1a78
--- /dev/null
+++ b/Assets/Scripts/InteractionEquipmentData.cs
@@ -0,0 +1,23 @@
+using UnityEngine;
+
+namespace Northbound
+{
+ ///
+ /// 상호작용 시 필요한 장비 정보
+ ///
+ [System.Serializable]
+ public class InteractionEquipmentData
+ {
+ [Tooltip("장비를 부착할 소켓 이름 (예: RightHand, LeftHand)")]
+ public string socketName = "RightHand";
+
+ [Tooltip("부착할 장비 프리팹 (예: 곡괭이, 도끼)")]
+ public GameObject equipmentPrefab;
+
+ [Tooltip("상호작용 시작 시 자동으로 부착")]
+ public bool attachOnStart = true;
+
+ [Tooltip("상호작용 종료 시 자동으로 제거")]
+ public bool detachOnEnd = true;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/InteractionEquipmentData.cs.meta b/Assets/Scripts/InteractionEquipmentData.cs.meta
new file mode 100644
index 0000000..816cb8e
--- /dev/null
+++ b/Assets/Scripts/InteractionEquipmentData.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 883a3042cf05b3b4e9629710b6f4e83f
\ No newline at end of file
diff --git a/Assets/Scripts/Mine.cs b/Assets/Scripts/Mine.cs
new file mode 100644
index 0000000..b68f441
--- /dev/null
+++ b/Assets/Scripts/Mine.cs
@@ -0,0 +1,141 @@
+using Unity.Netcode;
+using UnityEngine;
+
+namespace Northbound
+{
+ ///
+ /// 상호작용 대상 - 광산 (채광하기)
+ ///
+ public class Mine : NetworkBehaviour, IInteractable
+ {
+ [Header("Mine Settings")]
+ public bool infiniteResources = false; // 무제한 자원
+ public int maxResources = 100;
+ public int resourcesPerMining = 10;
+ public float miningCooldown = 2f;
+ public string resourceName = "광석";
+
+ [Header("Animation")]
+ public string interactionAnimationTrigger = "Mining"; // 플레이어 애니메이션 트리거
+
+ [Header("Equipment")]
+ public InteractionEquipmentData equipmentData = new InteractionEquipmentData
+ {
+ socketName = "RightHand",
+ attachOnStart = true,
+ detachOnEnd = true
+ };
+
+ [Header("Visual")]
+ public GameObject miningEffectPrefab;
+ public Transform effectSpawnPoint;
+
+ private NetworkVariable _currentResources = new NetworkVariable(
+ 100,
+ NetworkVariableReadPermission.Everyone,
+ NetworkVariableWritePermission.Server
+ );
+
+ private float _lastMiningTime;
+
+ public override void OnNetworkSpawn()
+ {
+ if (IsServer)
+ {
+ _currentResources.Value = maxResources;
+ }
+ }
+
+ public bool CanInteract(ulong playerId)
+ {
+ // 무제한 자원이면 항상 채굴 가능
+ if (infiniteResources)
+ return Time.time - _lastMiningTime >= miningCooldown;
+
+ if (_currentResources.Value <= 0)
+ return false;
+
+ return Time.time - _lastMiningTime >= miningCooldown;
+ }
+
+ public void Interact(ulong playerId)
+ {
+ if (!CanInteract(playerId))
+ return;
+
+ MineResourceServerRpc(playerId);
+ }
+
+ [ServerRpc(RequireOwnership = false)]
+ private void MineResourceServerRpc(ulong playerId)
+ {
+ if (!CanInteract(playerId))
+ return;
+
+ int minedAmount = resourcesPerMining;
+
+ // 무제한이 아니면 자원 감소
+ if (!infiniteResources)
+ {
+ minedAmount = Mathf.Min(resourcesPerMining, _currentResources.Value);
+ _currentResources.Value -= minedAmount;
+ }
+
+ _lastMiningTime = Time.time;
+
+ Debug.Log($"플레이어 {playerId}가 {minedAmount} {resourceName}을(를) 채굴했습니다. " +
+ (infiniteResources ? "(무제한)" : $"남은 자원: {_currentResources.Value}"));
+
+ ShowMiningEffectClientRpc();
+
+ if (!infiniteResources && _currentResources.Value <= 0)
+ {
+ OnResourcesDepleted();
+ }
+ }
+
+ [ClientRpc]
+ private void ShowMiningEffectClientRpc()
+ {
+ if (miningEffectPrefab != null && effectSpawnPoint != null)
+ {
+ GameObject effect = Instantiate(miningEffectPrefab, effectSpawnPoint.position, effectSpawnPoint.rotation);
+ Destroy(effect, 2f);
+ }
+ }
+
+ private void OnResourcesDepleted()
+ {
+ Debug.Log("광산이 고갈되었습니다!");
+ }
+
+ public string GetInteractionPrompt()
+ {
+ if (infiniteResources)
+ {
+ return $"[E] {resourceName} 채굴 (무제한)";
+ }
+
+ if (_currentResources.Value > 0)
+ {
+ return $"[E] {resourceName} 채굴 ({_currentResources.Value}/{maxResources})";
+ }
+ return "고갈된 광산";
+ }
+
+ public string GetInteractionAnimation()
+ {
+ return interactionAnimationTrigger;
+ }
+
+ public InteractionEquipmentData GetEquipmentData()
+ {
+ return equipmentData;
+ }
+
+ public Transform GetTransform()
+ {
+ return transform;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Mine.cs.meta b/Assets/Scripts/Mine.cs.meta
new file mode 100644
index 0000000..e9248ec
--- /dev/null
+++ b/Assets/Scripts/Mine.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e31364bc942ad7e41be627b7a00b206e
\ No newline at end of file
diff --git a/Assets/Scripts/PlayerActionSystem.cs b/Assets/Scripts/PlayerActionSystem.cs
new file mode 100644
index 0000000..efe6a0f
--- /dev/null
+++ b/Assets/Scripts/PlayerActionSystem.cs
@@ -0,0 +1,91 @@
+using Unity.Netcode;
+using UnityEngine;
+using UnityEngine.InputSystem;
+using System.Collections.Generic;
+
+namespace Northbound
+{
+ ///
+ /// 상호작용 대상 없이 실행 가능한 액션들을 관리
+ ///
+ public class PlayerActionSystem : NetworkBehaviour
+ {
+ [Header("Actions")]
+ public List actionComponents = new List();
+
+ [Header("Animation")]
+ public bool playAnimations = true;
+
+ private PlayerInputActions _inputActions;
+ private Dictionary _actions = new Dictionary();
+ private Animator _animator;
+
+ private void Awake()
+ {
+ _animator = GetComponent();
+ }
+
+ public override void OnNetworkSpawn()
+ {
+ if (!IsOwner) return;
+
+ // 액션 컴포넌트들을 딕셔너리에 등록
+ foreach (var component in actionComponents)
+ {
+ if (component is IAction action)
+ {
+ _actions[action.GetActionName()] = action;
+ }
+ }
+
+ _inputActions = new PlayerInputActions();
+ _inputActions.Player.Attack.performed += OnAttack;
+ // 다른 액션들도 여기에 바인딩
+ _inputActions.Enable();
+ }
+
+ public override void OnNetworkDespawn()
+ {
+ if (IsOwner && _inputActions != null)
+ {
+ _inputActions.Player.Attack.performed -= OnAttack;
+ _inputActions.Disable();
+ _inputActions.Dispose();
+ }
+ }
+
+ private void OnAttack(InputAction.CallbackContext context)
+ {
+ ExecuteAction("Attack");
+ }
+
+ public void ExecuteAction(string actionName)
+ {
+ if (_actions.TryGetValue(actionName, out IAction action))
+ {
+ if (action.CanExecute(OwnerClientId))
+ {
+ // 애니메이션 재생 (액션 실행 전)
+ if (playAnimations && _animator != null)
+ {
+ string animTrigger = action.GetActionAnimation();
+ if (!string.IsNullOrEmpty(animTrigger))
+ {
+ _animator.SetTrigger(animTrigger);
+ }
+ }
+
+ action.Execute(OwnerClientId);
+ }
+ }
+ }
+
+ private void OnDestroy()
+ {
+ if (_inputActions != null)
+ {
+ _inputActions.Dispose();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/PlayerActionSystem.cs.meta b/Assets/Scripts/PlayerActionSystem.cs.meta
new file mode 100644
index 0000000..9a2f567
--- /dev/null
+++ b/Assets/Scripts/PlayerActionSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: f99d8299ac0f91a468d410437a017482
\ No newline at end of file
diff --git a/Assets/Scripts/PlayerInteraction.cs b/Assets/Scripts/PlayerInteraction.cs
new file mode 100644
index 0000000..82734ef
--- /dev/null
+++ b/Assets/Scripts/PlayerInteraction.cs
@@ -0,0 +1,246 @@
+using Unity.Netcode;
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace Northbound
+{
+ ///
+ /// 플레이어가 월드의 오브젝트와 상호작용하는 시스템
+ ///
+ public class PlayerInteraction : NetworkBehaviour
+ {
+ [Header("Interaction Settings")]
+ public float interactionRange = 3f;
+ public LayerMask interactableLayer = ~0;
+
+ [Header("Detection")]
+ public Transform rayOrigin;
+ public bool useForwardDirection = true;
+
+ [Header("Animation")]
+ public bool playAnimations = true;
+ public bool useAnimationEvents = true;
+ public bool blockDuringAnimation = true;
+
+ [Header("Equipment")]
+ public bool useEquipment = true;
+
+ [Header("Debug")]
+ public bool showDebugRay = true;
+
+ private PlayerInputActions _inputActions;
+ private IInteractable _currentInteractable;
+ private Camera _mainCamera;
+ private Animator _animator;
+ private EquipmentSocket _equipmentSocket;
+
+ private InteractionEquipmentData _pendingEquipmentData;
+ private string _currentEquipmentSocket;
+ private bool _isInteracting = false;
+
+ public override void OnNetworkSpawn()
+ {
+ if (!IsOwner) return;
+
+ _mainCamera = Camera.main;
+ _animator = GetComponent();
+ _equipmentSocket = GetComponent();
+
+ if (rayOrigin == null)
+ rayOrigin = transform;
+
+ _inputActions = new PlayerInputActions();
+ _inputActions.Player.Interact.performed += OnInteract;
+ _inputActions.Enable();
+ }
+
+ public override void OnNetworkDespawn()
+ {
+ if (IsOwner && _inputActions != null)
+ {
+ _inputActions.Player.Interact.performed -= OnInteract;
+ _inputActions.Disable();
+ _inputActions.Dispose();
+ }
+ }
+
+ private void Update()
+ {
+ if (!IsOwner) return;
+ DetectInteractable();
+ }
+
+ private void DetectInteractable()
+ {
+ Vector3 origin = rayOrigin.position;
+ Vector3 direction = useForwardDirection ? transform.forward : _mainCamera.transform.forward;
+
+ Ray ray = new Ray(origin, direction);
+
+ if (showDebugRay)
+ {
+ Debug.DrawRay(ray.origin, ray.direction * interactionRange,
+ _currentInteractable != null ? Color.green : Color.yellow);
+ }
+
+ if (Physics.Raycast(ray, out RaycastHit hit, interactionRange, interactableLayer))
+ {
+ IInteractable interactable = hit.collider.GetComponent();
+
+ if (interactable == null)
+ interactable = hit.collider.GetComponentInParent();
+
+ if (interactable != null && interactable.CanInteract(OwnerClientId))
+ {
+ _currentInteractable = interactable;
+ return;
+ }
+ }
+
+ _currentInteractable = null;
+ }
+
+ private void OnInteract(InputAction.CallbackContext context)
+ {
+ if (blockDuringAnimation && _isInteracting)
+ return;
+
+ if (_currentInteractable != null)
+ {
+ _isInteracting = true;
+ _pendingEquipmentData = _currentInteractable.GetEquipmentData();
+
+ if (!useAnimationEvents && useEquipment && _equipmentSocket != null && _pendingEquipmentData != null)
+ {
+ if (_pendingEquipmentData.attachOnStart && _pendingEquipmentData.equipmentPrefab != null)
+ {
+ AttachEquipment();
+
+ if (_pendingEquipmentData.detachOnEnd)
+ {
+ StartCoroutine(DetachEquipmentAfterDelay(2f));
+ }
+ }
+ }
+
+ if (playAnimations && _animator != null)
+ {
+ string animTrigger = _currentInteractable.GetInteractionAnimation();
+ if (!string.IsNullOrEmpty(animTrigger))
+ {
+ _animator.SetTrigger(animTrigger);
+ }
+ }
+
+ _currentInteractable.Interact(OwnerClientId);
+ }
+ }
+
+ // ========================================
+ // Animation Event 함수들
+ // ========================================
+
+ public void OnEquipTool()
+ {
+ if (!useAnimationEvents || !useEquipment) return;
+ AttachEquipment();
+ }
+
+ public void OnEquipTool(string socketName)
+ {
+ if (!useAnimationEvents || !useEquipment) return;
+ AttachEquipment(socketName);
+ }
+
+ public void OnUnequipTool()
+ {
+ if (!useAnimationEvents || !useEquipment) return;
+ DetachEquipment();
+ }
+
+ public void OnUnequipTool(string socketName)
+ {
+ if (!useAnimationEvents || !useEquipment) return;
+ DetachEquipment(socketName);
+ }
+
+ public void OnInteractionComplete()
+ {
+ _isInteracting = false;
+ }
+
+ // ========================================
+ // 내부 헬퍼 함수들
+ // ========================================
+
+ private void AttachEquipment(string socketName = null)
+ {
+ if (_equipmentSocket == null || _pendingEquipmentData == null)
+ return;
+
+ if (_pendingEquipmentData.equipmentPrefab == null)
+ return;
+
+ string socket = socketName ?? _pendingEquipmentData.socketName;
+ _equipmentSocket.AttachToSocket(socket, _pendingEquipmentData.equipmentPrefab);
+ _currentEquipmentSocket = socket;
+ }
+
+ private void DetachEquipment(string socketName = null)
+ {
+ if (_equipmentSocket == null)
+ return;
+
+ string socket = socketName ?? _currentEquipmentSocket;
+
+ if (!string.IsNullOrEmpty(socket))
+ {
+ _equipmentSocket.DetachFromSocket(socket);
+
+ if (socket == _currentEquipmentSocket)
+ _currentEquipmentSocket = null;
+ }
+ }
+
+ private System.Collections.IEnumerator DetachEquipmentAfterDelay(float delay)
+ {
+ yield return new WaitForSeconds(delay);
+ DetachEquipment();
+
+ if (!useAnimationEvents)
+ {
+ _isInteracting = false;
+ }
+ }
+
+ private void OnGUI()
+ {
+ if (!IsOwner || _currentInteractable == null) return;
+
+ GUIStyle style = new GUIStyle(GUI.skin.label)
+ {
+ fontSize = 24,
+ alignment = TextAnchor.MiddleCenter
+ };
+ style.normal.textColor = Color.white;
+
+ string prompt = _currentInteractable.GetInteractionPrompt();
+
+ if (_isInteracting)
+ {
+ prompt += " (진행 중...)";
+ style.normal.textColor = Color.yellow;
+ }
+
+ GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 100, 400, 50), prompt, style);
+ }
+
+ private void OnDestroy()
+ {
+ if (_inputActions != null)
+ {
+ _inputActions.Dispose();
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/PlayerInteraction.cs.meta b/Assets/Scripts/PlayerInteraction.cs.meta
new file mode 100644
index 0000000..16f5a7a
--- /dev/null
+++ b/Assets/Scripts/PlayerInteraction.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 8af14bc868e5822428f5a0a89b2bbb44
\ No newline at end of file
diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset
index acda2db..e6a22c9 100644
--- a/ProjectSettings/TagManager.asset
+++ b/ProjectSettings/TagManager.asset
@@ -12,7 +12,7 @@ TagManager:
- Water
- UI
- Ground
- -
+ - Interactable
-
-
-