액션 및 인터랙션 시 장비를 착용할 수 있도록 함. 코드 개선 추가
This commit is contained in:
@@ -86,7 +86,6 @@
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<Compile Include="Assets\FlatKit\Demos\Common\Scripts\AutoLoadPipelineAsset.cs" />
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<Compile Include="Assets\Scripts\AutoHost.cs" />
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<Compile Include="Assets\Scripts\IVisionProvider.cs" />
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<Compile Include="Assets\Scripts\BuildingManager.cs" />
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<Compile Include="Assets\Scripts\GhostMaterialTest.cs" />
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<Compile Include="Assets\Scripts\BuildingPlacement.cs" />
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@@ -99,6 +98,7 @@
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<Compile Include="Assets\Scripts\NetworkPlayerController.cs" />
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<Compile Include="Assets\Scripts\PlayerInteraction.cs" />
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<Compile Include="Assets\Scripts\EnemyAIState.cs" />
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<Compile Include="Assets\Scripts\NetworkConnectionHandler.cs" />
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@@ -4,7 +4,7 @@ using UnityEngine;
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namespace Northbound
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{
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/// <summary>
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/// 액션 - 공격 (팀 시스템 적용)
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/// 액션 - 공격 (팀 시스템 + 장비 시스템 적용)
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/// </summary>
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public class AttackAction : NetworkBehaviour, IAction
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{
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@@ -16,6 +16,12 @@ namespace Northbound
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[Header("Animation")]
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public string attackAnimationTrigger = "Attack";
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public bool useAnimationEvents = true;
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public bool blockDuringAnimation = true;
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[Header("Equipment")]
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public bool useEquipment = true;
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public EquipmentData equipmentData;
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[Header("Visual")]
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public GameObject attackEffectPrefab;
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@@ -24,15 +30,22 @@ namespace Northbound
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private float _lastAttackTime;
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private Animator _animator;
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private ITeamMember _teamMember;
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private EquipmentSocket _equipmentSocket;
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private bool _isAttacking = false;
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private bool _isWeaponEquipped = false;
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private void Awake()
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{
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_animator = GetComponent<Animator>();
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_teamMember = GetComponent<ITeamMember>();
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_equipmentSocket = GetComponent<EquipmentSocket>();
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}
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public bool CanExecute(ulong playerId)
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{
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if (blockDuringAnimation && _isAttacking)
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return false;
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return Time.time - _lastAttackTime >= attackCooldown;
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}
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@@ -42,27 +55,43 @@ namespace Northbound
|
||||
return;
|
||||
|
||||
_lastAttackTime = Time.time;
|
||||
_isAttacking = true;
|
||||
|
||||
// 장비 장착 (애니메이션 이벤트 사용 안 할 경우)
|
||||
if (!useAnimationEvents && useEquipment && !_isWeaponEquipped)
|
||||
{
|
||||
if (equipmentData != null && equipmentData.attachOnStart)
|
||||
{
|
||||
AttachWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
// 애니메이션 재생
|
||||
PlayAttackAnimation();
|
||||
|
||||
// 범위 내 적 검색
|
||||
// 애니메이션이 없으면 즉시 공격 실행
|
||||
if (_animator == null || string.IsNullOrEmpty(attackAnimationTrigger))
|
||||
{
|
||||
PerformAttack();
|
||||
_isAttacking = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void PerformAttack()
|
||||
{
|
||||
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;
|
||||
|
||||
// 대상 확인
|
||||
var targetDamageable = hit.GetComponent<IDamageable>();
|
||||
var targetTeamMember = hit.GetComponent<ITeamMember>();
|
||||
|
||||
if (targetDamageable != null)
|
||||
{
|
||||
// 팀 확인 - 적대 관계인 경우에만 공격
|
||||
if (_teamMember != null && targetTeamMember != null)
|
||||
{
|
||||
if (!TeamManager.CanAttack(_teamMember, targetTeamMember))
|
||||
@@ -92,13 +121,11 @@ namespace Northbound
|
||||
|
||||
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);
|
||||
@@ -106,6 +133,108 @@ namespace Northbound
|
||||
}
|
||||
}
|
||||
|
||||
// ========================================
|
||||
// Animation Event 함수들
|
||||
// ========================================
|
||||
|
||||
public void OnEquipWeapon()
|
||||
{
|
||||
if (!useAnimationEvents || !useEquipment) return;
|
||||
AttachWeapon();
|
||||
}
|
||||
|
||||
public void OnEquipWeapon(string socketName)
|
||||
{
|
||||
if (!useAnimationEvents || !useEquipment) return;
|
||||
AttachWeapon(socketName);
|
||||
}
|
||||
|
||||
public void OnUnequipWeapon()
|
||||
{
|
||||
if (!useAnimationEvents || !useEquipment) return;
|
||||
DetachWeapon();
|
||||
}
|
||||
|
||||
public void OnUnequipWeapon(string socketName)
|
||||
{
|
||||
if (!useAnimationEvents || !useEquipment) return;
|
||||
DetachWeapon(socketName);
|
||||
}
|
||||
|
||||
public void OnAttackHit()
|
||||
{
|
||||
PerformAttack();
|
||||
}
|
||||
|
||||
public void OnAttackComplete()
|
||||
{
|
||||
_isAttacking = false;
|
||||
|
||||
if (useEquipment && equipmentData != null && equipmentData.detachOnEnd && !equipmentData.keepEquipped)
|
||||
{
|
||||
DetachWeapon();
|
||||
}
|
||||
|
||||
Debug.Log("[AttackAction] 공격 완료");
|
||||
}
|
||||
|
||||
// ========================================
|
||||
// 장비 관리 함수들
|
||||
// ========================================
|
||||
|
||||
private void AttachWeapon(string socketName = null)
|
||||
{
|
||||
if (_equipmentSocket == null || equipmentData == null)
|
||||
{
|
||||
Debug.LogWarning("[AttackAction] EquipmentSocket 또는 EquipmentData가 없습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (equipmentData.equipmentPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[AttackAction] 무기 프리팹이 설정되지 않았습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
string socket = socketName ?? equipmentData.socketName;
|
||||
_equipmentSocket.AttachToSocket(socket, equipmentData.equipmentPrefab);
|
||||
_isWeaponEquipped = true;
|
||||
|
||||
Debug.Log($"[AttackAction] 무기 장착: {socket}");
|
||||
}
|
||||
|
||||
private void DetachWeapon(string socketName = null)
|
||||
{
|
||||
if (_equipmentSocket == null)
|
||||
return;
|
||||
|
||||
string socket = socketName ?? equipmentData?.socketName;
|
||||
|
||||
if (!string.IsNullOrEmpty(socket))
|
||||
{
|
||||
_equipmentSocket.DetachFromSocket(socket);
|
||||
_isWeaponEquipped = false;
|
||||
|
||||
Debug.Log($"[AttackAction] 무기 해제: {socket}");
|
||||
}
|
||||
}
|
||||
|
||||
public void EquipWeapon()
|
||||
{
|
||||
if (!_isWeaponEquipped && useEquipment)
|
||||
{
|
||||
AttachWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
public void UnequipWeapon()
|
||||
{
|
||||
if (_isWeaponEquipped)
|
||||
{
|
||||
DetachWeapon();
|
||||
}
|
||||
}
|
||||
|
||||
public string GetActionName()
|
||||
{
|
||||
return "Attack";
|
||||
@@ -116,11 +245,29 @@ namespace Northbound
|
||||
return attackAnimationTrigger;
|
||||
}
|
||||
|
||||
public EquipmentData GetEquipmentData()
|
||||
{
|
||||
return equipmentData;
|
||||
}
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Vector3 attackOrigin = attackPoint != null ? attackPoint.position : transform.position;
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawWireSphere(attackOrigin, attackRange);
|
||||
}
|
||||
|
||||
public override void OnDestroy()
|
||||
{
|
||||
// 무기 정리
|
||||
if (_isWeaponEquipped)
|
||||
{
|
||||
DetachWeapon();
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
|
||||
public bool IsAttacking => _isAttacking;
|
||||
}
|
||||
}
|
||||
@@ -35,7 +35,7 @@ namespace Northbound
|
||||
[Tooltip("건설 시 플레이어가 재생할 애니메이션 트리거 (예: Build, Hammer, Construct)")]
|
||||
public string constructionAnimationTrigger = "Build";
|
||||
[Tooltip("건설 시 사용할 도구 (선택사항)")]
|
||||
public InteractionEquipmentData constructionEquipment;
|
||||
public EquipmentData constructionEquipment;
|
||||
|
||||
[Header("Health Settings")]
|
||||
[Tooltip("Maximum health of the building")]
|
||||
|
||||
@@ -178,7 +178,7 @@ namespace Northbound
|
||||
return "[E] 건설하기";
|
||||
|
||||
float percentage = (_currentProgress.Value / buildingData.requiredWorkAmount) * 100f;
|
||||
return $"[E] 건설하기 ({percentage:F0}%)";
|
||||
return $"[E] {buildingData.buildingName} 건설 ({percentage:F0}%)";
|
||||
}
|
||||
|
||||
public string GetInteractionAnimation()
|
||||
@@ -193,7 +193,7 @@ namespace Northbound
|
||||
return "";
|
||||
}
|
||||
|
||||
public InteractionEquipmentData GetEquipmentData()
|
||||
public EquipmentData GetEquipmentData()
|
||||
{
|
||||
// BuildingData에 건설 도구가 정의되어 있으면 반환
|
||||
if (buildingData != null && buildingData.constructionEquipment != null)
|
||||
@@ -234,12 +234,15 @@ namespace Northbound
|
||||
// 플레이어의 NetworkObject 찾기
|
||||
if (NetworkManager.Singleton != null && NetworkManager.Singleton.SpawnManager != null)
|
||||
{
|
||||
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(playerId, out NetworkObject playerNetObj))
|
||||
if (NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
|
||||
{
|
||||
var teamMember = playerNetObj.GetComponent<ITeamMember>();
|
||||
if (teamMember != null)
|
||||
if (client.PlayerObject != null)
|
||||
{
|
||||
return teamMember.GetTeam();
|
||||
var teamMember = client.PlayerObject.GetComponent<ITeamMember>();
|
||||
if (teamMember != null)
|
||||
{
|
||||
return teamMember.GetTeam();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -25,7 +25,7 @@ namespace Northbound
|
||||
public string interactionAnimationTrigger = "Deposit"; // 플레이어 애니메이션 트리거
|
||||
|
||||
[Header("Equipment")]
|
||||
public InteractionEquipmentData equipmentData = null; // 도구 필요 없음
|
||||
public EquipmentData equipmentData = null; // 도구 필요 없음
|
||||
|
||||
[Header("Visual")]
|
||||
public GameObject depositEffectPrefab;
|
||||
@@ -230,11 +230,11 @@ namespace Northbound
|
||||
{
|
||||
if (unlimitedStorage)
|
||||
{
|
||||
return "자원 보관 (무제한)";
|
||||
return "[E] 자원 보관 (무제한)";
|
||||
}
|
||||
else
|
||||
{
|
||||
return $"자원 보관 ({_totalResources.Value}/{maxStorageCapacity})";
|
||||
return $"[E] 자원 보관 ({_totalResources.Value}/{maxStorageCapacity})";
|
||||
}
|
||||
}
|
||||
|
||||
@@ -243,7 +243,7 @@ namespace Northbound
|
||||
return interactionAnimationTrigger;
|
||||
}
|
||||
|
||||
public InteractionEquipmentData GetEquipmentData()
|
||||
public EquipmentData GetEquipmentData()
|
||||
{
|
||||
return equipmentData;
|
||||
}
|
||||
|
||||
33
Assets/Scripts/EquipmentData.cs
Normal file
33
Assets/Scripts/EquipmentData.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
/// <summary>
|
||||
/// 액션(상호작용, 공격 등) 실행 시 필요한 장비 정보
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class EquipmentData
|
||||
{
|
||||
[Tooltip("장비를 부착할 소켓 이름 (예: RightHand, LeftHand, Back)")]
|
||||
public string socketName = "RightHand";
|
||||
|
||||
[Tooltip("부착할 장비 프리팹 (예: 곡괭이, 도끼, 검, 활)")]
|
||||
public GameObject equipmentPrefab;
|
||||
|
||||
[Tooltip("액션 시작 시 자동으로 부착")]
|
||||
public bool attachOnStart = true;
|
||||
|
||||
[Tooltip("액션 종료 시 자동으로 제거")]
|
||||
public bool detachOnEnd = true;
|
||||
|
||||
[Header("Advanced Settings")]
|
||||
[Tooltip("장비를 지속적으로 장착 상태로 유지 (전투 모드 등)")]
|
||||
public bool keepEquipped = false;
|
||||
|
||||
[Tooltip("장비 부착 시 딜레이 (초) - 애니메이션 타이밍 조정용")]
|
||||
public float attachDelay = 0f;
|
||||
|
||||
[Tooltip("장비 제거 시 딜레이 (초) - 애니메이션 타이밍 조정용")]
|
||||
public float detachDelay = 0f;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/EquipmentData.cs.meta
Normal file
2
Assets/Scripts/EquipmentData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 165ad8862ed57f245b545005aa1c2c38
|
||||
@@ -1,7 +1,7 @@
|
||||
namespace Northbound
|
||||
{
|
||||
/// <summary>
|
||||
/// 상호작용 대상 없이도 실행 가능한 행동 (공격, 점프 등)
|
||||
/// 상호작용 대상 없이도 실행 가능한 행동 (공격, 점프, 스킬 등)
|
||||
/// </summary>
|
||||
public interface IAction
|
||||
{
|
||||
@@ -16,7 +16,7 @@ namespace Northbound
|
||||
void Execute(ulong playerId);
|
||||
|
||||
/// <summary>
|
||||
/// 액션 이름
|
||||
/// 액션 이름 (예: "Attack", "Jump", "Skill_Fireball")
|
||||
/// </summary>
|
||||
string GetActionName();
|
||||
|
||||
@@ -24,5 +24,10 @@ namespace Northbound
|
||||
/// 플레이어가 재생할 애니메이션 트리거 이름 (없으면 null 또는 빈 문자열)
|
||||
/// </summary>
|
||||
string GetActionAnimation();
|
||||
|
||||
/// <summary>
|
||||
/// 액션 실행 시 사용할 장비 정보 (없으면 null)
|
||||
/// </summary>
|
||||
EquipmentData GetEquipmentData();
|
||||
}
|
||||
}
|
||||
@@ -30,7 +30,7 @@ namespace Northbound
|
||||
/// <summary>
|
||||
/// 상호작용 시 사용할 장비 정보 (없으면 null)
|
||||
/// </summary>
|
||||
InteractionEquipmentData GetEquipmentData();
|
||||
EquipmentData GetEquipmentData();
|
||||
|
||||
/// <summary>
|
||||
/// 상호작용 오브젝트의 Transform
|
||||
|
||||
@@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Northbound
|
||||
{
|
||||
/// <summary>
|
||||
/// 상호작용 시 필요한 장비 정보
|
||||
/// </summary>
|
||||
[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;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 883a3042cf05b3b4e9629710b6f4e83f
|
||||
@@ -101,6 +101,23 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
|
||||
// 죽었으면 이동 불가
|
||||
if (_currentHealth.Value <= 0) return;
|
||||
|
||||
// 액션/상호작용 중이면 이동 불가
|
||||
var attackAction = GetComponent<AttackAction>();
|
||||
var playerInteraction = GetComponent<PlayerInteraction>();
|
||||
|
||||
bool isActionBlocked = (attackAction != null && attackAction.IsAttacking) ||
|
||||
(playerInteraction != null && playerInteraction.IsInteracting);
|
||||
|
||||
if (isActionBlocked)
|
||||
{
|
||||
// 이동 불가 시 애니메이션 속도를 0으로
|
||||
if (_animator != null)
|
||||
{
|
||||
_animator.SetFloat("MoveSpeed", 0f);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
|
||||
Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
|
||||
|
||||
|
||||
@@ -34,10 +34,13 @@ namespace Northbound
|
||||
private Animator _animator;
|
||||
private EquipmentSocket _equipmentSocket;
|
||||
|
||||
private InteractionEquipmentData _pendingEquipmentData;
|
||||
private EquipmentData _pendingEquipmentData;
|
||||
private string _currentEquipmentSocket;
|
||||
private bool _isInteracting = false;
|
||||
|
||||
// 다른 컴포넌트가 이동 차단 여부를 확인할 수 있도록 public 프로퍼티 제공
|
||||
public bool IsInteracting => _isInteracting;
|
||||
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
if (!IsOwner) return;
|
||||
@@ -243,14 +246,12 @@ namespace Northbound
|
||||
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 100, 400, 50), prompt, style);
|
||||
}
|
||||
|
||||
override public void OnDestroy()
|
||||
public override void OnDestroy()
|
||||
{
|
||||
if (_inputActions != null)
|
||||
{
|
||||
_inputActions.Dispose();
|
||||
}
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -22,9 +22,10 @@ namespace Northbound
|
||||
public string interactionAnimationTrigger = "Mining"; // 플레이어 애니메이션 트리거
|
||||
|
||||
[Header("Equipment")]
|
||||
public InteractionEquipmentData equipmentData = new InteractionEquipmentData
|
||||
public EquipmentData equipmentData = new EquipmentData
|
||||
{
|
||||
socketName = "RightHand",
|
||||
equipmentPrefab = null, // Inspector에서 곡괭이 프리팹 할당
|
||||
attachOnStart = true,
|
||||
detachOnEnd = true
|
||||
};
|
||||
@@ -46,7 +47,7 @@ namespace Northbound
|
||||
{
|
||||
if (IsServer)
|
||||
{
|
||||
_currentResources.Value = 0;
|
||||
_currentResources.Value = maxResources;
|
||||
_lastRechargeTime = Time.time;
|
||||
}
|
||||
}
|
||||
@@ -63,10 +64,10 @@ namespace Northbound
|
||||
{
|
||||
int rechargeAmountToAdd = Mathf.Min(rechargeAmount, maxResources - _currentResources.Value);
|
||||
_currentResources.Value += rechargeAmountToAdd;
|
||||
|
||||
|
||||
// Debug.Log($"{resourceName} {rechargeAmountToAdd} 충전됨. 현재: {_currentResources.Value}/{maxResources}");
|
||||
}
|
||||
|
||||
|
||||
_lastRechargeTime = Time.time;
|
||||
}
|
||||
}
|
||||
@@ -82,7 +83,7 @@ namespace Northbound
|
||||
return false;
|
||||
|
||||
// 플레이어 인벤토리 확인
|
||||
if (NetworkManager.Singleton != null &&
|
||||
if (NetworkManager.Singleton != null &&
|
||||
NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
|
||||
{
|
||||
if (client.PlayerObject != null)
|
||||
@@ -128,7 +129,7 @@ namespace Northbound
|
||||
|
||||
// 플레이어가 받을 수 있는 최대량 계산
|
||||
int playerAvailableSpace = playerInventory.GetAvailableSpace();
|
||||
|
||||
|
||||
// 자원 노드가 줄 수 있는 양과 플레이어가 받을 수 있는 양 중 작은 값 선택
|
||||
int gatheredAmount = Mathf.Min(
|
||||
resourcesPerGathering,
|
||||
@@ -168,7 +169,7 @@ namespace Northbound
|
||||
{
|
||||
if (_currentResources.Value <= 0)
|
||||
return "자원 충전 중...";
|
||||
|
||||
|
||||
return $"[E] {resourceName} 채집 ({_currentResources.Value}/{maxResources})";
|
||||
}
|
||||
|
||||
@@ -177,7 +178,7 @@ namespace Northbound
|
||||
return interactionAnimationTrigger;
|
||||
}
|
||||
|
||||
public InteractionEquipmentData GetEquipmentData()
|
||||
public EquipmentData GetEquipmentData()
|
||||
{
|
||||
return equipmentData;
|
||||
}
|
||||
|
||||
@@ -16,9 +16,10 @@ namespace Northbound
|
||||
public string interactionAnimationTrigger = "PickUp"; // 플레이어 애니메이션 트리거
|
||||
|
||||
[Header("Equipment")]
|
||||
public InteractionEquipmentData equipmentData = new InteractionEquipmentData
|
||||
public EquipmentData equipmentData = new EquipmentData
|
||||
{
|
||||
socketName = "",
|
||||
equipmentPrefab = null,
|
||||
attachOnStart = false,
|
||||
detachOnEnd = false
|
||||
};
|
||||
@@ -143,7 +144,7 @@ namespace Northbound
|
||||
return interactionAnimationTrigger;
|
||||
}
|
||||
|
||||
public InteractionEquipmentData GetEquipmentData()
|
||||
public EquipmentData GetEquipmentData()
|
||||
{
|
||||
return equipmentData;
|
||||
}
|
||||
|
||||
@@ -242,7 +242,7 @@ namespace Northbound
|
||||
/// <summary>
|
||||
/// 텔레포트 이펙트 재생 (모든 클라이언트)
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
[Rpc(SendTo.ClientsAndHost)]
|
||||
private void PlayTeleportEffectClientRpc(Vector3 position)
|
||||
{
|
||||
if (teleportEffectPrefab == null) return;
|
||||
@@ -254,7 +254,7 @@ namespace Northbound
|
||||
/// <summary>
|
||||
/// 사운드 재생 (모든 클라이언트)
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
[Rpc(SendTo.ClientsAndHost)]
|
||||
private void PlaySoundClientRpc(bool isTeleport)
|
||||
{
|
||||
if (_audioSource == null) return;
|
||||
@@ -269,7 +269,7 @@ namespace Northbound
|
||||
/// <summary>
|
||||
/// 허용 팀 변경 (서버에서 호출)
|
||||
/// </summary>
|
||||
[ServerRpc(RequireOwnership = false)]
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
public void ChangeAllowedTeamServerRpc(TeamType newTeam)
|
||||
{
|
||||
allowedTeam = newTeam;
|
||||
@@ -281,7 +281,7 @@ namespace Northbound
|
||||
/// <summary>
|
||||
/// 비주얼 업데이트 (모든 클라이언트)
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
[Rpc(SendTo.ClientsAndHost)]
|
||||
private void UpdateVisualClientRpc(TeamType team)
|
||||
{
|
||||
allowedTeam = team;
|
||||
@@ -376,11 +376,13 @@ namespace Northbound
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
public override void OnDestroy()
|
||||
{
|
||||
// 정리
|
||||
_lastTeleportTime.Clear();
|
||||
_triggerStates.Clear();
|
||||
|
||||
base.OnDestroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user