일꾼(Worker) 개발 및 Kaykit Adventurer 애셋 추가

코어 오른쪽 건물에서 상호작용 하면 Worker 생성
Worker와 상호작용하면 Worker가 플레이어를 따라옴
그 상태에서 자원과 상호작용하면 Worker를 자원에 배치할 수 있음.
This commit is contained in:
2026-02-01 21:55:14 +09:00
parent 78791649ae
commit 3e747a9d97
799 changed files with 2085932 additions and 80 deletions

View File

@@ -29,6 +29,9 @@ namespace Northbound
[Header("Debug")]
public bool showDebugRay = true;
[Header("Worker")]
public Worker assignedWorker;
private PlayerInputActions _inputActions;
private IInteractable _currentInteractable;
private Camera _mainCamera;
@@ -40,7 +43,6 @@ namespace Northbound
private bool _isInteracting = false;
private Coroutine _interactionTimeoutCoroutine;
// 다른 컴포넌트가 이동 차단 여부를 확인할 수 있도록 public 프로퍼티 제공
public bool IsInteracting => _isInteracting;
public float WorkPower => workPower;
@@ -124,14 +126,28 @@ namespace Northbound
if (_currentInteractable != null)
{
bool isResource = _currentInteractable is Resource;
bool hasWorker = assignedWorker != null && assignedWorker.OwnerPlayerId == OwnerClientId;
bool isWorkerFollowing = hasWorker && (int)assignedWorker.CurrentState == 1;
bool shouldPlayAnimation = !isResource || !hasWorker || !isWorkerFollowing;
_isInteracting = true;
_pendingEquipmentData = _currentInteractable.GetEquipmentData();
string animTrigger = _currentInteractable.GetInteractionAnimation();
bool hasAnimation = !string.IsNullOrEmpty(animTrigger);
// 장비 장착 (애니메이션 이벤트 사용 안 할 경우)
if (!useAnimationEvents && useEquipment && _equipmentSocket != null && _pendingEquipmentData != null)
if (playAnimations && _animator != null && hasAnimation && shouldPlayAnimation)
{
_animator.SetTrigger(animTrigger);
_interactionTimeoutCoroutine = StartCoroutine(InteractionTimeout(3f));
}
else
{
_isInteracting = false;
}
if (shouldPlayAnimation && !useAnimationEvents && useEquipment && _equipmentSocket != null && _pendingEquipmentData != null)
{
if (_pendingEquipmentData.attachOnStart && _pendingEquipmentData.equipmentPrefab != null)
{
@@ -144,20 +160,6 @@ namespace Northbound
}
}
// 애니메이션 재생
if (playAnimations && _animator != null && hasAnimation)
{
_animator.SetTrigger(animTrigger);
// 애니메이션 완료를 보장하기 위해 타임아웃 코루틴 시작
_interactionTimeoutCoroutine = StartCoroutine(InteractionTimeout(3f));
}
else
{
// 애니메이션이 없으면 즉시 상호작용 완료
_isInteracting = false;
}
// 상호작용 실행 (서버에서 처리)
_currentInteractable.Interact(OwnerClientId);
}
}
@@ -250,7 +252,6 @@ namespace Northbound
yield return new WaitForSeconds(timeout);
if (_isInteracting)
{
Debug.LogWarning("[PlayerInteraction] Interaction timeout - forcing completion");
_isInteracting = false;
_interactionTimeoutCoroutine = null;
}
@@ -268,7 +269,7 @@ namespace Northbound
private void OnGUI()
{
if (!IsOwner || _currentInteractable == null) return;
if (!IsOwner) return;
GUIStyle style = new GUIStyle(GUI.skin.label)
{
@@ -277,15 +278,50 @@ namespace Northbound
};
style.normal.textColor = Color.white;
string prompt = _currentInteractable.GetInteractionPrompt();
if (_isInteracting)
string prompt = "";
if (_currentInteractable != null)
{
prompt += " (진행 중...)";
style.normal.textColor = Color.yellow;
prompt = _currentInteractable.GetInteractionPrompt();
bool isResource = _currentInteractable is Resource;
if (isResource && assignedWorker != null && assignedWorker.OwnerPlayerId == OwnerClientId)
{
prompt += " (워커 할당 가능)";
}
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);
if (assignedWorker != null && assignedWorker.OwnerPlayerId == OwnerClientId)
{
string workerStatus = assignedWorker.CurrentState switch
{
WorkerState.Following => "따라가는 중",
WorkerState.Mining => "채굴 중",
WorkerState.Returning => "반환 중",
_ => "대기 중"
};
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 150, 400, 50),
$"워커: {workerStatus} (가방: {assignedWorker.CurrentBagResources}/{assignedWorker.maxBagCapacity})",
style);
}
else
{
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 150, 400, 50),
$"워커: 미할당",
style);
}
if (_currentInteractable != null)
{
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height - 100, 400, 50), prompt, style);
}
}
public override void OnDestroy()