줏을 수 있는 자원인 ResourcePickup 생성
Kaykit Skeletons 추가
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156
Assets/Scripts/ResourcePickup.cs
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156
Assets/Scripts/ResourcePickup.cs
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using Unity.Netcode;
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using UnityEngine;
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namespace Northbound
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{
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/// <summary>
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/// 일회용 자원 아이템 - 상호작용 시 자원 획득 후 사라짐
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/// </summary>
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public class ResourcePickup : NetworkBehaviour, IInteractable
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{
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[Header("Resource Settings")]
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public int resourceAmount = 50; // 획득할 자원량
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public string resourceName = "보급품";
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[Header("Animation")]
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public string interactionAnimationTrigger = "PickUp"; // 플레이어 애니메이션 트리거
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[Header("Equipment")]
|
||||
public InteractionEquipmentData equipmentData = new InteractionEquipmentData
|
||||
{
|
||||
socketName = "",
|
||||
attachOnStart = false,
|
||||
detachOnEnd = false
|
||||
};
|
||||
|
||||
[Header("Visual")]
|
||||
public GameObject pickupEffectPrefab;
|
||||
public Transform effectSpawnPoint;
|
||||
|
||||
private bool _isCollected = false;
|
||||
|
||||
public bool CanInteract(ulong playerId)
|
||||
{
|
||||
// 이미 수집됨
|
||||
if (_isCollected)
|
||||
return false;
|
||||
|
||||
// 플레이어 인벤토리 확인
|
||||
if (NetworkManager.Singleton != null &&
|
||||
NetworkManager.Singleton.ConnectedClients.TryGetValue(playerId, out var client))
|
||||
{
|
||||
if (client.PlayerObject != null)
|
||||
{
|
||||
var playerInventory = client.PlayerObject.GetComponent<PlayerResourceInventory>();
|
||||
if (playerInventory != null)
|
||||
{
|
||||
// 플레이어가 받을 수 있는 공간이 없으면 상호작용 불가
|
||||
if (playerInventory.GetAvailableSpace() <= 0)
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Interact(ulong playerId)
|
||||
{
|
||||
if (!CanInteract(playerId))
|
||||
return;
|
||||
|
||||
CollectResourceServerRpc(playerId);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
|
||||
private void CollectResourceServerRpc(ulong playerId)
|
||||
{
|
||||
if (!CanInteract(playerId))
|
||||
return;
|
||||
|
||||
// 중복 수집 방지
|
||||
if (_isCollected)
|
||||
return;
|
||||
|
||||
_isCollected = true;
|
||||
|
||||
// 플레이어의 인벤토리 확인
|
||||
var playerObject = NetworkManager.Singleton.ConnectedClients[playerId].PlayerObject;
|
||||
if (playerObject == null)
|
||||
return;
|
||||
|
||||
var playerInventory = playerObject.GetComponent<PlayerResourceInventory>();
|
||||
if (playerInventory == null)
|
||||
{
|
||||
Debug.LogWarning($"플레이어 {playerId}에게 PlayerResourceInventory 컴포넌트가 없습니다.");
|
||||
return;
|
||||
}
|
||||
|
||||
// 플레이어가 받을 수 있는 최대량 계산
|
||||
int playerAvailableSpace = playerInventory.GetAvailableSpace();
|
||||
|
||||
// 실제 지급할 양 계산
|
||||
int collectedAmount = Mathf.Min(resourceAmount, playerAvailableSpace);
|
||||
|
||||
if (collectedAmount <= 0)
|
||||
{
|
||||
Debug.Log($"플레이어 {playerId}의 인벤토리가 가득 찼습니다.");
|
||||
_isCollected = false; // 수집 실패 시 다시 시도 가능하도록
|
||||
return;
|
||||
}
|
||||
|
||||
// 플레이어에게 자원 추가
|
||||
playerInventory.AddResourceServerRpc(collectedAmount);
|
||||
|
||||
Debug.Log($"플레이어 {playerId}가 {collectedAmount} {resourceName}을(를) 획득했습니다.");
|
||||
|
||||
// 이펙트 표시 및 오브젝트 제거
|
||||
ShowPickupEffectClientRpc();
|
||||
|
||||
// 짧은 딜레이 후 제거 (이펙트를 위해)
|
||||
Invoke(nameof(DestroyPickup), 0.1f);
|
||||
}
|
||||
|
||||
[Rpc(SendTo.ClientsAndHost)]
|
||||
private void ShowPickupEffectClientRpc()
|
||||
{
|
||||
if (pickupEffectPrefab != null)
|
||||
{
|
||||
Transform spawnPoint = effectSpawnPoint != null ? effectSpawnPoint : transform;
|
||||
GameObject effect = Instantiate(pickupEffectPrefab, spawnPoint.position, spawnPoint.rotation);
|
||||
Destroy(effect, 2f);
|
||||
}
|
||||
|
||||
// 오브젝트를 즉시 비활성화하여 재상호작용 방지
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void DestroyPickup()
|
||||
{
|
||||
if (IsServer && NetworkObject != null)
|
||||
{
|
||||
NetworkObject.Despawn(true);
|
||||
}
|
||||
}
|
||||
|
||||
public string GetInteractionPrompt()
|
||||
{
|
||||
return $"[E] {resourceName} 획득 (+{resourceAmount})";
|
||||
}
|
||||
|
||||
public string GetInteractionAnimation()
|
||||
{
|
||||
return interactionAnimationTrigger;
|
||||
}
|
||||
|
||||
public InteractionEquipmentData GetEquipmentData()
|
||||
{
|
||||
return equipmentData;
|
||||
}
|
||||
|
||||
public Transform GetTransform()
|
||||
{
|
||||
return transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/ResourcePickup.cs.meta
Normal file
2
Assets/Scripts/ResourcePickup.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0a9f4c3980fd0124290e16ba23e5f051
|
||||
Reference in New Issue
Block a user