입력 시스템 개선
각자의 입력 처리 로직을 갖지 않고 NetworkPlayerController로부터 받아서 쓰도록 함
This commit is contained in:
@@ -34,7 +34,6 @@ namespace Northbound
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private int currentRotation = 0; // 0-3
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private int currentRotation = 0; // 0-3
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private Material[] originalMaterials;
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private Material[] originalMaterials;
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private Renderer[] previewRenderers;
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private Renderer[] previewRenderers;
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private PlayerInputActions _inputActions;
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// 드래그 건설 관련
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// 드래그 건설 관련
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private bool isDragging = false;
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private bool isDragging = false;
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@@ -53,35 +52,29 @@ namespace Northbound
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{
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{
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_playerController = GetComponent<NetworkPlayerController>();
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_playerController = GetComponent<NetworkPlayerController>();
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// 지연 초기화 - 다음 프레임에 체크
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if (_playerController != null)
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StartCoroutine(InitializeAfterOwnerSet());
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{
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_playerController.OnInputInitialized += TryInitializeInput;
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}
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// 이미 로컬 플레이어면 입력 초기화 시도
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TryInitializeInput();
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}
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}
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private System.Collections.IEnumerator InitializeAfterOwnerSet()
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private void TryInitializeInput()
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{
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{
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// _ownerPlayerId가 설정될 때까지 대기 (최대 1초)
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if (_isInitialized) return; // 이미 초기화됨
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float timeout = 1f;
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if (_playerController == null || !_playerController.IsLocalPlayer) return;
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while (_playerController != null && _playerController.OwnerPlayerId == ulong.MaxValue && timeout > 0)
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if (_playerController.InputActions == null) return;
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{
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yield return null;
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timeout -= Time.deltaTime;
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}
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// 로컬 플레이어인지 확인
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if (_playerController == null || !_playerController.IsLocalPlayer)
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{
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yield break;
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}
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_isInitialized = true;
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_isInitialized = true;
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_inputActions = new PlayerInputActions();
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var inputActions = _playerController.InputActions;
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_inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
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inputActions.Player.ToggleBuildMode.performed += OnToggleBuildMode;
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_inputActions.Player.Rotate.performed += OnRotate;
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inputActions.Player.Rotate.performed += OnRotate;
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_inputActions.Player.Build.performed += OnBuildPressed;
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inputActions.Player.Build.performed += OnBuildPressed;
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_inputActions.Player.Build.canceled += OnBuildReleased;
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inputActions.Player.Build.canceled += OnBuildReleased;
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_inputActions.Player.Cancel.performed += OnCancel;
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inputActions.Player.Cancel.performed += OnCancel;
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_inputActions.Enable();
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// Create default materials if not assigned
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// Create default materials if not assigned
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if (validMaterial == null)
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if (validMaterial == null)
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@@ -144,15 +137,19 @@ namespace Northbound
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public override void OnNetworkDespawn()
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public override void OnNetworkDespawn()
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{
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{
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if (_isInitialized && _inputActions != null)
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if (_playerController != null)
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{
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{
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_inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
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_playerController.OnInputInitialized -= TryInitializeInput;
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_inputActions.Player.Rotate.performed -= OnRotate;
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_inputActions.Player.Build.performed -= OnBuildPressed;
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if (_isInitialized && _playerController.InputActions != null)
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_inputActions.Player.Build.canceled -= OnBuildReleased;
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{
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_inputActions.Player.Cancel.performed -= OnCancel;
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var inputActions = _playerController.InputActions;
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_inputActions.Disable();
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inputActions.Player.ToggleBuildMode.performed -= OnToggleBuildMode;
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_inputActions.Dispose();
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inputActions.Player.Rotate.performed -= OnRotate;
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inputActions.Player.Build.performed -= OnBuildPressed;
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inputActions.Player.Build.canceled -= OnBuildReleased;
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inputActions.Player.Cancel.performed -= OnCancel;
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}
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}
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}
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ClearDragPreviews();
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ClearDragPreviews();
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@@ -65,9 +65,15 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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public ulong OwnerPlayerId => _ownerPlayerId.Value;
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public ulong OwnerPlayerId => _ownerPlayerId.Value;
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// 중앙 집중식 입력 관리 - 다른 컴포넌트에서 참조
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public PlayerInputActions InputActions => _inputActions;
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// 소유자 변경 이벤트
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// 소유자 변경 이벤트
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public event Action<ulong> OnOwnerChanged;
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public event Action<ulong> OnOwnerChanged;
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// 입력 시스템 초기화 완료 이벤트
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public event Action OnInputInitialized;
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void Awake()
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void Awake()
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{
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{
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_controller = GetComponent<CharacterController>();
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_controller = GetComponent<CharacterController>();
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@@ -141,6 +147,9 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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_inputActions = new PlayerInputActions();
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_inputActions = new PlayerInputActions();
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_inputActions.Enable();
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_inputActions.Enable();
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// 입력 초기화 완료 이벤트 발생
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OnInputInitialized?.Invoke();
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}
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}
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/// <summary>
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/// <summary>
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@@ -17,11 +17,11 @@ namespace Northbound
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[Header("Animation")]
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[Header("Animation")]
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public bool playAnimations = true;
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public bool playAnimations = true;
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private PlayerInputActions _inputActions;
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private Dictionary<string, IAction> _actions = new Dictionary<string, IAction>();
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private Dictionary<string, IAction> _actions = new Dictionary<string, IAction>();
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private Animator _animator;
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private Animator _animator;
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private NetworkAnimator _networkAnimator;
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private NetworkAnimator _networkAnimator;
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private NetworkPlayerController _networkPlayerController;
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private NetworkPlayerController _networkPlayerController;
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private bool _isInputInitialized = false;
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// 로컬 플레이어인지 확인
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// 로컬 플레이어인지 확인
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private bool IsLocalPlayer => _networkPlayerController != null && _networkPlayerController.IsLocalPlayer;
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private bool IsLocalPlayer => _networkPlayerController != null && _networkPlayerController.IsLocalPlayer;
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@@ -49,6 +49,7 @@ namespace Northbound
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if (_networkPlayerController != null)
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if (_networkPlayerController != null)
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{
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{
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_networkPlayerController.OnOwnerChanged += OnOwnerPlayerIdChanged;
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_networkPlayerController.OnOwnerChanged += OnOwnerPlayerIdChanged;
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_networkPlayerController.OnInputInitialized += TryInitializeInput;
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}
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}
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// 이미 로컬 플레이어면 입력 초기화
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// 이미 로컬 플레이어면 입력 초기화
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@@ -63,11 +64,11 @@ namespace Northbound
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private void TryInitializeInput()
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private void TryInitializeInput()
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{
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{
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if (!IsLocalPlayer) return;
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if (!IsLocalPlayer) return;
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if (_inputActions != null) return;
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if (_isInputInitialized) return; // 이미 초기화됨
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if (_networkPlayerController.InputActions == null) return; // 아직 InputActions가 없음
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_inputActions = new PlayerInputActions();
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_isInputInitialized = true;
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_inputActions.Player.Attack.performed += OnAttack;
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_networkPlayerController.InputActions.Player.Attack.performed += OnAttack;
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_inputActions.Enable();
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}
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}
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public override void OnNetworkDespawn()
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public override void OnNetworkDespawn()
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@@ -75,13 +76,13 @@ namespace Northbound
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if (_networkPlayerController != null)
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if (_networkPlayerController != null)
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{
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{
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_networkPlayerController.OnOwnerChanged -= OnOwnerPlayerIdChanged;
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_networkPlayerController.OnOwnerChanged -= OnOwnerPlayerIdChanged;
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}
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_networkPlayerController.OnInputInitialized -= TryInitializeInput;
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if (_inputActions != null)
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// 입력 이벤트 해제
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{
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if (_networkPlayerController.InputActions != null)
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_inputActions.Player.Attack.performed -= OnAttack;
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{
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_inputActions.Disable();
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_networkPlayerController.InputActions.Player.Attack.performed -= OnAttack;
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_inputActions.Dispose();
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}
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}
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}
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}
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}
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@@ -126,11 +127,7 @@ namespace Northbound
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override public void OnDestroy()
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override public void OnDestroy()
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{
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{
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if (_inputActions != null)
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// 입력 정리는 NetworkPlayerController에서 담당
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{
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_inputActions.Dispose();
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}
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base.OnDestroy();
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base.OnDestroy();
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}
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}
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}
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}
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@@ -33,7 +33,6 @@ namespace Northbound
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[Header("Worker")]
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[Header("Worker")]
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public Worker assignedWorker;
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public Worker assignedWorker;
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private PlayerInputActions _inputActions;
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private IInteractable _currentInteractable;
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private IInteractable _currentInteractable;
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private IInteractable _unavailableInteractable;
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private IInteractable _unavailableInteractable;
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private Camera _mainCamera;
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private Camera _mainCamera;
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@@ -48,6 +47,7 @@ namespace Northbound
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private NetworkPlayerController _networkPlayerController;
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private NetworkPlayerController _networkPlayerController;
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private PlayerStats _playerStats;
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private PlayerStats _playerStats;
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private bool _isInputInitialized = false;
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public bool IsInteracting => _isInteracting;
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public bool IsInteracting => _isInteracting;
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public float WorkPower => _playerStats?.GetManpower() ?? 10f;
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public float WorkPower => _playerStats?.GetManpower() ?? 10f;
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@@ -69,7 +69,7 @@ namespace Northbound
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{
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{
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_animator = GetComponent<Animator>();
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_animator = GetComponent<Animator>();
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_equipmentSocket = GetComponent<EquipmentSocket>();
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_equipmentSocket = GetComponent<EquipmentSocket>();
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if (rayOrigin == null)
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if (rayOrigin == null)
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rayOrigin = transform;
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rayOrigin = transform;
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@@ -77,6 +77,7 @@ namespace Northbound
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if (_networkPlayerController != null)
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if (_networkPlayerController != null)
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{
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{
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_networkPlayerController.OnOwnerChanged += OnOwnerPlayerIdChanged;
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_networkPlayerController.OnOwnerChanged += OnOwnerPlayerIdChanged;
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_networkPlayerController.OnInputInitialized += TryInitializeInput;
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}
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}
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// 이미 로컬 플레이어면 입력 초기화
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// 이미 로컬 플레이어면 입력 초기화
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@@ -91,12 +92,12 @@ namespace Northbound
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private void TryInitializeInput()
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private void TryInitializeInput()
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{
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{
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if (!IsLocalPlayer) return;
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if (!IsLocalPlayer) return;
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if (_inputActions != null) return;
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if (_isInputInitialized) return; // 이미 초기화됨
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if (_networkPlayerController.InputActions == null) return; // 아직 InputActions가 없음
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_isInputInitialized = true;
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_mainCamera = Camera.main;
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_mainCamera = Camera.main;
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_inputActions = new PlayerInputActions();
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_networkPlayerController.InputActions.Player.Interact.performed += OnInteract;
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_inputActions.Player.Interact.performed += OnInteract;
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_inputActions.Enable();
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}
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}
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public override void OnNetworkDespawn()
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public override void OnNetworkDespawn()
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@@ -104,13 +105,13 @@ namespace Northbound
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if (_networkPlayerController != null)
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if (_networkPlayerController != null)
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{
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{
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_networkPlayerController.OnOwnerChanged -= OnOwnerPlayerIdChanged;
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_networkPlayerController.OnOwnerChanged -= OnOwnerPlayerIdChanged;
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}
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_networkPlayerController.OnInputInitialized -= TryInitializeInput;
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if (_inputActions != null)
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// 입력 이벤트 해제
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{
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if (_networkPlayerController.InputActions != null)
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_inputActions.Player.Interact.performed -= OnInteract;
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{
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_inputActions.Disable();
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_networkPlayerController.InputActions.Player.Interact.performed -= OnInteract;
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_inputActions.Dispose();
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}
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}
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}
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}
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}
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@@ -402,10 +403,7 @@ namespace Northbound
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public override void OnDestroy()
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public override void OnDestroy()
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{
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{
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if (_inputActions != null)
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// 입력 정리는 NetworkPlayerController에서 담당
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{
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_inputActions.Dispose();
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}
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}
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}
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}
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}
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}
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}
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Block a user