기존 시스템 재사용 프로토타입 보존

This commit is contained in:
2026-09-01 08:56:15 +09:00
parent 2f6e80fd57
commit b95c5bdb13
58 changed files with 714 additions and 3298 deletions
+23 -4
View File
@@ -10,6 +10,8 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
{
[Header("Movement Settings")]
public float rotationSpeed = 10f;
[Tooltip("공격 애니메이션 중 이동을 막을지 여부")]
public bool blockMovementDuringAttack = true;
[Header("Team Settings")]
[SerializeField] private TeamType initialTeam = TeamType.Player;
@@ -21,6 +23,7 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
[Header("Death Settings")]
[SerializeField] private GameObject resourcePickupPrefab; // 자원 드랍 프리팹
[SerializeField] private float respawnDelay = 10f; // 부활 대기 시간 (초)
[SerializeField] private bool dropResourcesOnDeath = true;
[Header("Health Bar")]
[SerializeField] private bool showHealthBar = true;
@@ -61,9 +64,18 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
// 이 플레이어가 로컬 플레이어인지 확인
public new bool IsLocalPlayer => _ownerPlayerId.Value == NetworkManager.Singleton.LocalClientId;
public new bool IsLocalPlayer => NetworkManager.Singleton != null &&
(_ownerPlayerId.Value == ulong.MaxValue ? OwnerClientId : _ownerPlayerId.Value) == NetworkManager.Singleton.LocalClientId;
public ulong OwnerPlayerId => _ownerPlayerId.Value;
public ulong OwnerPlayerId => _ownerPlayerId.Value == ulong.MaxValue ? OwnerClientId : _ownerPlayerId.Value;
public Vector3 ServerMoveDirection => new Vector3(_serverMoveInput.x, 0f, _serverMoveInput.y).normalized;
public void ConfigurePrototypeMode()
{
blockMovementDuringAttack = false;
dropResourcesOnDeath = false;
respawnDelay = 3f;
}
// 중앙 집중식 입력 관리 - 다른 컴포넌트에서 참조
public PlayerInputActions InputActions => _inputActions;
@@ -89,6 +101,10 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
// 서버에서 초기화
if (IsServer)
{
if (_ownerPlayerId.Value == ulong.MaxValue)
{
_ownerPlayerId.Value = OwnerClientId;
}
if (_team.Value == TeamType.Neutral)
{
_team.Value = initialTeam;
@@ -245,7 +261,7 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
var attackAction = GetComponent<AttackAction>();
var playerInteraction = GetComponent<PlayerInteraction>();
bool isActionBlocked = (attackAction != null && attackAction.IsAttacking) ||
bool isActionBlocked = (blockMovementDuringAttack && attackAction != null && attackAction.IsAttacking) ||
(playerInteraction != null && playerInteraction.IsInteracting);
if (isActionBlocked)
@@ -420,7 +436,10 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
if (!IsServer) return;
// 플레이어가 가진 자원을 ResourcePickup으로 드랍
DropPlayerResources();
if (dropResourcesOnDeath)
{
DropPlayerResources();
}
// 사망 이펙트
ShowDeathEffectClientRpc();