네트워크 멀티플레이 대응
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@@ -72,13 +72,13 @@ namespace Northbound
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private NetworkVariable<EnemyAIState> _currentState = new NetworkVariable<EnemyAIState>(
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EnemyAIState.Idle,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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NetworkVariableWritePermission.Owner
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);
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private NetworkVariable<ulong> _targetPlayerId = new NetworkVariable<ulong>(
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0,
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NetworkVariableReadPermission.Everyone,
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NetworkVariableWritePermission.Server
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NetworkVariableWritePermission.Owner
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);
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private GameObject _cachedTargetPlayer;
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@@ -91,7 +91,7 @@ namespace Northbound
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_enemyUnit = GetComponent<EnemyUnit>();
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_originPosition = transform.position;
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if (IsServer)
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if (IsOwner)
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{
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// NavMeshAgent 초기 설정
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_agent.speed = moveSpeed;
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@@ -121,7 +121,7 @@ namespace Northbound
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private void Update()
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{
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if (!IsServer) return;
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if (!IsOwner) return;
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if (!_agent.isOnNavMesh) return;
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switch (_currentState.Value)
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