네트워크 멀티플레이 대응

This commit is contained in:
2026-01-31 20:49:23 +09:00
parent 1152093521
commit c5bcf265d0
69 changed files with 2766 additions and 1392 deletions

View File

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