플레이어의 공격 기능 추가

EnemyUnit에 Collider 강제
This commit is contained in:
2026-01-27 16:06:42 +09:00
parent 194845a9e1
commit dc2292cd58
12 changed files with 28041 additions and 28 deletions

View File

@@ -67,7 +67,6 @@ namespace Northbound
{
if (!TeamManager.CanAttack(_teamMember, targetTeamMember))
{
Debug.Log($"<color=yellow>[AttackAction] {TeamManager.GetTeamName(_teamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(targetTeamMember.GetTeam())} 팀을 공격할 수 없습니다.</color>");
continue;
}
}
@@ -75,21 +74,19 @@ namespace Northbound
var netObj = hit.GetComponent<NetworkObject>();
if (netObj != null)
{
AttackServerRpc(playerId, netObj.NetworkObjectId);
AttackServerRpc(NetworkObjectId, netObj.NetworkObjectId);
}
}
}
Debug.Log($"<color=cyan>[AttackAction] 플레이어 {playerId} ({TeamManager.GetTeamName(_teamMember?.GetTeam() ?? TeamType.Neutral)}) 공격!</color>");
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void AttackServerRpc(ulong playerId, ulong targetNetworkId)
private void AttackServerRpc(ulong attackerNetworkId, ulong targetNetworkId)
{
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(targetNetworkId, out NetworkObject targetObj))
{
var damageable = targetObj.GetComponent<IDamageable>();
damageable?.TakeDamage(attackDamage, playerId);
damageable?.TakeDamage(attackDamage, attackerNetworkId);
}
}