디버깅용 로그 제거
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@@ -41,16 +41,6 @@ namespace Northbound
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{
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_building = GetComponent<Building>();
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_teamMember = GetComponent<ITeamMember>();
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if (_building == null)
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{
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Debug.LogError($"<color=red>[AutoTargetSystem] {gameObject.name}에 Building 컴포넌트가 없습니다!</color>");
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}
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if (_teamMember == null)
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{
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Debug.LogError($"<color=red>[AutoTargetSystem] {gameObject.name}에 ITeamMember 컴포넌트가 없습니다!</color>");
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}
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}
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private void Update()
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@@ -72,10 +62,9 @@ namespace Northbound
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// 범위 내 모든 콜라이더 탐지
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Collider[] colliders = Physics.OverlapSphere(transform.position, detectionRange, targetLayer);
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if (showDebugInfo && colliders.Length > 0)
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{
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Debug.Log($"<color=cyan>[AutoTarget] {gameObject.name}이(가) {colliders.Length}개의 오브젝트를 감지했습니다.</color>");
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}
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GameObject closestEnemy = null;
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@@ -100,21 +89,16 @@ namespace Northbound
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}
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}
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if (targetTeam == null)
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{
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if (showDebugInfo)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {col.gameObject.name}에 ITeamMember가 없습니다.</color>");
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}
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continue;
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}
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if (targetTeam == null)
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{
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continue;
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}
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// 적대 관계 확인
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bool canAttack = TeamManager.CanAttack(_teamMember, targetTeam);
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if (showDebugInfo)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {gameObject.name} ({TeamManager.GetTeamName(_teamMember.GetTeam())}) → {col.gameObject.name} ({TeamManager.GetTeamName(targetTeam.GetTeam())}): 공격가능={canAttack}</color>");
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}
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if (!canAttack)
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@@ -153,22 +137,14 @@ namespace Northbound
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_lastAttackTime = Time.time;
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// 모든 클라이언트에 빔 효과 표시
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ShowAttackBeamClientRpc(beamStart, beamEnd);
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var targetTeam = closestEnemy.GetComponent<ITeamMember>() ??
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closestEnemy.GetComponentInParent<ITeamMember>() ??
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closestEnemy.GetComponentInChildren<ITeamMember>();
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Debug.Log($"<color=red>[AutoTarget] {gameObject.name} ({TeamManager.GetTeamName(_teamMember.GetTeam())})이(가) {closestEnemy.name} ({TeamManager.GetTeamName(targetTeam?.GetTeam() ?? TeamType.Neutral)})을(를) 공격! (거리: {closestDistance:F2}m, 데미지: {attackDamage})</color>");
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ShowAttackBeamClientRpc(beamStart, beamEnd);
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}
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else
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{
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Debug.LogWarning($"<color=orange>[AutoTarget] {closestEnemy.name}에 IDamageable이 없습니다.</color>");
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}
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}
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else if (showDebugInfo && colliders.Length > 0)
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{
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Debug.Log($"<color=yellow>[AutoTarget] {gameObject.name}이(가) 공격 가능한 적을 찾지 못했습니다.</color>");
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}
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}
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