디버깅용 로그 제거
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@@ -60,8 +60,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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{
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_currentHealth.Value = maxHealth;
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}
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Debug.Log($"<color=cyan>[Player] {gameObject.name} 스폰됨 (팀: {TeamManager.GetTeamName(_team.Value)}, 체력: {_currentHealth.Value}/{maxHealth})</color>");
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}
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// 체력 변경 이벤트 구독
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@@ -69,14 +67,13 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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if (!IsOwner) return;
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var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
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var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
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if (vcam != null)
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{
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vcam.Follow = transform;
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vcam.LookAt = transform;
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Debug.Log("<color=green>[Camera] 로컬 플레이어에게 카메라가 연결되었습니다.</color>");
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}
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if (vcam != null)
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{
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vcam.Follow = transform;
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vcam.LookAt = transform;
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}
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_inputActions = new PlayerInputActions();
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_inputActions.Enable();
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@@ -148,7 +145,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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TeamType previousTeam = _team.Value;
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_team.Value = team;
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Debug.Log($"<color=cyan>[Player] 팀 변경: {TeamManager.GetTeamName(previousTeam)} → {TeamManager.GetTeamName(team)}</color>");
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}
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#endregion
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@@ -170,7 +166,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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{
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if (!TeamManager.CanAttack(attackerTeamMember, this))
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{
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Debug.Log($"<color=yellow>[Player] {TeamManager.GetTeamName(attackerTeamMember.GetTeam())} 팀은 {TeamManager.GetTeamName(_team.Value)} 팀을 공격할 수 없습니다.</color>");
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return;
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}
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}
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@@ -180,8 +175,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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int actualDamage = Mathf.Min(damage, _currentHealth.Value);
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_currentHealth.Value -= actualDamage;
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Debug.Log($"<color=red>[Player] {gameObject.name} ({TeamManager.GetTeamName(_team.Value)})이(가) {actualDamage} 데미지를 받았습니다. 남은 체력: {_currentHealth.Value}/{maxHealth}</color>");
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// 데미지 이펙트
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ShowDamageEffectClientRpc();
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@@ -192,13 +185,11 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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}
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}
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private void Die(ulong killerId)
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{
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if (!IsServer) return;
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private void Die(ulong killerId)
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{
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if (!IsServer) return;
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Debug.Log($"<color=red>[Player] {gameObject.name} ({TeamManager.GetTeamName(_team.Value)})이(가) 사망했습니다! (킬러: {killerId})</color>");
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// 사망 이펙트
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// 사망 이펙트
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ShowDeathEffectClientRpc();
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// 애니메이션 (있는 경우)
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@@ -237,7 +228,6 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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}
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_animator.SetTrigger("Revive");
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Debug.Log($"<color=green>[Player] {gameObject.name} 리스폰!</color>");
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}
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[ClientRpc]
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@@ -296,14 +286,11 @@ public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageabl
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int healAmount = Mathf.Min(amount, maxHealth - _currentHealth.Value);
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_currentHealth.Value += healAmount;
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Debug.Log($"<color=green>[Player] {gameObject.name}이(가) {healAmount} 회복되었습니다. 현재 체력: {_currentHealth.Value}/{maxHealth}</color>");
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}
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private void OnHealthChanged(int previousValue, int newValue)
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{
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// 체력바 UI 업데이트 또는 체력 변경 시각 효과
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Debug.Log($"<color=yellow>[Player] 체력 변경: {previousValue} → {newValue}</color>");
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// 클라이언트에서도 체력 변경 인지 가능
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if (IsOwner)
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