Files
Northbound/Assets/Scripts/EquipmentSocket.cs
dal4segno 10b496dfae 네트워크 멀티플레이 환경 문제 수정
관련 문제가 다시 발생하면 이 커밋으로 돌아올 것
2026-02-02 04:24:14 +09:00

160 lines
4.8 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
namespace Northbound
{
/// <summary>
/// 플레이어의 장비 소켓 관리 (손, 등, 허리 등)
/// </summary>
public class EquipmentSocket : NetworkBehaviour
{
[System.Serializable]
public class Socket
{
public string socketName;
public Transform socketTransform;
[HideInInspector] public GameObject currentEquipment;
}
[Header("Available Sockets")]
public List<Socket> sockets = new List<Socket>();
[Header("Equipment Prefabs")]
public GameObject[] equipmentPrefabs;
private Dictionary<string, Socket> _socketDict = new Dictionary<string, Socket>();
private Dictionary<string, GameObject> _prefabDict = new Dictionary<string, GameObject>();
private void Awake()
{
_socketDict.Clear();
foreach (var socket in sockets)
{
if (!string.IsNullOrEmpty(socket.socketName))
{
_socketDict[socket.socketName] = socket;
}
}
_prefabDict.Clear();
if (equipmentPrefabs != null)
{
foreach (var prefab in equipmentPrefabs)
{
if (prefab != null)
{
_prefabDict[prefab.name] = prefab;
}
}
}
}
public override void OnNetworkDespawn()
{
foreach (var socket in sockets)
{
if (socket.currentEquipment != null)
{
Object.Destroy(socket.currentEquipment);
socket.currentEquipment = null;
}
}
base.OnNetworkDespawn();
}
public GameObject AttachToSocket(string socketName, GameObject equipmentPrefab)
{
if (equipmentPrefab != null)
{
AttachToSocketServerRpc(socketName, equipmentPrefab.name);
}
return null;
}
[Rpc(SendTo.Server)]
private void AttachToSocketServerRpc(string socketName, string prefabName)
{
AttachToSocketClientRpc(socketName, prefabName);
}
[Rpc(SendTo.ClientsAndHost)]
private void AttachToSocketClientRpc(string socketName, string prefabName)
{
if (!_socketDict.ContainsKey(socketName))
return;
var socket = sockets.Find(s => s.socketName == socketName);
if (socket == null || socket.socketTransform == null)
return;
DetachFromSocketInternal(socketName);
GameObject prefab = FindPrefab(prefabName);
if (prefab != null)
{
GameObject equipment = Object.Instantiate(prefab, socket.socketTransform);
equipment.transform.localPosition = Vector3.zero;
equipment.transform.localRotation = Quaternion.identity;
socket.currentEquipment = equipment;
}
}
public void DetachFromSocket(string socketName)
{
DetachFromSocketServerRpc(socketName);
}
[Rpc(SendTo.Server)]
private void DetachFromSocketServerRpc(string socketName)
{
DetachFromSocketClientRpc(socketName);
}
[Rpc(SendTo.ClientsAndHost)]
private void DetachFromSocketClientRpc(string socketName)
{
DetachFromSocketInternal(socketName);
}
private void DetachFromSocketInternal(string socketName)
{
var socket = sockets.Find(s => s.socketName == socketName);
if (socket == null) return;
if (socket.currentEquipment != null)
{
Object.Destroy(socket.currentEquipment);
socket.currentEquipment = null;
}
}
public bool HasEquipment(string socketName)
{
var socket = sockets.Find(s => s.socketName == socketName);
return socket != null && socket.currentEquipment != null;
}
public GameObject GetEquipment(string socketName)
{
var socket = sockets.Find(s => s.socketName == socketName);
return socket != null ? socket.currentEquipment : null;
}
private GameObject FindPrefab(string name)
{
if (_prefabDict.TryGetValue(name, out var prefab))
{
return prefab;
}
prefab = Resources.Load<GameObject>($"Prefabs/{name}");
if (prefab != null)
{
return prefab;
}
return Resources.Load<GameObject>(name);
}
}
}