Files
Northbound/Assets/Scripts/PlayerActionSystem.cs
dal4segno aa086a7a2b 자원 채집 및 반환 기능
텍스트 기능 및 폰트 추가
2026-01-26 02:29:07 +09:00

93 lines
2.7 KiB
C#

using Unity.Netcode;
using UnityEngine;
using UnityEngine.InputSystem;
using System.Collections.Generic;
namespace Northbound
{
/// <summary>
/// 상호작용 대상 없이 실행 가능한 액션들을 관리
/// </summary>
public class PlayerActionSystem : NetworkBehaviour
{
[Header("Actions")]
public List<MonoBehaviour> actionComponents = new List<MonoBehaviour>();
[Header("Animation")]
public bool playAnimations = true;
private PlayerInputActions _inputActions;
private Dictionary<string, IAction> _actions = new Dictionary<string, IAction>();
private Animator _animator;
private void Awake()
{
_animator = GetComponent<Animator>();
}
public override void OnNetworkSpawn()
{
if (!IsOwner) return;
// 액션 컴포넌트들을 딕셔너리에 등록
foreach (var component in actionComponents)
{
if (component is IAction action)
{
_actions[action.GetActionName()] = action;
}
}
_inputActions = new PlayerInputActions();
_inputActions.Player.Attack.performed += OnAttack;
// 다른 액션들도 여기에 바인딩
_inputActions.Enable();
}
public override void OnNetworkDespawn()
{
if (IsOwner && _inputActions != null)
{
_inputActions.Player.Attack.performed -= OnAttack;
_inputActions.Disable();
_inputActions.Dispose();
}
}
private void OnAttack(InputAction.CallbackContext context)
{
ExecuteAction("Attack");
}
public void ExecuteAction(string actionName)
{
if (_actions.TryGetValue(actionName, out IAction action))
{
if (action.CanExecute(OwnerClientId))
{
// 애니메이션 재생 (액션 실행 전)
if (playAnimations && _animator != null)
{
string animTrigger = action.GetActionAnimation();
if (!string.IsNullOrEmpty(animTrigger))
{
_animator.SetTrigger(animTrigger);
}
}
action.Execute(OwnerClientId);
}
}
}
override public void OnDestroy()
{
if (_inputActions != null)
{
_inputActions.Dispose();
}
base.OnDestroy();
}
}
}