각종 경고 수정
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@@ -329,14 +329,14 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
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m_Name:
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
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GlobalObjectIdHash: 3924490917
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InScenePlacedSourceGlobalObjectIdHash: 0
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GlobalObjectIdHash: 3269291363
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InScenePlacedSourceGlobalObjectIdHash: 3924490917
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DeferredDespawnTick: 0
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Ownership: 1
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AlwaysReplicateAsRoot: 0
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SynchronizeTransform: 1
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ActiveSceneSynchronization: 0
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SceneMigrationSynchronization: 1
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SceneMigrationSynchronization: 0
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SpawnWithObservers: 1
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DontDestroyWithOwner: 0
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AutoObjectParentSync: 1
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@@ -12,7 +12,6 @@ public class UndergroundGenerator : NetworkBehaviour
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[SerializeField, Range(0, 1)] private float baseResourceThreshold = 0.8f;
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[Header("Depth Settings")]
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[SerializeField] private bool increaseResourceWithDepth = true;
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[SerializeField] private float depthFactor = 0.005f; // 깊어질수록 임계값 감소 (자원 증가)
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[Header("Prefabs")]
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@@ -88,14 +88,16 @@ public class MineableBlock : NetworkBehaviour, IDamageable
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_health.OnDeath += HandleDeath;
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}
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}
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void OnDestroy()
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public override void OnDestroy() // 1. override 키워드 추가
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{
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if (_health != null)
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{
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_health.OnDamaged -= HandleDamaged;
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_health.OnDeath -= HandleDeath;
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}
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// 2. 부모 클래스 실행
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base.OnDestroy();
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}
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public override void OnNetworkSpawn()
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@@ -8,8 +8,6 @@ public class PlaceableBehavior : ItemBehavior
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{
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[Header("Placement Settings")]
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[SerializeField] private GameObject placeablePrefab;
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[SerializeField] private bool requiresGround = true;
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[SerializeField] private float placementRange = 5f;
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public override bool IsConsumable => true;
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@@ -11,10 +11,6 @@ using UnityEngine;
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[RequireComponent(typeof(MeshCollider))]
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public class MineableChunk : NetworkBehaviour, ChunkMeshBuilder.INeighborProvider
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{
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[Header("Block Settings")]
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[SerializeField] private byte normalBlockHealth = 100;
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[SerializeField] private byte resourceBlockHealth = 150;
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[Header("Drop Settings")]
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[SerializeField] private ItemData normalDropItem;
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[SerializeField] private ItemData resourceDropItem;
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@@ -48,7 +44,6 @@ public class MineableChunk : NetworkBehaviour, ChunkMeshBuilder.INeighborProvide
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// Local cache for quick access
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private ChunkState _localState;
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private ChunkCoord _chunkCoord;
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private bool _isInitialized = false;
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// Components
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private MeshFilter _meshFilter;
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