아이템 드랍 및 인벤토리 기능 구현

This commit is contained in:
2026-01-17 15:58:42 +09:00
parent 616120b7c5
commit 443942f6ca
21 changed files with 589 additions and 15 deletions

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using Unity.Netcode;
using UnityEngine;
public class DroppedItem : NetworkBehaviour, IInteractable
{
[SerializeField] private MeshFilter myFilter; // 자식의 MeshFilter 연결
[SerializeField] private MeshRenderer myRenderer; // 자식의 MeshRenderer 연결
[SerializeField] private float dropScale = 0.3f;
private Rigidbody _rb;
[SerializeField] private float jumpForce = 5f; // 위로 솟구치는 힘
[SerializeField] private float spreadForce = 2f; // 옆으로 퍼지는 힘
[SerializeField] private float rotationSpeed = 100f; // 빙글빙글 도는 속도
private NetworkVariable<int> _itemDataID = new NetworkVariable<int>();
private bool _isProcessed = false; // 중복 획득 방지 (서버용)
private void Awake()
{
_rb = GetComponent<Rigidbody>();
}
public override void OnNetworkSpawn()
{
UpdateVisuals();
_itemDataID.OnValueChanged += (oldVal, newVal) => UpdateVisuals();
if (IsServer)
{
ApplyInitialPop();
}
}
private void ApplyInitialPop()
{
// 위쪽 방향 + 무작위 주변 방향으로 힘을 줍니다.
Vector3 force = Vector3.up * jumpForce + Random.insideUnitSphere * spreadForce;
_rb.AddForce(force, ForceMode.Impulse);
// 무작위 회전력(Torque)을 주어 던져지는 느낌을 냅니다.
_rb.AddTorque(Random.insideUnitSphere * spreadForce, ForceMode.Impulse);
}
public void Initialize(int id)
{
if (IsServer) _itemDataID.Value = id;
}
private void Update()
{
// 비주얼만 빙글빙글 돌게 하고 싶다면 (선택 사항)
transform.Rotate(Vector3.up * rotationSpeed * Time.deltaTime);
}
private void UpdateVisuals()
{
ItemData data = ItemDatabase.Instance.GetItemByID(_itemDataID.Value);
if (data != null && data.originalBlockPrefab != null)
{
// 원본 프리팹(큰 블록)에서 비주얼 컴포넌트를 찾습니다.
MeshFilter sourceFilter = data.originalBlockPrefab.GetComponentInChildren<MeshFilter>();
MeshRenderer sourceRenderer = data.originalBlockPrefab.GetComponentInChildren<MeshRenderer>();
if (sourceFilter != null && myFilter != null)
myFilter.sharedMesh = sourceFilter.sharedMesh;
if (sourceRenderer != null && myRenderer != null)
myRenderer.sharedMaterial = sourceRenderer.sharedMaterial;
// 크기를 작게 줄여서 아이템처럼 보이게 합니다.
transform.localScale = Vector3.one * dropScale;
}
}
// 플레이어의 OnInteractTap에서 호출될 함수입니다.
public void Interact(GameObject interactor)
{
Debug.Log("<color=yellow>[DroppedItem] 상호작용 시도됨</color>");
// 1. 상호작용한 플레이어가 본인(Owner)인지 확인합니다.
if (interactor.TryGetComponent<NetworkObject>(out var playerNetObj) && playerNetObj.IsOwner)
{
// 2. 서버에 이 아이템을 줍겠다고 요청합니다.
RequestPickupServerRpc(playerNetObj.NetworkObjectId);
Debug.Log("<color=yellow>[DroppedItem] 아이템 획득 요청 서버 RPC 호출됨</color>");
}
}
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)]
private void RequestPickupServerRpc(ulong playerNetId)
{
if (_isProcessed) return;
// 서버에서 아이템 데이터를 가져오고 플레이어 인벤토리에 추가합니다.
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(playerNetId, out var playerObj))
{
if (playerObj.TryGetComponent<PlayerInventory>(out var inventory))
{
_isProcessed = true;
ItemData data = ItemDatabase.Instance.GetItemByID(_itemDataID.Value);
inventory.AddItem(data); // 인벤토리에 추가
// 3. 획득 성공 시 네트워크 상에서 제거합니다.
GetComponent<NetworkObject>().Despawn();
}
}
}
}

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using UnityEngine;
[CreateAssetMenu(fileName = "New Item", menuName = "Inventory/Item")]
public class ItemData : ScriptableObject
{
public int itemID;
public string itemName;
public Sprite icon;
[Header("Visual Source")]
public GameObject originalBlockPrefab; // 이제 이것만 있으면 됩니다!
}

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using UnityEngine;
using System.Collections.Generic;
public class ItemDatabase : MonoBehaviour
{
public static ItemDatabase Instance;
public List<ItemData> allItems;
void Awake() => Instance = this;
public ItemData GetItemByID(int id) => allItems.Find(x => x.itemID == id);
}

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using NUnit.Framework.Interfaces;
using System.Collections;
using Unity.Netcode;
using UnityEngine;
using System.Collections;
public class MineableBlock : NetworkBehaviour
{
@@ -9,6 +10,8 @@ public class MineableBlock : NetworkBehaviour
// [동기화] 모든 플레이어가 동일한 블록 체력을 보게 함
private NetworkVariable<int> _currentHp = new NetworkVariable<int>();
[SerializeField] private ItemData dropItemData;
[SerializeField] private GameObject genericDropPrefab; // 여기에 위에서 만든 'GenericDroppedItem' 프리팹을 넣으세요.
[Header("Visuals")]
private Outline _outline;
@@ -60,6 +63,7 @@ public class MineableBlock : NetworkBehaviour
private void DestroyBlock()
{
DropItem();
// 2. 서버에서 네트워크 오브젝트 제거 (모든 클라이언트에서 사라짐)
GetComponent<NetworkObject>().Despawn();
}
@@ -84,8 +88,6 @@ public class MineableBlock : NetworkBehaviour
private IEnumerator ShakeRoutine()
{
float elapsed = 0.0f;
Debug.Log("흔들림 코루틴 시작"); // 시작 확인
while (elapsed < shakeDuration)
{
Vector3 randomOffset = Random.insideUnitSphere * shakeMagnitude;
@@ -99,6 +101,22 @@ public class MineableBlock : NetworkBehaviour
}
transform.localPosition = _originalPos;
Debug.Log("흔들림 코루틴 종료 및 위치 복구");
}
private void DropItem()
{
if (!IsServer || dropItemData == null || genericDropPrefab == null) return;
// 원본 블록이 아니라 '범용 컨테이너'를 소환합니다.
GameObject dropObj = Instantiate(genericDropPrefab, transform.position + Vector3.up * 0.5f, Quaternion.identity);
NetworkObject netObj = dropObj.GetComponent<NetworkObject>();
netObj.Spawn();
// 소환된 컨테이너에 "너는 어떤 아이템의 모양을 따라해야 해"라고 알려줍니다.
if (dropObj.TryGetComponent<DroppedItem>(out var droppedItem))
{
droppedItem.Initialize(dropItemData.itemID);
}
}
}

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using Unity.Netcode;
using UnityEngine;
public class ItemPickup : NetworkBehaviour
{
public ItemData itemData;
public void SetItem(ItemData data) => itemData = data;
private void OnTriggerEnter(Collider medical)
{
if (!IsServer) return;
// 플레이어인지 확인
if (medical.CompareTag("Player"))
{
if (medical.TryGetComponent<PlayerInventory>(out var inventory))
{
inventory.AddItem(itemData);
GetComponent<NetworkObject>().Despawn(); // 먹었으므로 제거
}
}
}
}

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fileFormatVersion: 2
guid: 1e494b2626c9e354eba277618a850ee8

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using Unity.Netcode;
using UnityEngine;
using System.Collections.Generic;
public class PlayerInventory : NetworkBehaviour
{
// 아이템 이름과 개수를 저장
private Dictionary<string, int> items = new Dictionary<string, int>();
public void AddItem(ItemData data)
{
if (!IsServer) return;
if (items.ContainsKey(data.itemName))
items[data.itemName]++;
else
items.Add(data.itemName, 1);
Debug.Log($"[Inventory] {data.itemName} 획득! (현재: {items[data.itemName]}개)");
// 여기서 클라이언트 UI를 갱신하는 ClientRpc를 호출할 수 있습니다.
}
}

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fileFormatVersion: 2
guid: a1edd64a97d0b4f4aa71f0a23f32564f