diff --git a/Assets/InputSystem_Actions.cs b/Assets/InputSystem_Actions.cs
index 020b19e..b76a0c8 100644
--- a/Assets/InputSystem_Actions.cs
+++ b/Assets/InputSystem_Actions.cs
@@ -192,7 +192,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""initialStateCheck"": false
},
{
- ""name"": ""Attack"",
+ ""name"": ""Action"",
""type"": ""Button"",
""id"": ""23075c94-90f6-437e-be80-4f36760bdf24"",
""expectedControlType"": """",
@@ -626,7 +626,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
""interactions"": """",
""processors"": """",
""groups"": "";Keyboard&Mouse"",
- ""action"": ""Attack"",
+ ""action"": ""Action"",
""isComposite"": false,
""isPartOfComposite"": false
},
@@ -1291,7 +1291,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
m_Player_ToggleBuild = m_Player.FindAction("ToggleBuild", throwIfNotFound: true);
m_Player_Build = m_Player.FindAction("Build", throwIfNotFound: true);
m_Player_Cancel = m_Player.FindAction("Cancel", throwIfNotFound: true);
- m_Player_Attack = m_Player.FindAction("Attack", throwIfNotFound: true);
+ m_Player_Action = m_Player.FindAction("Action", throwIfNotFound: true);
m_Player_Select1 = m_Player.FindAction("Select1", throwIfNotFound: true);
m_Player_Select2 = m_Player.FindAction("Select2", throwIfNotFound: true);
m_Player_Select3 = m_Player.FindAction("Select3", throwIfNotFound: true);
@@ -1402,7 +1402,7 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
private readonly InputAction m_Player_ToggleBuild;
private readonly InputAction m_Player_Build;
private readonly InputAction m_Player_Cancel;
- private readonly InputAction m_Player_Attack;
+ private readonly InputAction m_Player_Action;
private readonly InputAction m_Player_Select1;
private readonly InputAction m_Player_Select2;
private readonly InputAction m_Player_Select3;
@@ -1465,9 +1465,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
///
public InputAction @Cancel => m_Wrapper.m_Player_Cancel;
///
- /// Provides access to the underlying input action "Player/Attack".
+ /// Provides access to the underlying input action "Player/Action".
///
- public InputAction @Attack => m_Wrapper.m_Player_Attack;
+ public InputAction @Action => m_Wrapper.m_Player_Action;
///
/// Provides access to the underlying input action "Player/Select1".
///
@@ -1551,9 +1551,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started += instance.OnCancel;
@Cancel.performed += instance.OnCancel;
@Cancel.canceled += instance.OnCancel;
- @Attack.started += instance.OnAttack;
- @Attack.performed += instance.OnAttack;
- @Attack.canceled += instance.OnAttack;
+ @Action.started += instance.OnAction;
+ @Action.performed += instance.OnAction;
+ @Action.canceled += instance.OnAction;
@Select1.started += instance.OnSelect1;
@Select1.performed += instance.OnSelect1;
@Select1.canceled += instance.OnSelect1;
@@ -1616,9 +1616,9 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
@Cancel.started -= instance.OnCancel;
@Cancel.performed -= instance.OnCancel;
@Cancel.canceled -= instance.OnCancel;
- @Attack.started -= instance.OnAttack;
- @Attack.performed -= instance.OnAttack;
- @Attack.canceled -= instance.OnAttack;
+ @Action.started -= instance.OnAction;
+ @Action.performed -= instance.OnAction;
+ @Action.canceled -= instance.OnAction;
@Select1.started -= instance.OnSelect1;
@Select1.performed -= instance.OnSelect1;
@Select1.canceled -= instance.OnSelect1;
@@ -2015,12 +2015,12 @@ public partial class @PlayerInputActions: IInputActionCollection2, IDisposable
///
void OnCancel(InputAction.CallbackContext context);
///
- /// Method invoked when associated input action "Attack" is either , or .
+ /// Method invoked when associated input action "Action" is either , or .
///
///
///
///
- void OnAttack(InputAction.CallbackContext context);
+ void OnAction(InputAction.CallbackContext context);
///
/// Method invoked when associated input action "Select1" is either , or .
///
diff --git a/Assets/InputSystem_Actions.inputactions b/Assets/InputSystem_Actions.inputactions
index baa6142..3f97f46 100644
--- a/Assets/InputSystem_Actions.inputactions
+++ b/Assets/InputSystem_Actions.inputactions
@@ -106,7 +106,7 @@
"initialStateCheck": false
},
{
- "name": "Attack",
+ "name": "Action",
"type": "Button",
"id": "23075c94-90f6-437e-be80-4f36760bdf24",
"expectedControlType": "",
@@ -540,7 +540,7 @@
"interactions": "",
"processors": "",
"groups": ";Keyboard&Mouse",
- "action": "Attack",
+ "action": "Action",
"isComposite": false,
"isPartOfComposite": false
},
diff --git a/Assets/New Animator Controller.controller b/Assets/New Animator Controller.controller
index aad5a16..bda13f5 100644
--- a/Assets/New Animator Controller.controller
+++ b/Assets/New Animator Controller.controller
@@ -108,7 +108,8 @@ AnimatorState:
m_Name: Locomotion
m_Speed: 1
m_CycleOffset: 0
- m_Transitions: []
+ m_Transitions:
+ - {fileID: 5781145710961441674}
m_StateMachineBehaviours: []
m_Position: {x: 50, y: 50, z: 0}
m_IKOnFeet: 0
@@ -149,31 +150,6 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 0
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-AnimatorStateTransition:
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- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_Name:
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- m_OrderedInterruption: 1
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--- !u!1102 &1042583441410514574
AnimatorState:
serializedVersion: 6
@@ -276,6 +252,31 @@ AnimatorStateTransition:
m_InterruptionSource: 0
m_OrderedInterruption: 1
m_CanTransitionToSelf: 1
+--- !u!1101 &5781145710961441674
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+ m_PrefabAsset: {fileID: 0}
+ m_Name:
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+ m_ConditionEvent: Attack
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+ m_HasExitTime: 1
+ m_HasFixedDuration: 1
+ m_InterruptionSource: 0
+ m_OrderedInterruption: 1
+ m_CanTransitionToSelf: 1
--- !u!1101 &7110953658697184367
AnimatorStateTransition:
m_ObjectHideFlags: 1
@@ -318,14 +319,13 @@ AnimatorStateMachine:
m_Position: {x: 340, y: 80, z: 0}
- serializedVersion: 1
m_State: {fileID: 1042583441410514574}
- m_Position: {x: 340, y: -60, z: 0}
+ m_Position: {x: 650, y: -120, z: 0}
- serializedVersion: 1
m_State: {fileID: 7354546966716114735}
m_Position: {x: 340, y: -200, z: 0}
m_ChildStateMachines: []
m_AnyStateTransitions:
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- - {fileID: 954603756796225056}
- {fileID: 404349288434198591}
m_EntryTransitions: []
m_StateMachineTransitions: {}
diff --git a/Assets/Prefabs/MiningActionData.asset b/Assets/Prefabs/MiningActionData.asset
new file mode 100644
index 0000000..e206384
--- /dev/null
+++ b/Assets/Prefabs/MiningActionData.asset
@@ -0,0 +1,18 @@
+%YAML 1.1
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+ m_Name: MiningActionData
+ m_EditorClassIdentifier: Assembly-CSharp::MiningActionData
+ actionName: Mining
+ duration: 1
+ animTrigger: Attack
+ damage: 50
diff --git a/Assets/Prefabs/MiningActionData.asset.meta b/Assets/Prefabs/MiningActionData.asset.meta
new file mode 100644
index 0000000..684880e
--- /dev/null
+++ b/Assets/Prefabs/MiningActionData.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Prefabs/Player.prefab b/Assets/Prefabs/Player.prefab
index 8dd9e02..a17fbec 100644
--- a/Assets/Prefabs/Player.prefab
+++ b/Assets/Prefabs/Player.prefab
@@ -222,6 +222,9 @@ PrefabInstance:
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insertIndex: -1
addedObject: {fileID: 5271692149337681293}
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m_SourcePrefab: {fileID: 100100000, guid: ffaf1ddb2ff58d2448ccfdd357387f63, type: 3}
--- !u!4 &2152733048352974824 stripped
Transform:
@@ -343,6 +346,10 @@ MonoBehaviour:
serializedVersion: 2
m_Bits: 256
buildSpeedMultiplier: 2
+ pickupRadius: 1.5
+ itemLayer:
+ serializedVersion: 2
+ m_Bits: 16384
attackRange: 5
aimRadius: 0.5
miningDamage: 25
@@ -356,6 +363,8 @@ MonoBehaviour:
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targetCrosshair: {fileID: -5662625722731528258, guid: 7652364ca249c3144813de7eb3d1b129, type: 3}
+ visionRadius: 5
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@@ -451,6 +460,19 @@ MonoBehaviour:
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diff --git a/Assets/Scenes/DefenceScene.unity b/Assets/Scenes/DefenceScene.unity
index 61e9896..2597ef1 100644
--- a/Assets/Scenes/DefenceScene.unity
+++ b/Assets/Scenes/DefenceScene.unity
@@ -674,7 +674,7 @@ MonoBehaviour:
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diff --git a/Assets/Scripts/IInteractable.cs b/Assets/Scripts/IInteractable.cs
index 7df8d4b..3225608 100644
--- a/Assets/Scripts/IInteractable.cs
+++ b/Assets/Scripts/IInteractable.cs
@@ -2,6 +2,5 @@ using UnityEngine;
public interface IInteractable
{
- // 누가 상호작용을 시도했는지 알려주기 위해 GameObject를 인자로 받습니다.
- void Interact(GameObject user);
+ void Interact(GameObject interactor);
}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/IActionProvider.cs b/Assets/Scripts/Player/IActionProvider.cs
new file mode 100644
index 0000000..316c0e3
--- /dev/null
+++ b/Assets/Scripts/Player/IActionProvider.cs
@@ -0,0 +1,13 @@
+[System.Serializable]
+public class ActionDescriptor
+{
+ public float duration = 0.5f;
+ public string animTrigger = "Interact";
+ // 필요하다면 여기에 사운드 이펙트나 파티클 정보를 추가할 수 있습니다.
+}
+
+// 명세를 제공하는 인터페이스
+public interface IActionProvider
+{
+ ActionDescriptor GetActionDescriptor();
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/IActionProvider.cs.meta b/Assets/Scripts/Player/IActionProvider.cs.meta
new file mode 100644
index 0000000..b5dd8fe
--- /dev/null
+++ b/Assets/Scripts/Player/IActionProvider.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 142278604af401248b9afd92554cfb0c
\ No newline at end of file
diff --git a/Assets/Scripts/Player/MiningActionData.cs b/Assets/Scripts/Player/MiningActionData.cs
new file mode 100644
index 0000000..cf4dc6c
--- /dev/null
+++ b/Assets/Scripts/Player/MiningActionData.cs
@@ -0,0 +1,17 @@
+using UnityEngine;
+
+[CreateAssetMenu(menuName = "Actions/Mining")]
+public class MiningActionData : PlayerActionData
+{
+ public int damage = 50;
+
+ public override void ExecuteEffect(GameObject performer, GameObject target)
+ {
+ if (target.TryGetComponent(out var block))
+ {
+ // 서버 RPC 호출은 블록 내부의 로직을 그대로 사용합니다.
+ block.TakeDamageRpc(damage);
+ block.PlayHitEffectClientRpc();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/MiningActionData.cs.meta b/Assets/Scripts/Player/MiningActionData.cs.meta
new file mode 100644
index 0000000..b275801
--- /dev/null
+++ b/Assets/Scripts/Player/MiningActionData.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 16b4dd78bd34c8e4885c9b160e4c25a2
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerActionData.cs b/Assets/Scripts/Player/PlayerActionData.cs
new file mode 100644
index 0000000..a7745ef
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerActionData.cs
@@ -0,0 +1,11 @@
+using UnityEngine;
+
+public abstract class PlayerActionData : ScriptableObject
+{
+ public string actionName;
+ public float duration; // 액션 자체가 시간을 가짐
+ public string animTrigger;
+
+ // 대상(target)은 있을 수도 있고(채광), 없을 수도 있음(회복/대쉬)
+ public abstract void ExecuteEffect(GameObject performer, GameObject target);
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerActionData.cs.meta b/Assets/Scripts/Player/PlayerActionData.cs.meta
new file mode 100644
index 0000000..a8fa899
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerActionData.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 510ffea359d2cc448924f064aa29ace8
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerActionHandler.cs b/Assets/Scripts/Player/PlayerActionHandler.cs
new file mode 100644
index 0000000..3abb903
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerActionHandler.cs
@@ -0,0 +1,54 @@
+using Unity.Netcode;
+using UnityEngine;
+using System.Collections;
+
+public class PlayerActionHandler : NetworkBehaviour
+{
+ private bool _isBusy;
+ public bool IsBusy => _isBusy;
+ private Animator _animator;
+
+ void Awake() => _animator = GetComponent();
+
+ // [통로 1] 인터랙션 실행 (대상 중심)
+ public void PerformInteraction(IInteractable target)
+ {
+ if (_isBusy || target == null) return;
+
+ // 대상으로부터 정보를 가져옴
+ var provider = (target as MonoBehaviour).GetComponent();
+ ActionDescriptor desc = provider?.GetActionDescriptor();
+
+ StartCoroutine(InteractionRoutine(desc, target));
+ }
+
+ // [통로 2] 액션 실행 (행동 중심)
+ public void PerformAction(PlayerActionData actionData, GameObject target = null)
+ {
+ if (_isBusy || actionData == null) return;
+
+ StartCoroutine(ActionRoutine(actionData, target));
+ }
+
+ private IEnumerator InteractionRoutine(ActionDescriptor desc, IInteractable target)
+ {
+ _isBusy = true;
+ if (desc != null) _animator.SetTrigger(desc.animTrigger);
+
+ target.Interact(gameObject); // 로직 실행
+
+ yield return new WaitForSeconds(desc?.duration ?? 0.1f);
+ _isBusy = false;
+ }
+
+ private IEnumerator ActionRoutine(PlayerActionData data, GameObject target)
+ {
+ _isBusy = true;
+ _animator.SetTrigger(data.animTrigger);
+
+ data.ExecuteEffect(gameObject, target); // 로직 실행
+
+ yield return new WaitForSeconds(data.duration);
+ _isBusy = false;
+ }
+}
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerActionHandler.cs.meta b/Assets/Scripts/Player/PlayerActionHandler.cs.meta
new file mode 100644
index 0000000..e3e292e
--- /dev/null
+++ b/Assets/Scripts/Player/PlayerActionHandler.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 59175e0893d83ae4198b22adcdbd6de5
\ No newline at end of file
diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs
index f4ad71e..f639f42 100644
--- a/Assets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/Scripts/Player/PlayerMovement.cs
@@ -31,7 +31,6 @@ public class PlayerMovement : MonoBehaviour
_inputActions = new PlayerInputActions();
_inputActions.Player.Jump.performed += ctx => OnJump();
- _inputActions.Player.Attack.performed += ctx => OnAttack();
_inputActions.Player.Interact.performed += ctx => OnInteract();
}
@@ -104,12 +103,6 @@ public class PlayerMovement : MonoBehaviour
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
- private void OnAttack()
- {
- if (_traveler != null && _traveler.IsTraveling) return;
- _animator.SetTrigger("Attack");
- }
-
private void OnInteract()
{
// 터널 이동 중에는 상호작용 금지
diff --git a/Assets/Scripts/Player/PlayerNetworkController.cs b/Assets/Scripts/Player/PlayerNetworkController.cs
index 4292831..cb098e5 100644
--- a/Assets/Scripts/Player/PlayerNetworkController.cs
+++ b/Assets/Scripts/Player/PlayerNetworkController.cs
@@ -1,8 +1,9 @@
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
-using Unity.Netcode.Components;
+using System;
using Unity.Cinemachine;
+using System.Collections;
[RequireComponent(typeof(NetworkObject))]
public class PlayerNetworkController : NetworkBehaviour
@@ -39,6 +40,10 @@ public class PlayerNetworkController : NetworkBehaviour
[SerializeField] private float visionRadius = 5f; // 시야 반경
private float _lastRevealTime;
+ [Header("Action System")]
+ [SerializeField] private PlayerActionData miningAction; // 채광에 대한 시간/애니메이션/효과 데이터
+ private PlayerActionHandler _actionHandler; // 새 핸들러 연결[Header("Action Data")]
+
private RectTransform _crosshairRect;
private MineableBlock _currentTargetBlock; // 현재 강조 중인 블록 저장
private MineableBlock _lastHighlightedBlock;
@@ -54,6 +59,12 @@ public class PlayerNetworkController : NetworkBehaviour
private bool _isGrounded;
private bool _isHoldingInteract = false;
+ // 현재 플레이어가 어떤 행동을 하고 있는지 나타내는 상태
+ public enum ActionState { Idle, Busy }
+ private ActionState _currentState = ActionState.Idle;
+
+ public bool IsBusy => _currentState == ActionState.Busy;
+
// 디버그 변수
private Vector3 _debugOrigin;
private Vector3 _debugDir;
@@ -89,7 +100,7 @@ public class PlayerNetworkController : NetworkBehaviour
_inputActions = new PlayerInputActions();
_inputActions.Player.Jump.performed += ctx => OnJump();
- _inputActions.Player.Attack.performed += ctx => OnAttackInput();
+ _inputActions.Player.Action.performed += ctx => OnActionInput();
_inputActions.Player.Interact.performed += ctx => OnInteractTap(); // 탭 상호작용
_inputActions.Player.Interact.started += ctx => _isHoldingInteract = true;
@@ -103,6 +114,7 @@ public class PlayerNetworkController : NetworkBehaviour
_controller = GetComponent();
_animator = GetComponent();
_traveler = GetComponent();
+ _actionHandler = GetComponent();
}
void Update()
@@ -163,20 +175,26 @@ public class PlayerNetworkController : NetworkBehaviour
if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
}
- private void OnAttackInput()
+ // 1. 액션 (좌클릭) - 대상이 없어도 나감
+ private void OnActionInput()
{
- if (!IsOwner) return;
+ if (!IsOwner || _actionHandler.IsBusy) return;
- // 현재 하이라이트 중인 블록이 있다면 그 녀석이 바로 공격 대상입니다!
- if (_lastHighlightedBlock != null)
+ // 조준 중인 블록이 있으면 넘기고, 없으면 null을 넘겨서 실행
+ GameObject target = _lastHighlightedBlock?.gameObject;
+ _actionHandler.PerformAction(miningAction, target);
+ }
+
+ // 2. 인터랙션 (F키) - 대상이 없으면 아예 시작 안 함
+ private void OnInteractTap()
+ {
+ if (!IsOwner || _actionHandler.IsBusy) return;
+
+ IInteractable target = GetClosestInteractable();
+ if (target != null)
{
- if (_lastHighlightedBlock.TryGetComponent(out var netObj))
- {
- ApplyMiningDamageServerRpc(netObj.NetworkObjectId);
- }
+ _actionHandler.PerformInteraction(target);
}
-
- _animator.SetTrigger("Attack");
}
[Rpc(SendTo.Server)]
@@ -199,38 +217,6 @@ public class PlayerNetworkController : NetworkBehaviour
[ClientRpc]
private void OnAttackClientRpc() => _animator.SetTrigger("Attack");
- private void OnInteractTap()
- {
- if (!IsOwner) return;
- _animator.SetTrigger("Interact");
-
- // 1. 캐릭터 주변 반경 내의 모든 콜라이더 감지
- Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
-
- IInteractable closestTarget = null;
- float minDistance = float.MaxValue;
-
- foreach (var col in colliders)
- {
- // 2. 방향 조건 없이 거리만 체크하여 가장 가까운 것 선택
- float dist = Vector3.Distance(transform.position, col.transform.position);
- if (dist < minDistance)
- {
- IInteractable interactable = col.GetComponentInParent();
- if (interactable != null)
- {
- minDistance = dist;
- closestTarget = interactable;
- }
- }
- }
-
- // 3. 가장 가까운 대상이 있다면 상호작용 실행
- if (closestTarget != null)
- {
- closestTarget.Interact(gameObject);
- }
- }
// 건설 지원 로직 (범위 내 지속 작업이므로 OverlapSphere 유지 또는 Raycast로 변경 가능)
private void PerformConstructionSupport()
@@ -402,6 +388,54 @@ public class PlayerNetworkController : NetworkBehaviour
}
}
+ private IEnumerator ActionRoutine(float duration, string animTrigger, Action actionLogic)
+ {
+ // 1. 상태 잠금
+ _currentState = ActionState.Busy;
+
+ // 2. 애니메이션 실행
+ if (!string.IsNullOrEmpty(animTrigger))
+ {
+ _animator.SetTrigger(animTrigger);
+ }
+
+ // 3. 실제 로직 실행 (상호작용, 아이템 사용 등)
+ actionLogic?.Invoke();
+
+ // 4. 지정된 시간만큼 대기
+ yield return new WaitForSeconds(duration);
+
+ // 5. 상태 해제
+ _currentState = ActionState.Idle;
+ }
+
+ private IInteractable GetClosestInteractable()
+ {
+ // 1. 지정된 레이어 내의 콜라이더 탐색
+ Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer);
+
+ IInteractable closest = null;
+ float minDistance = float.MaxValue;
+
+ foreach (var col in colliders)
+ {
+ // 2. IInteractable 인터페이스를 가지고 있는지 확인 (부모 포함)
+ IInteractable interactable = col.GetComponentInParent();
+
+ if (interactable != null)
+ {
+ float dist = Vector3.Distance(transform.position, col.transform.position);
+ if (dist < minDistance)
+ {
+ minDistance = dist;
+ closest = interactable;
+ }
+ }
+ }
+
+ return closest;
+ }
+
private void OnDrawGizmos()
{
if (!Application.isPlaying || !IsOwner) return;
diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset
index fc90ab9..bd123db 100644
--- a/ProjectSettings/DynamicsManager.asset
+++ b/ProjectSettings/DynamicsManager.asset
@@ -3,10 +3,11 @@
--- !u!55 &1
PhysicsManager:
m_ObjectHideFlags: 0
- serializedVersion: 13
+ serializedVersion: 22
m_Gravity: {x: 0, y: -9.81, z: 0}
m_DefaultMaterial: {fileID: 0}
m_BounceThreshold: 2
+ m_DefaultMaxDepenetrationVelocity: 10
m_SleepThreshold: 0.005
m_DefaultContactOffset: 0.01
m_DefaultSolverIterations: 6
@@ -16,11 +17,11 @@ PhysicsManager:
m_EnableAdaptiveForce: 0
m_ClothInterCollisionDistance: 0.1
m_ClothInterCollisionStiffness: 0.2
- m_ContactsGeneration: 1
- m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
- m_AutoSimulation: 1
+ m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffffffffffffffffffffffffffffffffffffbdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
+ m_SimulationMode: 0
m_AutoSyncTransforms: 0
m_ReuseCollisionCallbacks: 1
+ m_InvokeCollisionCallbacks: 1
m_ClothInterCollisionSettingsToggle: 0
m_ClothGravity: {x: 0, y: -9.81, z: 0}
m_ContactPairsMode: 0
@@ -31,6 +32,13 @@ PhysicsManager:
m_WorldSubdivisions: 8
m_FrictionType: 0
m_EnableEnhancedDeterminism: 0
- m_EnableUnifiedHeightmaps: 1
+ m_ImprovedPatchFriction: 0
+ m_GenerateOnTriggerStayEvents: 1
m_SolverType: 0
m_DefaultMaxAngularSpeed: 50
+ m_ScratchBufferChunkCount: 4
+ m_CurrentBackendId: 4072204805
+ m_FastMotionThreshold: 3.4028235e+38
+ m_SceneBuffersReleaseInterval: 0
+ m_ReleaseSceneBuffers: 0
+ m_LogVerbosity: 3
diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset
index d057ba3..2ad6bff 100644
--- a/ProjectSettings/EditorBuildSettings.asset
+++ b/ProjectSettings/EditorBuildSettings.asset
@@ -8,6 +8,10 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/SampleScene.unity
guid: 99c9720ab356a0642a771bea13969a05
+ - enabled: 1
+ path: Assets/Scenes/DefenceScene.unity
+ guid: c46860faadd6f944b98633b1e6c3c6de
m_configObjects:
+ com.unity.dt.app-ui: {fileID: 11400000, guid: 1b1c20d82303e4b5781c3ef50ac1449f, type: 2}
com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3}
m_UseUCBPForAssetBundles: 0
diff --git a/ProjectSettings/GraphicsSettings.asset b/ProjectSettings/GraphicsSettings.asset
index 84b2182..f666944 100644
--- a/ProjectSettings/GraphicsSettings.asset
+++ b/ProjectSettings/GraphicsSettings.asset
@@ -58,7 +58,7 @@ GraphicsSettings:
m_FogKeepExp2: 1
m_AlbedoSwatchInfos: []
m_RenderPipelineGlobalSettingsMap:
- UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 18dc0cd2c080841dea60987a38ce93fa, type: 2}
+ UnityEngine.Rendering.Universal.UniversalRenderPipeline: {fileID: 11400000, guid: 93b439a37f63240aca3dd4e01d978a9f, type: 2}
m_ShaderBuildSettings:
keywordDeclarationOverrides: []
m_LightsUseLinearIntensity: 1
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 272f7b8..488e002 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -825,7 +825,8 @@ PlayerSettings:
webGLCloseOnQuit: 0
webWasm2023: 0
webEnableSubmoduleStrippingCompatibility: 0
- scriptingDefineSymbols: {}
+ scriptingDefineSymbols:
+ Standalone: APP_UI_EDITOR_ONLY
additionalCompilerArguments: {}
platformArchitecture: {}
scriptingBackend: