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b/Assets/Scripts/GameBase/ItemData.cs index 3282c74..0bdfbc0 100644 --- a/Assets/Scripts/GameBase/ItemData.cs +++ b/Assets/Scripts/GameBase/ItemData.cs @@ -11,4 +11,13 @@ public class ItemData : ScriptableObject [Header("Visual Source")] public GameObject originalBlockPrefab; // 이제 이것만 있으면 됩니다! + + [Header("Tool Settings")] + public bool isTool; // 도구 여부 + public PlayerActionData toolAction; // 이 도구를 들었을 때 나갈 액션 (예: MiningActionData) + + [Header("Visual Settings")] + public GameObject toolPrefab; // 캐릭터 손에 스폰될 3D 프리팹 + public Vector3 equipPositionOffset; // 손 위치 미세 조정 + public Vector3 equipRotationOffset; // 손 회전 미세 조정 } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerEquipmentHandler.cs b/Assets/Scripts/Player/PlayerEquipmentHandler.cs new file mode 100644 index 0000000..41b0361 --- /dev/null +++ b/Assets/Scripts/Player/PlayerEquipmentHandler.cs @@ -0,0 +1,58 @@ +using Unity.Netcode; +using UnityEngine; + +public class PlayerEquipmentHandler : NetworkBehaviour +{ + [SerializeField] private Transform toolAnchor; // 캐릭터 손의 소켓 위치 + private PlayerInventory _inventory; + private GameObject _currentToolInstance; // 현재 생성된 도구 모델 + + void Awake() + { + _inventory = GetComponent(); + } + + public override void OnNetworkSpawn() + { + // 인벤토리의 슬롯 변경 이벤트 구독 + // OnSlotChanged는 (이전 값, 새 값) 두 개의 인자를 전달합니다. + _inventory.OnSlotChanged += HandleSlotChanged; + + // 게임 시작 시 처음에 들고 있는 아이템 모델 생성 + UpdateEquippedModel(_inventory.SelectedSlotIndex); + } + + private void HandleSlotChanged(int previousValue, int newValue) + { + UpdateEquippedModel(newValue); + } + + private void UpdateEquippedModel(int slotIndex) + { + // 1. 기존 도구가 있다면 파괴 + if (_currentToolInstance != null) + { + Destroy(_currentToolInstance); + } + + // 2. 현재 선택된 슬롯의 데이터 확인 + ItemData data = _inventory.GetItemDataInSlot(slotIndex); + + // 3. 도구인 경우에만 모델 생성 + if (data != null && data.isTool && data.toolPrefab != null) + { + _currentToolInstance = Instantiate(data.toolPrefab, toolAnchor); + + // ItemData에 설정된 오프셋 적용 + _currentToolInstance.transform.localPosition = data.equipPositionOffset; + _currentToolInstance.transform.localRotation = Quaternion.Euler(data.equipRotationOffset); + } + } + + public override void OnNetworkDespawn() + { + // 이벤트 구독 해제 (메모리 누수 방지) + if (_inventory != null) + _inventory.OnSlotChanged -= HandleSlotChanged; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerEquipmentHandler.cs.meta b/Assets/Scripts/Player/PlayerEquipmentHandler.cs.meta new file mode 100644 index 0000000..6df8642 --- /dev/null +++ b/Assets/Scripts/Player/PlayerEquipmentHandler.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a865519dd705e524bbbc9a1cf5ecd72a \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerInventory.cs b/Assets/Scripts/Player/PlayerInventory.cs index b4bfcb9..730db0c 100644 --- a/Assets/Scripts/Player/PlayerInventory.cs +++ b/Assets/Scripts/Player/PlayerInventory.cs @@ -1,6 +1,7 @@ +using System; +using System.Collections.Generic; using Unity.Netcode; using UnityEngine; -using System; public class PlayerInventory : NetworkBehaviour { @@ -9,6 +10,30 @@ public class PlayerInventory : NetworkBehaviour public int slotCount = 5; public float maxWeight = 50f; + [System.Serializable] + public struct DefaultItem + { + public ItemData item; // 인스펙터에서 아이템 에셋 드래그 + public int amount; // 초기 개수 + } + + [Header("Starting Loadout")] + [SerializeField] private List startingItems; // 기본 지급 아이템 리스트 + + // 1. 실제 데이터 저장소 (Private) + private NetworkVariable _selectedSlotIndex = new NetworkVariable(0, + NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); + + // 2. 외부에서 읽기 전용으로 값에 접근 (기존 유지) + public int SelectedSlotIndex => _selectedSlotIndex.Value; + + // 3. [핵심] 외부에서 이벤트에 함수를 등록(+=)할 수 있도록 델리게이트 노출 + public NetworkVariable.OnValueChangedDelegate OnSlotChanged + { + get => _selectedSlotIndex.OnValueChanged; + set => _selectedSlotIndex.OnValueChanged = value; + } + public struct InventorySlot : INetworkSerializable, IEquatable { public int ItemID; // string에서 int로 변경 @@ -39,12 +64,9 @@ public class PlayerInventory : NetworkBehaviour public override void OnNetworkSpawn() { - // 서버에서만 슬롯 초기화 - if (IsServer && Slots.Count == 0) + if (IsServer) { - // 설정된 slotCount만큼 데이터 슬롯 생성 - for (int i = 0; i < slotCount; i++) - Slots.Add(new InventorySlot { ItemID = -1, Amount = 0 }); + InitializeInventory(); } // 로컬 플레이어라면 UI 연결 @@ -86,4 +108,64 @@ public class PlayerInventory : NetworkBehaviour _currentWeight.Value += addedWeight; } } + + // 슬롯 선택 요청 (최신 RPC 방식 적용) + [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Everyone)] + public void ChangeSelectedSlotRpc(int index) + { + if (index >= 0 && index < slotCount) + { + Debug.Log($"[PlayerInventory] 슬롯 선택 변경 요청: {index}"); + _selectedSlotIndex.Value = index; + } + } + + // 현재 선택된 슬롯의 아이템 데이터를 가져오는 편의 기능 + public ItemData GetSelectedItemData() + { + var slot = Slots[SelectedSlotIndex]; + if (slot.ItemID == -1) return null; + return ItemDatabase.Instance.GetItemByID(slot.ItemID); + } + + private void InitializeInventory() + { + // 슬롯을 깨끗하게 비우고 시작 (이미 데이터가 있을 경우를 대비) + if (Slots.Count > 0) Slots.Clear(); + _currentWeight.Value = 0; + + // 전체 슬롯 개수만큼 빈 슬롯(-1) 먼저 생성 + for (int i = 0; i < slotCount; i++) + { + Slots.Add(new InventorySlot { ItemID = -1, Amount = 0 }); + } + + // 설정된 기본 아이템들을 순서대로 채워 넣음 + for (int i = 0; i < startingItems.Count && i < slotCount; i++) + { + if (startingItems[i].item != null) + { + ItemData data = startingItems[i].item; + int amount = startingItems[i].amount; + + Slots[i] = new InventorySlot + { + ItemID = data.itemID, + Amount = amount + }; + + // 초기 무게 합산 + _currentWeight.Value += data.weight * amount; + } + } + } + + // PlayerInventory.cs에 추가 + public ItemData GetItemDataInSlot(int index) + { + if (index < 0 || index >= Slots.Count) return null; + var slot = Slots[index]; + if (slot.ItemID == -1) return null; + return ItemDatabase.Instance.GetItemByID(slot.ItemID); + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/PlayerNetworkController.cs b/Assets/Scripts/Player/PlayerNetworkController.cs index 080d19f..b2e201e 100644 --- a/Assets/Scripts/Player/PlayerNetworkController.cs +++ b/Assets/Scripts/Player/PlayerNetworkController.cs @@ -39,9 +39,9 @@ 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")] + [Header("Inventory & Action")] + private PlayerInventory _inventory; // 인벤토리 참조 추가 + private PlayerActionHandler _actionHandler; private RectTransform _crosshairRect; private MineableBlock _currentTargetBlock; // 현재 강조 중인 블록 저장 @@ -105,6 +105,13 @@ public class PlayerNetworkController : NetworkBehaviour _inputActions.Player.Interact.started += ctx => _isHoldingInteract = true; _inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false; + _inputActions.Player.Select1.performed += ctx => _inventory.ChangeSelectedSlotRpc(0); + _inputActions.Player.Select2.performed += ctx => _inventory.ChangeSelectedSlotRpc(1); + _inputActions.Player.Select3.performed += ctx => _inventory.ChangeSelectedSlotRpc(2); + _inputActions.Player.Select4.performed += ctx => _inventory.ChangeSelectedSlotRpc(3); + _inputActions.Player.Select5.performed += ctx => _inventory.ChangeSelectedSlotRpc(4); + _inputActions.Player.Select6.performed += ctx => _inventory.ChangeSelectedSlotRpc(5); + _inputActions.Enable(); } @@ -113,7 +120,12 @@ public class PlayerNetworkController : NetworkBehaviour _controller = GetComponent(); _animator = GetComponent(); _traveler = GetComponent(); + + // --- 참조 초기화 추가 --- + _inventory = GetComponent(); _actionHandler = GetComponent(); + + if (_inventory == null) Debug.LogError("PlayerInventory 컴포넌트를 찾을 수 없습니다!"); } void Update() @@ -175,13 +187,31 @@ public class PlayerNetworkController : NetworkBehaviour } // 1. 액션 (좌클릭) - 대상이 없어도 나감 + // PlayerNetworkController.cs 중 일부 private void OnActionInput() { if (!IsOwner || _actionHandler.IsBusy) return; - // 조준 중인 블록이 있으면 넘기고, 없으면 null을 넘겨서 실행 - GameObject target = _lastHighlightedBlock?.gameObject; - _actionHandler.PerformAction(miningAction, target); + ItemData selectedItem = _inventory.GetSelectedItemData(); + + // 로그 1: 아이템 확인 + if (selectedItem == null) { Debug.Log("선택된 아이템이 없음"); return; } + + // 로그 2: 도구 여부 및 액션 데이터 확인 + Debug.Log($"현재 아이템: {selectedItem.itemName}, 도구여부: {selectedItem.isTool}, 액션데이터: {selectedItem.toolAction != null}"); + + if (selectedItem.isTool && selectedItem.toolAction != null) + { + if (_lastHighlightedBlock != null) + { + Debug.Log($"채광 시작: {_lastHighlightedBlock.name}"); + _actionHandler.PerformAction(selectedItem.toolAction, _lastHighlightedBlock.gameObject); + } + else + { + Debug.Log("조준된 블록이 없음 (하이라이트 확인 필요)"); + } + } } // 2. 인터랙션 (F키) - 대상이 없으면 아예 시작 안 함 diff --git a/Assets/Scripts/Player/QuickSlotUI.cs b/Assets/Scripts/Player/QuickSlotUI.cs index 44011c5..3564c7f 100644 --- a/Assets/Scripts/Player/QuickSlotUI.cs +++ b/Assets/Scripts/Player/QuickSlotUI.cs @@ -46,6 +46,9 @@ public class QuickslotUI : MonoBehaviour { var data = _linkedInventory.Slots[i]; _uiSlots[i].UpdateView(data.ItemID, data.Amount); + + // 선택된 슬롯만 하이라이트 활성화 + _uiSlots[i].SetSelection(i == _linkedInventory.SelectedSlotIndex); } UpdateWeightDisplay(); } diff --git a/ProjectSettings/EditorBuildSettings.asset b/ProjectSettings/EditorBuildSettings.asset index 2ad6bff..e66423e 100644 --- a/ProjectSettings/EditorBuildSettings.asset +++ b/ProjectSettings/EditorBuildSettings.asset @@ -13,5 +13,6 @@ EditorBuildSettings: guid: c46860faadd6f944b98633b1e6c3c6de m_configObjects: com.unity.dt.app-ui: {fileID: 11400000, guid: 1b1c20d82303e4b5781c3ef50ac1449f, type: 2} + com.unity.input.settings: {fileID: 11400000, guid: c4ade98096059ff4abdd36d1b908eea7, type: 2} com.unity.input.settings.actions: {fileID: -944628639613478452, guid: 052faaac586de48259a63d0c4782560b, type: 3} m_UseUCBPForAssetBundles: 0