코드 리팩토링

재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
This commit is contained in:
2026-01-21 01:45:15 +09:00
parent b4ac8f600f
commit db5db4b106
45 changed files with 2775 additions and 248 deletions

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using UnityEngine;
/// <summary>
/// Interface for items that can be used/activated by the player.
/// </summary>
public interface IUsableItem
{
/// <summary>
/// Check if the item can be used.
/// </summary>
/// <param name="user">The GameObject using the item (player)</param>
/// <param name="target">Optional target for the use action</param>
/// <returns>True if the item can be used</returns>
bool CanUse(GameObject user, GameObject target);
/// <summary>
/// Use the item.
/// </summary>
/// <param name="user">The GameObject using the item (player)</param>
/// <param name="target">Optional target for the use action</param>
void Use(GameObject user, GameObject target);
/// <summary>
/// Get the action descriptor for using this item.
/// </summary>
ActionDescriptor GetUseAction();
/// <summary>
/// Whether using this item consumes it (reduces stack count).
/// </summary>
bool IsConsumable { get; }
}
/// <summary>
/// Interface for items that can be equipped on the player.
/// </summary>
public interface IEquippableItem
{
/// <summary>
/// Get the equipment prefab to spawn.
/// </summary>
GameObject GetEquipmentPrefab();
/// <summary>
/// Get position offset for equipment placement.
/// </summary>
Vector3 GetPositionOffset();
/// <summary>
/// Get rotation offset for equipment placement.
/// </summary>
Vector3 GetRotationOffset();
/// <summary>
/// Get the name of the attachment point on the character.
/// </summary>
string GetAttachmentPointName();
/// <summary>
/// Find the attachment point transform on a user.
/// </summary>
Transform FindAttachmentPoint(GameObject user);
}

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fileFormatVersion: 2
guid: 686008e086e9d2247b33d5828e0efa5f

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using UnityEngine;
/// <summary>
/// Base class for item behaviors. Allows different items to have
/// completely different use effects without modifying ItemData.
/// This is the Strategy pattern for item actions.
/// </summary>
public abstract class ItemBehavior : ScriptableObject
{
[Header("Basic Settings")]
[SerializeField] protected string behaviorName = "Use";
[SerializeField] protected float duration = 0.5f;
[SerializeField] protected string animTrigger = "Use";
[SerializeField] protected float animSpeed = 1f;
[SerializeField] protected float impactDelay = 0.2f;
[SerializeField] protected bool canRepeat = false;
[Header("Effects")]
[SerializeField] protected AudioClip useSound;
[SerializeField] protected GameObject useEffect;
/// <summary>
/// Whether this behavior consumes the item when used.
/// </summary>
public virtual bool IsConsumable => false;
/// <summary>
/// Check if this behavior can be used with the given user and target.
/// </summary>
/// <param name="user">The player/entity using the item</param>
/// <param name="target">Optional target of the use</param>
/// <returns>True if the behavior can be executed</returns>
public abstract bool CanUse(GameObject user, GameObject target);
/// <summary>
/// Execute the behavior's effect.
/// </summary>
/// <param name="user">The player/entity using the item</param>
/// <param name="target">Optional target of the use</param>
public abstract void Use(GameObject user, GameObject target);
/// <summary>
/// Get the action descriptor for this behavior.
/// </summary>
public virtual ActionDescriptor GetActionDescriptor()
{
return new ActionDescriptor
{
ActionName = behaviorName,
Duration = duration,
AnimTrigger = animTrigger,
AnimSpeed = animSpeed,
ImpactDelay = impactDelay,
CanRepeat = canRepeat,
SoundEffect = useSound,
ParticleEffect = useEffect
};
}
/// <summary>
/// Get a description of why the behavior cannot be used.
/// </summary>
public virtual string GetBlockedReason(GameObject user, GameObject target)
{
return null;
}
}

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fileFormatVersion: 2
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