코드 리팩토링
재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
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67
Assets/Scripts/Items/ItemBehavior.cs
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67
Assets/Scripts/Items/ItemBehavior.cs
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using UnityEngine;
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/// <summary>
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/// Base class for item behaviors. Allows different items to have
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/// completely different use effects without modifying ItemData.
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/// This is the Strategy pattern for item actions.
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/// </summary>
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public abstract class ItemBehavior : ScriptableObject
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{
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[Header("Basic Settings")]
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[SerializeField] protected string behaviorName = "Use";
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[SerializeField] protected float duration = 0.5f;
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[SerializeField] protected string animTrigger = "Use";
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[SerializeField] protected float animSpeed = 1f;
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[SerializeField] protected float impactDelay = 0.2f;
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[SerializeField] protected bool canRepeat = false;
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[Header("Effects")]
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[SerializeField] protected AudioClip useSound;
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[SerializeField] protected GameObject useEffect;
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/// <summary>
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/// Whether this behavior consumes the item when used.
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/// </summary>
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public virtual bool IsConsumable => false;
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/// <summary>
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/// Check if this behavior can be used with the given user and target.
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/// </summary>
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/// <param name="user">The player/entity using the item</param>
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/// <param name="target">Optional target of the use</param>
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/// <returns>True if the behavior can be executed</returns>
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public abstract bool CanUse(GameObject user, GameObject target);
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/// <summary>
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/// Execute the behavior's effect.
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/// </summary>
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/// <param name="user">The player/entity using the item</param>
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/// <param name="target">Optional target of the use</param>
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public abstract void Use(GameObject user, GameObject target);
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/// <summary>
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/// Get the action descriptor for this behavior.
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/// </summary>
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public virtual ActionDescriptor GetActionDescriptor()
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{
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return new ActionDescriptor
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{
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ActionName = behaviorName,
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Duration = duration,
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AnimTrigger = animTrigger,
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AnimSpeed = animSpeed,
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ImpactDelay = impactDelay,
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CanRepeat = canRepeat,
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SoundEffect = useSound,
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ParticleEffect = useEffect
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};
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}
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/// <summary>
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/// Get a description of why the behavior cannot be used.
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/// </summary>
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public virtual string GetBlockedReason(GameObject user, GameObject target)
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{
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return null;
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}
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}
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