코드 리팩토링
재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
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215
Assets/Scripts/Utilities/ActionExecutor.cs
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215
Assets/Scripts/Utilities/ActionExecutor.cs
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using System;
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using System.Collections;
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using UnityEngine;
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/// <summary>
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/// Reusable action execution system with busy state management.
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/// Replaces repeated coroutine busy-state patterns across the codebase.
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/// </summary>
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public class ActionExecutor : MonoBehaviour
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{
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public bool IsBusy { get; private set; }
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private Coroutine _currentAction;
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/// <summary>
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/// Event fired when an action starts.
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/// </summary>
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public event Action OnActionStarted;
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/// <summary>
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/// Event fired when an action completes.
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/// </summary>
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public event Action OnActionCompleted;
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/// <summary>
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/// Event fired when an action is cancelled.
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/// </summary>
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public event Action OnActionCancelled;
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/// <summary>
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/// Try to execute an action. Returns false if already busy.
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/// </summary>
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/// <param name="request">The action request to execute</param>
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/// <returns>True if action started, false if busy</returns>
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public bool TryExecute(ActionRequest request)
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{
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if (IsBusy) return false;
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_currentAction = StartCoroutine(ExecuteRoutine(request));
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return true;
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}
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/// <summary>
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/// Cancel the current action if one is running.
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/// </summary>
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public void Cancel()
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{
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if (_currentAction != null)
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{
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StopCoroutine(_currentAction);
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_currentAction = null;
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IsBusy = false;
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OnActionCancelled?.Invoke();
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}
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}
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/// <summary>
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/// Force reset the busy state. Use with caution.
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/// </summary>
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public void ForceReset()
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{
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if (_currentAction != null)
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{
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StopCoroutine(_currentAction);
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_currentAction = null;
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}
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IsBusy = false;
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}
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private IEnumerator ExecuteRoutine(ActionRequest request)
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{
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IsBusy = true;
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OnActionStarted?.Invoke();
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// Pre-action callback
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request.OnStart?.Invoke();
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// Animation trigger
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if (request.Animator != null && !string.IsNullOrEmpty(request.AnimTrigger))
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{
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if (request.AnimSpeed > 0)
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{
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request.Animator.SetFloat("ActionSpeed", request.AnimSpeed);
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}
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request.Animator.SetTrigger(request.AnimTrigger);
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}
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// Wait for impact point
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if (request.ImpactDelay > 0)
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{
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float adjustedDelay = request.AnimSpeed > 0
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? request.ImpactDelay / request.AnimSpeed
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: request.ImpactDelay;
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yield return new WaitForSeconds(adjustedDelay);
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}
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// Execute main effect
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request.OnImpact?.Invoke();
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// Wait for remaining duration
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float remainingTime = request.TotalDuration - request.ImpactDelay;
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if (request.AnimSpeed > 0)
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{
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remainingTime /= request.AnimSpeed;
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}
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if (remainingTime > 0)
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{
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yield return new WaitForSeconds(remainingTime);
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}
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// Completion callback
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request.OnComplete?.Invoke();
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IsBusy = false;
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_currentAction = null;
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OnActionCompleted?.Invoke();
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}
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}
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/// <summary>
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/// Configuration for an action to be executed by ActionExecutor.
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/// </summary>
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[Serializable]
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public struct ActionRequest
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{
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/// <summary>
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/// Animator to trigger animations on.
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/// </summary>
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public Animator Animator;
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/// <summary>
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/// Animation trigger name.
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/// </summary>
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public string AnimTrigger;
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/// <summary>
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/// Animation playback speed multiplier.
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/// </summary>
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public float AnimSpeed;
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/// <summary>
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/// Time delay before the impact/effect happens (for syncing with animation).
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/// </summary>
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public float ImpactDelay;
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/// <summary>
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/// Total duration of the action.
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/// </summary>
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public float TotalDuration;
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/// <summary>
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/// Callback invoked when action starts.
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/// </summary>
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public Action OnStart;
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/// <summary>
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/// Callback invoked at the impact moment.
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/// </summary>
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public Action OnImpact;
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/// <summary>
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/// Callback invoked when action completes.
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/// </summary>
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public Action OnComplete;
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/// <summary>
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/// Create a simple action request with just timing.
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/// </summary>
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public static ActionRequest Simple(float duration, Action onComplete)
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{
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return new ActionRequest
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{
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TotalDuration = duration,
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AnimSpeed = 1f,
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OnComplete = onComplete
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};
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}
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/// <summary>
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/// Create an animated action request.
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/// </summary>
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public static ActionRequest Animated(Animator animator, string trigger, float duration,
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float impactDelay, Action onImpact, float speed = 1f)
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{
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return new ActionRequest
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{
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Animator = animator,
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AnimTrigger = trigger,
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AnimSpeed = speed,
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ImpactDelay = impactDelay,
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TotalDuration = duration,
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OnImpact = onImpact
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};
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}
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/// <summary>
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/// Create a full action request with all callbacks.
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/// </summary>
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public static ActionRequest Full(Animator animator, string trigger, float duration,
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float impactDelay, float speed, Action onStart, Action onImpact, Action onComplete)
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{
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return new ActionRequest
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{
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Animator = animator,
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AnimTrigger = trigger,
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AnimSpeed = speed,
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ImpactDelay = impactDelay,
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TotalDuration = duration,
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OnStart = onStart,
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OnImpact = onImpact,
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OnComplete = onComplete
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};
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}
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}
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