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; } }