using UnityEngine; using UnityEngine.InputSystem; using Unity.Netcode; // NGO 필수 네임스페이스 using Unity.Netcode.Components; [RequireComponent(typeof(NetworkObject))] public class PlayerNetworkController : NetworkBehaviour { [Header("Movement Settings")] public float moveSpeed = 5f; public float rotationSpeed = 10f; public float jumpHeight = 1.5f; public float gravity = -19.62f; [Header("Interaction Settings")] [SerializeField] private float interactRange = 3f; [SerializeField] private LayerMask interactableLayer; [SerializeField] private LayerMask constructionLayer; [SerializeField] private float buildSpeedMultiplier = 2f; [Header("Mining Settings")] [SerializeField] private float attackRange = 1.5f; [SerializeField] private int miningDamage = 25; [SerializeField] private LayerMask mineableLayer; // 'Mineable' 레이어 설정 필요 private CharacterController _controller; private PlayerInputActions _inputActions; private Animator _animator; private TunnelTraveler _traveler; private Vector2 _moveInput; private Vector3 _velocity; private Vector3 _currentMoveDir; private bool _isGrounded; private bool _isHoldingInteract = false; // NGO에서 Start 대신 사용하는 네트워크 초기화 메서드 public override void OnNetworkSpawn() { // 내 캐릭터가 아니라면 입력을 활성화하지 않습니다. if (!IsOwner) return; _inputActions = new PlayerInputActions(); _inputActions.Player.Jump.performed += ctx => OnJump(); _inputActions.Player.Attack.performed += ctx => OnAttackServerRpc(); // 서버에 공격 요청 _inputActions.Player.Interact.performed += ctx => OnInteractTap(); _inputActions.Player.Interact.started += ctx => _isHoldingInteract = true; _inputActions.Player.Interact.canceled += ctx => _isHoldingInteract = false; _inputActions.Enable(); } void Awake() { _controller = GetComponent(); _animator = GetComponent(); _traveler = GetComponent(); } void Update() { // [중요] '나'의 캐릭터가 아니면 조종 로직을 아예 실행하지 않습니다. if (!IsOwner) return; if (_traveler != null && _traveler.IsTraveling) return; HandleGravity(); HandleMovement(); // 건설 가속 로직 if (_isHoldingInteract) PerformConstructionSupport(); } private void HandleMovement() { _isGrounded = _controller.isGrounded; _animator.SetBool("isGrounded", _isGrounded); bool isAttacking = _animator.GetCurrentAnimatorStateInfo(0).IsTag("Attack"); _moveInput = _inputActions.Player.Move.ReadValue(); Vector3 move = new Vector3(_moveInput.x, 0, _moveInput.y).normalized; // 지상/공중 및 공격 중 관성 처리 if (isAttacking) move = _isGrounded ? Vector3.zero : _currentMoveDir; else if (move.magnitude > 0.1f) _currentMoveDir = move; if (move.magnitude >= 0.1f) { if (!isAttacking) { Quaternion targetRotation = Quaternion.LookRotation(move); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime); } _controller.Move(move * moveSpeed * Time.deltaTime); } _animator.SetFloat("MoveSpeed", isAttacking && _isGrounded ? 0 : move.magnitude); } private void HandleGravity() { if (_isGrounded && _velocity.y < 0) _velocity.y = -2f; _velocity.y += gravity * Time.deltaTime; _controller.Move(_velocity * Time.deltaTime); } private void OnJump() { if (_isGrounded) _velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity); } // 기존 OnAttackServerRpc를 수정하거나 호출되는 시점에 아래 로직 포함 [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)] private void OnAttackServerRpc() { // 모든 유저에게 애니메이션 재생 신호 전송 OnAttackClientRpc(); // [채광 판정] 서버에서 물리 연산을 통해 전방의 블록 탐색 Collider[] hitBlocks = Physics.OverlapSphere(transform.position + transform.forward, attackRange, mineableLayer); foreach (var col in hitBlocks) { MineableBlock block = col.GetComponentInParent(); if (block != null) { // 서버가 직접 블록의 대미지 함수 호출 block.TakeDamageRpc(miningDamage); } } } [ClientRpc] private void OnAttackClientRpc() { _animator.SetTrigger("Attack"); } private void OnInteractTap() { _animator.SetTrigger("Interact"); Collider[] colliders = Physics.OverlapSphere(transform.position, interactRange, interactableLayer); foreach (var col in colliders) { IInteractable interactable = col.GetComponentInParent(); if (interactable != null) { interactable.Interact(gameObject); break; } } } private void PerformConstructionSupport() { Collider[] targets = Physics.OverlapSphere(transform.position, interactRange, constructionLayer); foreach (var col in targets) { ConstructionSite site = col.GetComponentInParent(); if (site != null) { // 건설 진행도는 서버에서 관리하는 것이 안전하므로 나중에 RPC로 전환 필요 site.AdvanceConstruction(Time.deltaTime * buildSpeedMultiplier); } } } public override void OnNetworkDespawn() { if (IsOwner) _inputActions.Disable(); } }