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ProjectMD/Assets/Scripts/Items/ItemBehavior.cs
Dal4segno db5db4b106 코드 리팩토링
재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
2026-01-21 01:45:15 +09:00

67 lines
2.3 KiB
C#

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;
}
}