refator : Controller 스킬 버튼 로드 및 스킬 투사체 & ObjectPool 분리
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58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
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58
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs
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@@ -0,0 +1,58 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class Projectile : PoolAble
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{
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public PlayerData playerData;
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public float destoryTime = 2f;
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private float activatedTime = 0f; // 경과 시간 저장 변수
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private DamageCalculator damageCalculator = new DamageCalculator();
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private float damage;
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public void Init(float damage)
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{
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this.damage = damage;
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playerData = PlayerDataManager.Singleton.player;
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}
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void OnEnable()
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{
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activatedTime = Time.time;
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}
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private void Update()
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{
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if (Time.time - activatedTime >= destoryTime)
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{
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ReleaseObject();
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}
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
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{
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// 기본 데미지 계산
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// TODO: 장비 공격력 반영 필요
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// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
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// 몬스터 방어력
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float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * this.damage, 0, monsterDefencePower);
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// 치명타 적용
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damage = damageCalculator.ApplyCriticalDamage(damage);
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collision.GetComponent<IDamage>().ApplyDamage(damage);
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ReleaseObject();
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}
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}
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}
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}
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11
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs.meta
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11
Gameton-06/Assets/Gameton/Scripts/Skill/Projectile.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9407c2d7c54dec74eac0fe37da48ef1d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -5,61 +5,20 @@ using UnityEngine;
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namespace TON
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{
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[System.Serializable]
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public class SkillBase : PoolAble
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public class SkillBase
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{
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public float SkillCoolDown => SkillData.coolDown;
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public float CurrentCoolDown { get; protected set; }
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public SkillData SkillData { get; private set; }
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public PlayerData playerData;
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private DamageCalculator damageCalculator = new DamageCalculator();
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private float elapsedTime = 0f; // 경과 시간 저장 변수
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public float destoryTime = 2f;
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public void Init(SkillData skillData)
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public SkillBase(SkillData skillData)
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{
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SkillData = skillData;
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playerData = PlayerDataManager.Singleton.player;
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}
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void OnEnable()
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{
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elapsedTime = 0f;
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}
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public void InvokeExcuteSkill()
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{
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InvokeRepeating(nameof(ExecuteSkill), 0f, 1f); // 즉시 실행 후 1초 간격 반복
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}
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void ExecuteSkill()
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{
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if (elapsedTime >= destoryTime)
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{
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CancelInvoke(nameof(ExecuteSkill)); // 반복 중지
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ReleaseObject();
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return;
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}
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Debug.Log("SkillBase:: " + SkillData.name);
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UpdateSkill(Time.deltaTime);
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elapsedTime += 1.0f;
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}
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void OnDisable()
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{
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CancelInvoke(nameof(ExecuteSkill)); // 오브젝트 비활성화 시 중지
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CurrentCoolDown = 0f;
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}
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public float SkillCoolDown => SkillData.coolDown;
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[field: SerializeField] public SkillData SkillData { get; private set; }
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[field: SerializeField] public float CurrentCoolDown { get; protected set; }
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void Update()
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{
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}
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public System.Action OnSkillExecuted;
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public event System.Action OnCooldownCompleted;
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public void SetCurrentCoolDown()
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{
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@@ -68,30 +27,16 @@ namespace TON
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public void UpdateSkill(float deltaTime)
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{
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float before = CurrentCoolDown;
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CurrentCoolDown -= deltaTime;
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CurrentCoolDown = Mathf.Max(0, CurrentCoolDown);
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}
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private void OnTriggerEnter2D(Collider2D collision)
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{
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if (collision.CompareTag("Monster")) // 적과 충돌 시 제거
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if (before > 0f && CurrentCoolDown <= 0f)
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{
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// 기본 데미지 계산
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// TODO: 장비 공격력 반영 필요
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// float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower, playerData.equipmentAttack, playerData.defensivePower);
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// 몬스터 방어력
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float monsterDefencePower = collision.GetComponent<MonsterBase>().defencePower;
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float damage = damageCalculator.CalculateBaseDamage(playerData.attackPower * SkillData.damage, 0, monsterDefencePower);
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// 치명타 적용
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damage = damageCalculator.ApplyCriticalDamage(damage);
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collision.GetComponent<IDamage>().ApplyDamage(damage);
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ReleaseObject();
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OnCooldownCompleted?.Invoke();
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}
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}
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 9407c2d7c54dec74eac0fe37da48ef1d
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guid: a10f8442459597342bf9e524b0942f34
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace TON
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{
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@@ -9,10 +10,24 @@ namespace TON
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public List<SkillData> skillDatas { get; private set; }
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public SerializableDictionary<string, SkillBase> skillInstances { get; private set; }
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protected override void Awake()
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private List<SkillBase> equippedSkills = new List<SkillBase>();
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public void Initalize()
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{
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base.Awake();
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LoadSkillData();
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SetSkillInstances();
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// TODO: player skill data 초기화[셋팅]
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// 예시) 1,4,5번 스킬을 EquippedSkills에 추가
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}
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private void Update()
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{
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// 씬이 인게임일때만 돌게 조건 추가 (stage 이름을 가지고 잇을대?)
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foreach (var skill in equippedSkills)
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{
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UpdateSkillCoolDown(skill.SkillData.id);
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}
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}
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private void LoadSkillData()
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@@ -30,11 +45,10 @@ namespace TON
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// skillData를 skillBase로 치환
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foreach (var skillData in skillDatas)
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{
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skillInstances.Add(skillData.id, InitSkillData(skillData));
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skillInstances.Add(skillData.id, new SkillBase(skillData));
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}
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}
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// 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드
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public int GetActiveSkillCount()
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{
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@@ -54,16 +68,14 @@ namespace TON
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// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
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public List<SkillBase> GetActiveSkillInstance()
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{
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List<SkillBase> filteredSkills = new List<SkillBase>();
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foreach (SkillData skill in skillDatas)
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{
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if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
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{
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filteredSkills.Add(skillInstances.GetValueOrDefault(skill.id));
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equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
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}
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}
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return filteredSkills;
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return equippedSkills;
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}
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// 스킬 쿨타임 설정하는 메소드
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@@ -97,46 +109,39 @@ namespace TON
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}
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}
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// 스킬의 쿨타임 및 파괴 로직 실행 메소드
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public void InvokeExcuteSkill(string skillId)
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{
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if (skillInstances.TryGetValue(skillId, out SkillBase skill))
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{
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skill.InvokeExcuteSkill();
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}
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}
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// 스킬 발사(생성) 메소드 추가
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public void ExecuteSkill(string skillId, Transform firePoint, float lastDirection)
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{
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// 스킬 생성
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GameObject skill = ObjectPoolManager.Instance.GetEffect(skillId);
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GameObject effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
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Projectile projectile = effectGameObject.GetComponent<Projectile>();
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SkillBase targetSkillBase = GetSkillData(skillId);
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targetSkillBase.SetCurrentCoolDown();
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skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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projectile.Init(targetSkillBase.SkillData.damage);
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effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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// 🔥 스킬 방향 반전
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var bulletScale = skill.transform.localScale;
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var bulletScale = effectGameObject.transform.localScale;
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bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
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skill.transform.localScale = bulletScale;
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effectGameObject.transform.localScale = bulletScale;
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// 스킬 이동 방향 설정
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Rigidbody2D skillRb = skill.GetComponent<Rigidbody2D>();
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Rigidbody2D skillRb = effectGameObject.GetComponent<Rigidbody2D>();
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skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
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InvokeExcuteSkill(skillId);
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targetSkillBase.OnSkillExecuted?.Invoke();
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}
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private SkillBase InitSkillData(SkillData skillData)
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{
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SkillBase skill = gameObject.AddComponent<SkillBase>();
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skill.Init(skillData);
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return skill;
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}
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public SkillBase GetSkillData(string skillId)
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{
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return skillInstances.GetValueOrDefault(skillId);
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// 스킬 베이스가 null일때 방어로직 추가
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SkillBase result = skillInstances.GetValueOrDefault(skillId);
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Assert.IsNotNull(result, "SkillDataManager.ExecuteSkill() : targetSkillBase is null");
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return result;
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}
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}
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}
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