스킬 컨트롤러 부분 테스트 작업

This commit is contained in:
aube.lee
2025-02-09 12:23:18 +09:00
parent 07ea289cd9
commit b9a7d02027
31 changed files with 323 additions and 316 deletions

View File

@@ -7,7 +7,7 @@ namespace TON
public class SkillDataManager : SingletonBase<SkillDataManager>
{
public List<SkillData> skillDatas { get; private set; }
public List<SkillBase> skillBases { get; private set; }
public SerializableDictionary<string, SkillBase> skillInstances { get; private set; }
protected override void Awake()
{
@@ -22,12 +22,121 @@ namespace TON
{
skillDatas = new List<SkillData>();
}
// skillData를 skillBase로 치환
}
public SkillData GetSkillData(string skillId)
public void SetSkillInstances()
{
return skillDatas.Find(v => v.id == skillId);
skillInstances = new SerializableDictionary<string, SkillBase>();
// skillData를 skillBase로 치환
foreach (var skillData in skillDatas)
{
skillInstances.Add(skillData.id, InitSkillData(skillData));
}
}
// 스킬 슬롯에 배치할 수 있는 스킬 수 리턴하는 메소드
public int GetActiveSkillCount()
{
int characterLevel = PlayerDataManager.Singleton.player.level;
int availableSkillCount = 0;
foreach (SkillData skill in skillDatas)
{
if (skill.requiredLevel <= characterLevel)
{
availableSkillCount++;
}
}
return availableSkillCount > 3 ? 3 : availableSkillCount;
}
// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
public List<SkillBase> GetActiveSkillInstance()
{
List<SkillBase> filteredSkills = new List<SkillBase>();
foreach (SkillData skill in skillDatas)
{
if (skill.slotNumber == 1 || skill.slotNumber == 2 || skill.slotNumber == 3)
{
filteredSkills.Add(skillInstances.GetValueOrDefault(skill.id));
}
}
return filteredSkills;
}
// 스킬 쿨타임 설정하는 메소드
public void SetCoolTime(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
{
skillBase.SetCurrentCoolDown();
}
}
// 스킬 쿨타임 업데이트 메소드
public void UpdateSkillCoolDown(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
{
skillBase.UpdateSkill(Time.deltaTime);
}
}
// 스킬을 실행할 수 있는지 확인
public bool CanExecuteSkill(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skill))
{
return skill.CurrentCoolDown <= 0;
}
else
{
return false;
}
}
// 스킬의 쿨타임 및 파괴 로직 실행 메소드
public void InvokeExcuteSkill(string skillId)
{
if (skillInstances.TryGetValue(skillId, out SkillBase skill))
{
skill.InvokeExcuteSkill();
}
}
// 스킬 발사(생성) 메소드 추가
public void ExecuteSkill(string skillId, Transform firePoint, float lastDirection)
{
// 스킬 생성
GameObject skill = ObjectPoolManager.Instance.GetEffect(skillId);
skill.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
// 🔥 스킬 방향 반전
var bulletScale = skill.transform.localScale;
bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
skill.transform.localScale = bulletScale;
// 스킬 이동 방향 설정
Rigidbody2D skillRb = skill.GetComponent<Rigidbody2D>();
skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
InvokeExcuteSkill(skillId);
}
private SkillBase InitSkillData(SkillData skillData)
{
SkillBase skill = gameObject.AddComponent<SkillBase>();
skill.Init(skillData);
return skill;
}
public SkillBase GetSkillData(string skillId)
{
return skillInstances.GetValueOrDefault(skillId);
}
}
}