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

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@@ -737,6 +737,10 @@ PrefabInstance:
propertyPath: m_Name propertyPath: m_Name
value: TON.ObjectPoolSystem value: TON.ObjectPoolSystem
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@@ -160,24 +160,20 @@ namespace TON
attackCollider.EnableCollider(false); attackCollider.EnableCollider(false);
} }
public void SkillAttack(string skillId) public bool SkillAttack(string skillId)
{ {
animator.Play("Skill Attack"); // 스킬 매니저에서 스킬을 쏠 수 있는지 여부를 판단
bool canExecute = SkillDataManager.Singleton.CanExecuteSkill(skillId);
if (canExecute)
{
// 스킬 애니메이터 실행
animator.Play("Skill Attack");
// 스킬 생성 // 스킬 매니저에 스킬 발사 요청
GameObject skill = ObjectPoolManager.Instance.GetEffect(skillId); SkillDataManager.Singleton.ExecuteSkill(skillId, firePoint, lastDirection);
}
// skill.transform.SetParent(firePoint); return canExecute;
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);
} }

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class BubblePop : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class DarknessBall : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class EarthSmash : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class ElementalBurst : SkillBase
{
}
}

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@@ -1,12 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class FireBall : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class IceBall : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class LeafCutter : SkillBase
{
}
}

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@@ -1,11 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TON
{
public class LeafShuriken : SkillBase
{
}
}

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@@ -5,7 +5,7 @@ using UnityEngine;
namespace TON namespace TON
{ {
[System.Serializable] [System.Serializable]
public abstract class SkillBase : PoolAble public class SkillBase : PoolAble
{ {
public float SkillCoolDown => SkillData.coolDown; public float SkillCoolDown => SkillData.coolDown;
public float CurrentCoolDown { get; protected set; } public float CurrentCoolDown { get; protected set; }
@@ -15,7 +15,7 @@ namespace TON
private DamageCalculator damageCalculator = new DamageCalculator(); private DamageCalculator damageCalculator = new DamageCalculator();
private float elapsedTime; // 경과 시간 저장 변수 private float elapsedTime = 0f; // 경과 시간 저장 변수
public float destoryTime = 2f; public float destoryTime = 2f;
@@ -27,19 +27,43 @@ namespace TON
void OnEnable() void OnEnable()
{ {
elapsedTime = 0f; // 오브젝트가 활성화될 때 초기화 elapsedTime = 0f;
} }
public void InvokeExcuteSkill()
{
InvokeRepeating(nameof(ExecuteSkill), 0f, 1f); // 즉시 실행 후 1초 간격 반복
}
void ExecuteSkill()
{
if (elapsedTime >= destoryTime)
{
CancelInvoke(nameof(ExecuteSkill)); // 반복 중지
ReleaseObject();
return;
}
Debug.Log("SkillBase:: " + SkillData.name);
UpdateSkill(Time.deltaTime);
elapsedTime += 1.0f;
}
void OnDisable()
{
CancelInvoke(nameof(ExecuteSkill)); // 오브젝트 비활성화 시 중지
}
void Update() void Update()
{ {
UpdateSkill(Time.deltaTime);
elapsedTime += Time.deltaTime; // 경과 시간 누적
// 2초가 지나면 오브젝트 풀에 반환
if (elapsedTime >= destoryTime) }
{
ReleaseObject(); public void SetCurrentCoolDown()
} {
CurrentCoolDown = SkillData.coolDown; // 쿨타임 시작
} }
public void UpdateSkill(float deltaTime) public void UpdateSkill(float deltaTime)

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@@ -7,7 +7,7 @@ namespace TON
public class SkillDataManager : SingletonBase<SkillDataManager> public class SkillDataManager : SingletonBase<SkillDataManager>
{ {
public List<SkillData> skillDatas { get; private set; } 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() protected override void Awake()
{ {
@@ -22,12 +22,121 @@ namespace TON
{ {
skillDatas = new List<SkillData>(); 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);
} }
} }
} }

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@@ -48,6 +48,7 @@ namespace TON
PlayerDataManager.Singleton.SetCurrentUserData(); PlayerDataManager.Singleton.SetCurrentUserData();
// HeartDataManager.Singleton.(); // HeartDataManager.Singleton.();
List<SkillData> skillDatas = SkillDataManager.Singleton.skillDatas; List<SkillData> skillDatas = SkillDataManager.Singleton.skillDatas;
SkillDataManager.Singleton.SetSkillInstances();
// TODO : Custom Order After System Load // TODO : Custom Order After System Load
// UIManager.Show<IngameUI>(UIList.IngameUI); // UIManager.Show<IngameUI>(UIList.IngameUI);

View File

@@ -19,30 +19,30 @@ namespace TON
[SerializeField] [SerializeField]
private SerializableDictionary<int, ControllerUI_SkillButton> skillButtons; private SerializableDictionary<int, ControllerUI_SkillButton> skillButtons;
private SerializableDictionary<string, SkillBase> skillInstances;
private List<SkillData> skillDatas; private List<SkillData> skillDatas;
private List<SkillBase> skillBases;
public void Initalize() public void Initalize()
{ {
int characterLevel = PlayerDataManager.Singleton.player.level; int characterLevel = PlayerDataManager.Singleton.player.level;
skillDatas = SkillDataManager.Singleton.skillDatas; skillInstances = SkillDataManager.Singleton.skillInstances;
if (skillDatas != null) // 내가 사용할 스킬은 스킬 매니저에서 가져오게 변경
if (skillInstances != null)
{ {
// 사용 가능한 스킬 필터링 (캐릭터 레벨보다 필요 레벨이 낮거나 같은 것만) int skillSlotCount = SkillDataManager.Singleton.GetActiveSkillCount();
List<SkillData> availableSkills = skillDatas List<SkillBase> skillList = SkillDataManager.Singleton.GetActiveSkillInstance();
.Where(skill => skill.requiredLevel <= characterLevel)
.OrderBy(skill => skill.requiredLevel) // 필요 레벨이 낮은 순으로 정렬
.Take(3) // 최대 3개 선택
.ToList();
// 버튼 설정 // 버튼 설정
for (int i = 0; i < buttons.Length; i++) for (int i = 0; i < buttons.Length; i++)
{ {
if (i < availableSkills.Count) if (i < skillSlotCount)
{ {
buttons[i].interactable = true; // 사용 가능 buttons[i].interactable = true; // 사용 가능
SkillData skillData = skillDatas.Find(skill => skill.slotNumber == i + 1); SkillBase skillData = skillList.Find(skill => skill.SkillData.slotNumber == i + 1);
skillButtons[i].Initalize(skillData); skillButtons[i].Initalize(skillData);
} }
else else
@@ -55,8 +55,6 @@ namespace TON
{ {
Debug.LogError("스킬 정보 로드 오류 발생"); Debug.LogError("스킬 정보 로드 오류 발생");
} }
} }
public void OnClickJumpButton() public void OnClickJumpButton()
@@ -71,10 +69,14 @@ namespace TON
public void OnClickSkillButton(ControllerUI_SkillButton button) public void OnClickSkillButton(ControllerUI_SkillButton button)
{ {
linkedCharactor.SkillAttack(button.skillId); bool skillAttack = linkedCharactor.SkillAttack(button.skillBase.SkillData.id);
SkillData skillData = skillDatas.Find(skill => skill.id == button.skillId); // skill Attack 이 true 일때 만 쿨타임 흘러가게끔
button.SetCoolTime(skillData.coolDown); if (skillAttack)
{
// SkillData skillData = skillDatas.Find(skill => skill.id == button.skillId);
button.SetCoolTime();
}
} }
} }

View File

@@ -8,7 +8,6 @@ namespace TON
{ {
public class ControllerUI_SkillButton : MonoBehaviour public class ControllerUI_SkillButton : MonoBehaviour
{ {
[SerializeField] private TextMeshProUGUI coolTimeText; [SerializeField] private TextMeshProUGUI coolTimeText;
[SerializeField] private Image coolTimeDimd; [SerializeField] private Image coolTimeDimd;
[SerializeField] private GameObject skillIcon; [SerializeField] private GameObject skillIcon;
@@ -17,61 +16,49 @@ namespace TON
[SerializeField] [SerializeField]
private SerializableDictionary<string, Sprite> skillSprite = new SerializableDictionary<string, Sprite>(); private SerializableDictionary<string, Sprite> skillSprite = new SerializableDictionary<string, Sprite>();
public string skillId; public float currentCoolDown;
public SkillBase skillBase;
public float maxCooldown;
public void Initalize(SkillBase skillData)
public void Initalize(SkillData skillData)
{ {
skillId = skillData.id; skillBase = skillData;
maxCooldown = skillData.coolDown;
InitSkillData(skillData);
skillIcon.SetActive(true); skillIcon.SetActive(true);
skillIcon.GetComponent<Image>().sprite = skillSprite.GetValueOrDefault(skillData.id, null); skillIcon.GetComponent<Image>().sprite = skillSprite.GetValueOrDefault(skillBase.SkillData.id, null);
lockImage.SetActive(false); lockImage.SetActive(false);
} }
public void SetCoolTime(float remain) public void SetCoolTime()
{ {
coolTimeText.gameObject.SetActive(remain > 0f); SkillDataManager.Singleton.SetCoolTime(skillBase.SkillData.id);
coolTimeText.text = $"{Mathf.CeilToInt(remain)}s"; if (skillBase.CurrentCoolDown <= 0)
coolTimeDimd.fillAmount = remain / maxCooldown;
}
private SkillBase InitSkillData(SkillData skillData)
{
switch (skillData.id)
{ {
case "K0001": // 현재 스킬의 스킬 쿨다운 값을 설정
var fireBall = gameObject.AddComponent<FireBall>(); skillBase.SetCurrentCoolDown();
fireBall.Init(skillData); currentCoolDown = skillBase.CurrentCoolDown;
return fireBall; UpdateCooldownUI();
case "K0002":
var iceBall = gameObject.AddComponent<IceBall>();
iceBall.Init(skillData);
return iceBall;
case "K0003":
return null;
case "K0004":
return null;
case "K0005":
return null;
case "K0006":
return null;
case "K0007":
return null;
case "K0008":
return null;
default:
return null;
} }
} }
private void UpdateCooldownUI()
{
coolTimeText.gameObject.SetActive(currentCoolDown > 0); // 남은 쿨타임이 있을 때만 표시
coolTimeText.text = $"{Mathf.CeilToInt(currentCoolDown)}s"; // 정수 초단위 표시
coolTimeDimd.fillAmount = currentCoolDown / skillBase.SkillData.coolDown; // 1 → 0 으로 감소
}
void Update()
{
if (currentCoolDown > 0)
{
SkillDataManager.Singleton.UpdateSkillCoolDown(skillBase.SkillData.id); // 남은 쿨타임 감소
UpdateCooldownUI(); // UI 업데이트
}
else
{
}
}
} }
} }