187 lines
6.1 KiB
C#
187 lines
6.1 KiB
C#
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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public class SkillDataManager : SingletonBase<SkillDataManager>
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{
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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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private List<SkillBase> equippedSkills = new List<SkillBase>();
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public void Initalize()
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{
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LoadSkillData();
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SetSkillInstances();
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GetActiveSkillInstance();
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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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{
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if (skillDatas != null)
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{
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skillDatas.Clear();
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}
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JSONLoader.SaveJsonToPersistentData("skill");
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skillDatas = JSONLoader.LoadJsonFromPersistentData<List<SkillData>>("skill");
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if (skillDatas == null)
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{
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skillDatas = new List<SkillData>();
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}
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}
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public void UpdateSkillData(string skillId, int slotNumber)
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{
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foreach (var skill in skillDatas)
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{
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if (skill.id == skillId)
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{
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skill.slotNumber = slotNumber;
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}
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if (skill.slotNumber == slotNumber && skill.id != skillId)
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{
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skill.slotNumber = 0;
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}
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}
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Assert.IsTrue(JSONLoader.SaveUpdatedJsonToPersistentData(skillDatas, "skill"));
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Initalize();
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}
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public void SetSkillInstances()
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{
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skillInstances = new SerializableDictionary<string, SkillBase>();
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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, 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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int characterLevel = PlayerDataManager.Singleton.player.level;
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int availableSkillCount = 0;
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foreach (SkillData skill in skillDatas)
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{
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if (skill.requiredLevel <= characterLevel)
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{
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availableSkillCount++;
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}
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}
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return availableSkillCount > 3 ? 3 : availableSkillCount;
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}
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// 스킬 슬롯에 적용해야하는 스킬 리스트 리턴
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public List<SkillBase> GetEquippedSkills()
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{
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return equippedSkills;
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}
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// 스킬 슬롯에 적용될 스킬 리스트 초기화 및 업데이트에 사용
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public List<SkillBase> GetActiveSkillInstance()
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{
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if (equippedSkills != null)
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{
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equippedSkills.Clear();
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}
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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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// Debug.Log("GetActiveSkillInstance() : " + skill.id);
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equippedSkills.Add(skillInstances.GetValueOrDefault(skill.id));
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}
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}
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equippedSkills.Sort((a, b) => a.SkillData.slotNumber.CompareTo(b.SkillData.slotNumber));
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return equippedSkills;
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}
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// 스킬 쿨타임 설정하는 메소드
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public void SetCoolTime(string skillId)
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{
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if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
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{
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skillBase.SetCurrentCoolDown();
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}
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}
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// 스킬 쿨타임 업데이트 메소드
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public void UpdateSkillCoolDown(string skillId)
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{
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if (skillInstances.TryGetValue(skillId, out SkillBase skillBase))
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{
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skillBase.UpdateSkill(Time.deltaTime);
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}
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}
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// 스킬을 실행할 수 있는지 확인
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public bool CanExecuteSkill(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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return skill.CurrentCoolDown <= 0;
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}
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else
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{
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return false;
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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 effectGameObject = ObjectPoolManager.Instance.GetEffect(skillId);
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Projectile projectile = effectGameObject.GetComponent<Projectile>();
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SkillBase targetSkillBase = GetSkillInstance(skillId);
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// 현재 스킬의 쿨타임 시작
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targetSkillBase.SetCurrentCoolDown();
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// 스킬 투사체 초기화
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projectile.Init(targetSkillBase.SkillData.damage, targetSkillBase.SkillData.maxHitCount);
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effectGameObject.transform.SetPositionAndRotation(firePoint.position, firePoint.rotation);
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// 스킬 방향 반전
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var bulletScale = effectGameObject.transform.localScale;
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bulletScale.x = Mathf.Abs(bulletScale.x) * lastDirection;
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effectGameObject.transform.localScale = bulletScale;
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// 스킬 이동 방향 설정
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Rigidbody2D skillRb = effectGameObject.GetComponent<Rigidbody2D>();
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skillRb.velocity = new Vector2(lastDirection * 5f, 0f);
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targetSkillBase.OnSkillExecuted?.Invoke();
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}
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public SkillBase GetSkillInstance(string skillId)
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{
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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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