Merge branch 'main' of https://gitea.ysizuku.com/Degulleo/Degulleo3D into DEG-125-플레이어-유료-에셋-적용

This commit is contained in:
Jay 2025-05-02 19:17:16 +09:00
commit 12790941d7
195 changed files with 297287 additions and 2440 deletions

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# 에디터 기반 HTTP 클라이언트 요청
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has scale animation that will be discarded.\n\t'RigLArmMiddle2' has scale animation
that will be discarded.\n\t'RigLArmMiddle3' has scale animation that will be
discarded.\n\t'RigLArmPinky2' has scale animation that will be discarded.\n\t'RigLArmPinky3'
has scale animation that will be discarded.\n\t'RigRArmIndex3' has scale animation
that will be discarded.\n\t'RigRArmMiddle2' has scale animation that will be
discarded.\n\t'RigRArmMiddle3' has scale animation that will be discarded.\n\t'RigRArmPinky2'
has scale animation that will be discarded.\n\t'RigRArmPinky3' has scale animation
that will be discarded.\n"
animationRetargetingWarnings:
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importConstraints: 0
animationCompression: 3
animationRotationError: 0.5
animationPositionError: 0.5
animationScaleError: 0.5
animationWrapMode: 0
extraExposedTransformPaths: []
extraUserProperties: []
clipAnimations:
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name: Take Damage
takeName: Take 001
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loopBlendPositionY: 1
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mirror: 0
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curves: []
events: []
transformMask: []
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additiveReferencePoseFrame: 0
isReadable: 0
meshes:
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globalScale: 1
meshCompression: 0
addColliders: 0
useSRGBMaterialColor: 1
sortHierarchyByName: 1
importVisibility: 1
importBlendShapes: 1
importCameras: 1
importLights: 1
nodeNameCollisionStrategy: 1
fileIdsGeneration: 2
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generateSecondaryUV: 0
useFileUnits: 1
keepQuads: 0
weldVertices: 1
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minBoneWeight: 0.001
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meshOptimizationFlags: -1
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secondaryUVAreaDistortion: 15.000001
secondaryUVHardAngle: 88
secondaryUVMarginMethod: 1
secondaryUVMinLightmapResolution: 40
secondaryUVMinObjectScale: 1
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tangentSpace:
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normalImportMode: 0
tangentImportMode: 3
normalCalculationMode: 4
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
blendShapeNormalImportMode: 1
normalSmoothingSource: 0
referencedClips: []
importAnimation: 1
humanDescription:
serializedVersion: 3
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humanName: Hips
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max: {x: 0, y: 0, z: 0}
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parentName: RigLArmPinky2
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scale: {x: 0.99999815, y: 1.0000015, z: 1.0000004}
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parentName: RigLArmPalm
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position: {x: -0.120027766, y: 0.29713103, z: -0.13415799}
rotation: {x: -0.18222731, y: 0.97255695, z: 0.054870732, w: -0.13384871}
scale: {x: 1.0000004, y: 1.0000002, z: 1.0000002}
- name: RigFeelerBR2
parentName: RigFeelerBR1
position: {x: -0.16890243, y: 0, z: 0}
rotation: {x: 0.033180103, y: -0.22022563, z: 0.18107717, w: 0.9579201}
scale: {x: 1, y: 1.0000006, z: 1.0000007}
- name: RigFeelerBR3
parentName: RigFeelerBR2
position: {x: -0.21272354, y: 0.00000022888183, z: 0.00000034332274}
rotation: {x: 0.047796577, y: 0.12774953, z: 0.09313278, w: 0.9862666}
scale: {x: 1.0000007, y: 1.0000012, z: 0.9999996}
- name: RigFeelerTL1
parentName: RigHead
position: {x: -0.40490812, y: 0.3022815, z: 0.14163275}
rotation: {x: -0.18401393, y: 0.2809839, z: 0.076868504, w: 0.93876415}
scale: {x: 1.0000002, y: 1.0000002, z: 1.0000001}
- name: RigFeelerTL2
parentName: RigFeelerTL1
position: {x: -0.1561139, y: 0, z: 0}
rotation: {x: 0.12570061, y: -0.332106, z: 0.020158336, w: 0.93461156}
scale: {x: 1.0000005, y: 1, z: 0.9999992}
- name: RigFeelerTL3
parentName: RigFeelerTL2
position: {x: -0.23903564, y: 0, z: -0.00000015258789}
rotation: {x: 0.08798819, y: 0.18995728, z: -0.2682612, w: 0.94032454}
scale: {x: 1.0000008, y: 1.0000002, z: 0.99999964}
- name: RigFeelerTR1
parentName: RigHead
position: {x: -0.40490812, y: 0.3022815, z: -0.14163272}
rotation: {x: -0.18401438, y: 0.28098404, z: -0.076868534, w: -0.93876404}
scale: {x: 1.0000006, y: 1.0000001, z: 1.0000002}
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parentName: RigFeelerTR1
position: {x: -0.1561139, y: 0.00000015258789, z: 0}
rotation: {x: 0.12570046, y: -0.33210588, z: -0.02015841, w: -0.93461156}
scale: {x: 1.0000002, y: 1.0000002, z: 1.0000001}
- name: RigFeelerTR3
parentName: RigFeelerTR2
position: {x: -0.23903595, y: -0.00000015258789, z: -0.000000114440915}
rotation: {x: 0.0879866, y: 0.18995786, z: 0.2682615, w: -0.94032454}
scale: {x: 0.9999997, y: 1.0000001, z: 1.0000015}
- name: RigRArmCollarbone
parentName: RigRibcage
position: {x: -0.08213592, y: 0.000000017285346, z: -0.091075964}
rotation: {x: 0.000000026636394, y: -0.8113335, z: 0.00000009490729, w: 0.5845836}
scale: {x: 1.0000001, y: 1.0000001, z: 1}
- name: RigRArm1
parentName: RigRArmCollarbone
position: {x: -0.24199851, y: 0, z: 0}
rotation: {x: -0.052265413, y: 0.13359651, z: 0.00880874, w: 0.98961747}
scale: {x: 0.9999998, y: 0.9999997, z: 0.9999998}
- name: RigRArm2
parentName: RigRArm1
position: {x: -0.48720488, y: 0.0000019073486, z: -0.00000030517577}
rotation: {x: 0.075457394, y: 0.00070209807, z: -0.02977617, w: 0.99670416}
scale: {x: 1.0000015, y: 0.9999993, z: 0.9999997}
- name: RigRArmPalm
parentName: RigRArm2
position: {x: -0.47762054, y: 0.0000017356872, z: -0.00000061035155}
rotation: {x: 0.6844296, y: 0.020174883, z: 0.045743227, w: 0.7273629}
scale: {x: 1.000001, y: 0.9999996, z: 0.99999994}
- name: RigRArmIndex1
parentName: RigRArmPalm
position: {x: -0.4031672, y: -0.00014160156, z: -0.17431921}
rotation: {x: 0.000330001, y: -0.017548189, z: 0.015666224, w: 0.99972326}
scale: {x: 1.000001, y: 0.99999976, z: 1}
- name: RigRArmIndex2
parentName: RigRArmIndex1
position: {x: -0.23051132, y: -0.00000015258789, z: -0.00000085830686}
rotation: {x: 0.0061287493, y: -0.004955305, z: 0.037404735, w: 0.9992692}
scale: {x: 1.000002, y: 0.9999995, z: 0.9999998}
- name: RigRArmIndex3
parentName: RigRArmIndex2
position: {x: -0.14621475, y: -0.00000015258789, z: -0.00000045776366}
rotation: {x: 0.005117163, y: -0.0067791957, z: 0.11576271, w: 0.9932406}
scale: {x: 1.0000014, y: 1, z: 0.9999994}
- name: RigRArmMiddle1
parentName: RigRArmPalm
position: {x: -0.44137198, y: -0.00010253906, z: 0.017746143}
rotation: {x: 0.00001227855, y: 0.0032224786, z: 0.019110452, w: 0.9998122}
scale: {x: 1.0000005, y: 0.99999964, z: 0.9999999}
- name: RigRArmMiddle2
parentName: RigRArmMiddle1
position: {x: -0.19211425, y: -0.00000015258789, z: -0.0000007122755}
rotation: {x: -0.00041330841, y: -0.00041122365, z: 0.03793019, w: 0.9992803}
scale: {x: 1.0000012, y: 0.9999994, z: 0.9999996}
- name: RigRArmMiddle3
parentName: RigRArmMiddle2
position: {x: -0.1458392, y: 0, z: -0.00000050008293}
rotation: {x: 0.0011144101, y: -0.004212657, z: 0.11531538, w: 0.9933194}
scale: {x: 1.000001, y: 0.9999997, z: 1}
- name: RigRArmPinky1
parentName: RigRArmPalm
position: {x: -0.40341452, y: 0.000115966795, z: 0.17729923}
rotation: {x: -0.00000056624384, y: 0.003354017, z: 0.015847152, w: 0.9998688}
scale: {x: 1.000001, y: 0.9999999, z: 1.0000005}
- name: RigRArmPinky2
parentName: RigRArmPinky1
position: {x: -0.2302999, y: -0.00000015258789, z: -0.00000087738033}
rotation: {x: -0.00042451004, y: -0.00044025356, z: 0.037765555, w: 0.9992865}
scale: {x: 1.000001, y: 0.9999989, z: 0.99999905}
- name: RigRArmPinky3
parentName: RigRArmPinky2
position: {x: -0.1458392, y: -0.00000015258789, z: -0.0000004959106}
rotation: {x: 0.0011145847, y: -0.0042127063, z: 0.11531535, w: 0.9933194}
scale: {x: 1.0000021, y: 0.9999987, z: 1.0000004}
- name: RigRArmThumb1
parentName: RigRArmPalm
position: {x: -0.08617187, y: -0.005578155, z: -0.19163635}
rotation: {x: -0.3067906, y: -0.3871433, z: -0.05557807, w: 0.86770433}
scale: {x: 1.0000036, y: 0.99999976, z: 0.9999967}
- name: RigRArmThumb2
parentName: RigRArmThumb1
position: {x: -0.21924491, y: 0.00000015258789, z: -0.00000057220456}
rotation: {x: 0.09846809, y: 0.017227547, z: 0.025147874, w: 0.99467325}
scale: {x: 1.0000012, y: 0.9999994, z: 1.0000017}
- name: RigRArmThumb3
parentName: RigRArmThumb2
position: {x: -0.1682283, y: 0.00000015258789, z: -0.00000036239624}
rotation: {x: 0.068085276, y: 0.052145686, z: -0.035044286, w: 0.99569935}
scale: {x: 1.0000011, y: 0.9999969, z: 1.0000023}
- name: RigRLegPlatform
parentName: Alien Big Blink(Clone)
position: {x: 0.18593769, y: 0.000000013539717, z: 0.015741296}
rotation: {x: 0.50000006, y: -0.50000006, z: -0.49999997, w: 0.49999997}
scale: {x: 1, y: 1, z: 1}
armTwist: 0.5
foreArmTwist: 0.5
upperLegTwist: 0.5
legTwist: 0.5
armStretch: 0.05
legStretch: 0.05
feetSpacing: 0
globalScale: 1
rootMotionBoneName: RigPelvis
hasTranslationDoF: 0
hasExtraRoot: 1
skeletonHasParents: 1
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@ -83,8 +83,9 @@ public class DungeonLogic : MonoBehaviour
if (!isCompleted && !isFailed)
{
Debug.Log("던전 공략 성공~!");
GameManager.Instance.ClearStage(); // 스테이지 수 증가
isCompleted = true;
OnDungeonSuccess?.Invoke();
// OnDungeonSuccess?.Invoke();
_dungeonPanelController.SetBossHealthBar(0.0f); // 보스 체력 0 재설정
@ -100,7 +101,7 @@ public class DungeonLogic : MonoBehaviour
{
Debug.Log("던전 공략 실패~!");
isFailed = true;
OnDungeonFailure?.Invoke();
// OnDungeonFailure?.Invoke();
_player.SetState(PlayerState.Dead);

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@ -1,113 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using TMPro;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ChatWindowController : MonoBehaviour, IPointerClickHandler
{
[SerializeField] private TMP_Text chatText;
[SerializeField] private Image clickIndicator;
private Coroutine _typingCoroutine;
private Coroutine _clickCoroutine;
private string _inputText;
private Queue<string> _inputQueue;
public delegate void OnComplete();
public OnComplete onComplete;
private void Start()
{
Init("마무리", () =>
{
Debug.Log("대화 끝.");
});
ShowText(_inputQueue.Dequeue());
}
public void Init(string text, OnComplete onComplete)
{
_inputQueue = new Queue<string>();
_inputQueue.Enqueue("아 망했어 오늘도 지각이다!!!! 이러면 진짜 해고당할 수도 있어!!!\n어떡하지 큰일이다!!!");
_inputQueue.Enqueue("톼사하셈 ㅋ");
_inputQueue.Enqueue("톼사하셈 ㅋ");
_inputQueue.Enqueue("스킵도 가능 톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ톼사하셈 ㅋ");
_inputQueue.Enqueue(text);
this.onComplete = onComplete;
}
//화면에 표시할 텍스트 삽입 함수
private void ShowText(string text)
{
var clickIndicatorColor = clickIndicator.color;
clickIndicatorColor.a = 1;
clickIndicator.color = clickIndicatorColor;
_inputText = text;
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
}
_typingCoroutine = StartCoroutine(TypingEffectCoroutine(_inputText));
}
//텍스트 타이핑효과 코루틴
private IEnumerator TypingEffectCoroutine(string text)
{
StringBuilder strText = new StringBuilder();
for (int i = 0; i < text.Length; i++)
{
strText.Append(text[i]);
chatText.text = strText.ToString();
yield return new WaitForSeconds(0.1f);
}
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
_typingCoroutine = null;
}
private IEnumerator ClickIndicatorCoroutine()
{
bool flag = true;
var clickIndicatorColor = clickIndicator.color;
while (true)
{
clickIndicatorColor.a = flag? 0:1;
flag = !flag;
clickIndicator.color = clickIndicatorColor;
yield return new WaitForSeconds(0.5f);
}
}
//대화창 클릭 시 호출 함수
public void OnPointerClick(PointerEventData eventData)
{
if (_typingCoroutine != null)
{
StopCoroutine(_typingCoroutine);
_typingCoroutine = null;
chatText.text = _inputText;
_clickCoroutine = StartCoroutine(ClickIndicatorCoroutine());
}
else
{
if (_clickCoroutine != null)
{
StopCoroutine(_clickCoroutine);
_clickCoroutine = null;
}
if (_inputQueue.Count > 0)
{
ShowText(_inputQueue.Dequeue());
}
else
{
onComplete?.Invoke();
}
}
}
}

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@ -0,0 +1,65 @@
using System;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.PlayerLoop;
using UnityEngine.UI;
public class ClearPanelController : PanelController, IPointerClickHandler
{
[SerializeField] private CanvasGroup clearPanel;
[SerializeField] private Image clearPanelArmImage;
[SerializeField] private Image clearTextImage;
private Image _clearPanelBGImage;
public Action onCompleted;
private void Awake()
{
base.Awake();
_clearPanelBGImage = GetComponent<Image>();
}
private void Start()
{
//임시 코드
Show(() =>
{
Debug.Log("OnCompleted");
});
}
public void Show(Action onCompleted)
{
base.Show();
this.onCompleted = onCompleted;
Init();
}
private void Init()
{
_clearPanelBGImage.DOFade(0, 0);
clearTextImage.rectTransform.localScale = Vector3.zero;
clearTextImage.DOFade(0, 0);
clearPanel.DOFade(0, 0);
ClearAnimation();
}
private void ClearAnimation()
{
Sequence seq = DOTween.Sequence();
seq.Append(_clearPanelBGImage.DOFade(0.98f, 0.5f))
.Append(clearPanel.DOFade(1, 0.5f))
.Append(clearPanelArmImage.rectTransform.DORotate(new Vector3(0, 0, 15), 0.3f))
.Append(clearPanelArmImage.rectTransform.DORotate(Vector3.zero, 0.3f))
.Join(clearTextImage.rectTransform.DOScale(1f, 0.5f).SetEase(Ease.OutBack))
.Join(clearTextImage.DOFade(1, 0.5f));
}
public void OnPointerClick(PointerEventData eventData)
{
onCompleted?.Invoke();
Hide();
}
}

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@ -0,0 +1,65 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using UnityEngine.EventSystems;
public class FailedPanelController : PanelController, IPointerClickHandler
{
[SerializeField] private CanvasGroup failedPanel;
[SerializeField] private Image failedPanelArmImage;
[SerializeField] private Image failedTextImage;
private Image _failedPanelBGImage;
public Action onCompleted;
private void Awake()
{
base.Awake();
_failedPanelBGImage = GetComponent<Image>();
}
private void Start()
{
//임시 코드
Show(() =>
{
Debug.Log("OnCompleted");
});
}
public void Show(Action onCompleted)
{
base.Show();
this.onCompleted = onCompleted;
Init();
}
private void Init()
{
_failedPanelBGImage.DOFade(0, 0);
failedTextImage.DOFade(0, 0);
failedTextImage.rectTransform.DOScale(0, 0);
failedPanel.DOFade(0, 0);
FailedAnimation();
}
private void FailedAnimation()
{
Sequence seq = DOTween.Sequence();
seq.Append(_failedPanelBGImage.DOFade(0.98f, 0.5f))
.Append(failedPanel.DOFade(1, 0.5f))
.Append(failedPanelArmImage.rectTransform.DORotate(new Vector3(0, 0, 15), 0.3f))
.Append(failedPanelArmImage.rectTransform.DORotate(Vector3.zero, 0.3f))
.Join(failedTextImage.rectTransform.DOScale(1f, 0.5f).SetEase(Ease.OutBack))
.Join(failedTextImage.DOFade(1, 0.5f));
}
public void OnPointerClick(PointerEventData eventData)
{
onCompleted?.Invoke();
Hide();
}
}

View File

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@ -9,7 +9,7 @@ public class PanelController : MonoBehaviour
{
private CanvasGroup _canvasGroup;
private void Awake()
protected void Awake()
{
_canvasGroup = GetComponent<CanvasGroup>();
if (_canvasGroup == null) return;

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@ -0,0 +1,151 @@
{
"dialogues": [
{
"id": "fairy_intro_1",
"name": "???",
"text": "일어나라 소년, 아니 청년, ...아니 34세의 회사원... 그대의 도움이 필요하다.",
"nextId": "fairy_intro_2",
"phase": "intro"
},
{
"id": "fairy_intro_2",
"name": "냉장고 요정",
"text": "나는 냉장고의 요정. \n이 냉장고는 세상을 멸망시킬 던전이 잠들어 있다, 그대가 부디 클리어 해주길 바란다. \n...일주일 안에!",
"nextId": "player_intro_1",
"phase": "intro"
},
{
"id": "player_intro_1",
"name": "주인공",
"text": "...(어쩐지 감자 마켓 온도가 -99도더니...) 내가 왜",
"nextId": "fairy_intro_3",
"phase": "intro"
},
{
"id": "fairy_intro_3",
"name": "냉장고 요정",
"text": "안 하면 냉장고 터진다.",
"nextId": "player_intro_2",
"phase": "intro"
},
{
"id": "player_intro_2",
"name": "주인공",
"text": "안돼! 3만원에 사온 내 비X코프 냉장고가! \n(실제 냉장고 상호명과는 아무 관계 없습니다.)",
"nextId": "fairy_intro_4",
"phase": "intro"
},
{
"id": "fairy_intro_4",
"name": "냉장고 요정",
"text": "또한 냉장고 폭파로 인한 화재가 발생할 수 있으며, 이는 부주의로 인하였기에 보험 적용에 제한이 있을 수 있습니다.",
"nextId": "player_intro_3",
"phase": "intro"
},
{
"id": "player_intro_3",
"name": "주인공",
"text": "할 수 밖에 없잖아...!!",
"nextId": "",
"phase": "intro"
},
{
"id": "fairy_gameplay_1",
"name": "냉장고 요정",
"text": "일주일 후 평판이 3이면 좋은 일이 발생할 지도 몰라",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_gameplay_2",
"name": "냉장고 요정",
"text": "출근 한 번 안했다고 평판 2씩이나 깎는 회사가 있으려나...",
"nextId": "player_gameplay_2",
"phase": "gameplay"
},
{
"id": "player_gameplay_2",
"name": "주인공",
"text": "(여기 있다.)",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_gameplay_3",
"name": "냉장고 요정",
"text": "던전은 총 2스테이지까지 있으며 모두 클리어한다면...",
"nextId": "player_gameplay_3",
"phase": "gameplay"
},
{
"id": "player_gameplay_3",
"name": "주인공",
"text": "한다면... 뭐지?",
"nextId": "",
"phase": "gameplay"
},
{
"id": "fairy_end_1",
"name": "냉장고 요정",
"text": "일주일이 지났네! 수고했어! 이제 이 비스X프 냉장고는 너의 것이야!",
"nextId": "player_end_1",
"phase": "end"
},
{
"id": "player_end_1",
"name": "주인공",
"text": "(네 도움이 없었다면 불가능했을 거야. 정말 고마워.) \n아자!!!!!!!!!",
"nextId": "fairy_end_2",
"phase": "end"
},
{
"id": "fairy_end_2",
"name": "냉장고 요정",
"text": "네 덕분에 이 세계는 다시 평화를 되찾았어.",
"nextId": "player_end_2",
"phase": "end"
},
{
"id": "player_end_2",
"name": "주인공",
"text": "그래... 이제 넌 어떻게 되는 거지?",
"nextId": "fairy_end_3",
"phase": "end"
},
{
"id": "fairy_end_3",
"name": "냉장고 요정",
"text": "여기 있지...?",
"nextId": "player_end_3",
"phase": "end"
},
{
"id": "player_end_3",
"name": "주인공",
"text": "?",
"nextId": "fairy_end_4",
"phase": "end"
},
{
"id": "fairy_end_4",
"name": "냉장고 요정",
"text": "?",
"nextId": "player_end_4",
"phase": "end"
},
{
"id": "player_end_4",
"name": "주인공",
"text": "... ?",
"nextId": "fairy_end_5",
"phase": "end"
},
{
"id": "fairy_end_5",
"name": "냉장고 요정",
"text": "... GameManager.Instance.ShowCredit(GamePhase.End);",
"nextId": "",
"phase": "end"
}
]
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cac8b86426d9414c912671dbc2fa7959
timeCreated: 1745890651

View File

@ -17,6 +17,8 @@ public abstract class CharacterBase : MonoBehaviour
[Header("상태 이상")]
public List<StatusEffect> statusEffects = new List<StatusEffect>();
private Dictionary<Type, Coroutine> _statusEffectCoroutines = new();
private Dictionary<Type, StatusEffect> _activeStatusEffects = new();
public event Action OnDeath; // 사망 이벤트
public event Action<CharacterBase> OnGetHit; // 피격 이벤트
@ -53,8 +55,38 @@ public abstract class CharacterBase : MonoBehaviour
// 상태이상 추가 메서드
public virtual void AddStatusEffect(StatusEffect effect)
{
var type = effect.GetType();
// 기존 효과가 있다면 제거
if (_activeStatusEffects.TryGetValue(type, out var existingEffect))
{
existingEffect.RemoveEffect(this);
if (_statusEffectCoroutines.TryGetValue(type, out Coroutine oldRoutine))
{
StopCoroutine(oldRoutine);
_statusEffectCoroutines.Remove(type);
}
statusEffects.Remove(existingEffect);
}
// 새 효과 적용
effect.ApplyEffect(this);
statusEffects.Add(effect);
// TODO: 상태이상 처리 로직 추가
_activeStatusEffects[type] = effect;
// 효과 종료 처리 예약
Coroutine routine = StartCoroutine(RemoveStatusEffectAfterDuration(effect));
_statusEffectCoroutines[type] = routine;
}
private IEnumerator RemoveStatusEffectAfterDuration(StatusEffect effect)
{
yield return new WaitForSeconds(effect.duration);
effect.RemoveEffect(this);
statusEffects.Remove(effect);
_activeStatusEffects.Remove(effect.GetType());
_statusEffectCoroutines.Remove(effect.GetType());
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
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timeCreated: 1746076455

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@ -0,0 +1,31 @@
using UnityEngine;
public class SlowDebuff : StatusEffect
{
private float _slowMultiplier;
public SlowDebuff(float duration, float slowMultiplier)
{
this.effectName = "Slow";
this.duration = duration;
_slowMultiplier = slowMultiplier;
}
public override void ApplyEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed *= _slowMultiplier;
Debug.Log($"{target.characterName}에게 이동 속도 감소 적용됨");
}
}
public override void RemoveEffect(CharacterBase target)
{
if (target is PlayerController pc)
{
pc.moveSpeed /= _slowMultiplier;
Debug.Log($"{target.characterName}의 이동 속도 회복됨");
}
}
}

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