2026-01-29 06:58:38 +00:00
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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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public class Stats : MonoBehaviour
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{
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[Header("--- 기본 능력치 ---")]
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[SerializeField] private float baseMaxHealth = 100f;
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[SerializeField] private float baseMoveSpeed = 5f;
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[SerializeField] private float baseStrength = 10f;
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[SerializeField] private float baseAttackDamage = 10f;
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[Header("--- 보너스 능력치 ---")]
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public float bonusMaxHealth;
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public float bonusMoveSpeed;
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public float bonusStrength;
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public float bonusAttackDamage;
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2026-02-01 15:49:12 +00:00
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[Header("--- 장착 장비 ---")]
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public float weaponDamage; // ⭐ 추가: 무기의 순수 공격력
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2026-01-29 16:11:10 +00:00
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[Header("--- 밸런스 설정 ---")]
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2026-01-29 06:58:38 +00:00
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[SerializeField] private float weightToSpeedPenalty = 0.1f;
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[SerializeField] private float runSpeedMultiplier = 1.5f;
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private float _weightPenalty = 0f;
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2026-02-01 15:49:12 +00:00
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// ⭐ [추가] 현재 적용 중인 무게 페널티 수치를 외부(UI)에 공개합니다.
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public float WeightPenalty => _weightPenalty;
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2026-01-29 06:58:38 +00:00
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/* =========================
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2026-01-29 16:11:10 +00:00
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* 실제 게임 로직용 프로퍼티
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2026-01-29 06:58:38 +00:00
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* ========================= */
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2026-01-29 16:11:10 +00:00
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public float MaxHealth => baseMaxHealth + bonusMaxHealth;
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public float Strength => baseStrength + bonusStrength;
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public float BaseAttackDamage => baseAttackDamage + bonusAttackDamage;
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2026-02-01 15:49:12 +00:00
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public float TotalAttackDamage => BaseAttackDamage + weaponDamage;
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2026-01-29 16:11:10 +00:00
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public float CurrentMoveSpeed => Mathf.Max(1f, baseMoveSpeed + bonusMoveSpeed - _weightPenalty);
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public float CurrentRunSpeed => CurrentMoveSpeed * runSpeedMultiplier;
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2026-01-29 06:58:38 +00:00
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private void Update()
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{
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finalMaxHealth = MaxHealth;
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finalMoveSpeed = CurrentMoveSpeed;
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finalStrength = Strength;
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2026-02-01 15:49:12 +00:00
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finalAttackDamage = TotalAttackDamage;
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2026-01-29 16:11:10 +00:00
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}
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2026-01-29 06:58:38 +00:00
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2026-02-01 15:49:12 +00:00
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public void AddBaseLevelUpStats(float hpAdd, float strAdd) { baseMaxHealth += hpAdd; baseStrength += strAdd; }
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2026-01-29 06:58:38 +00:00
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public void AddMaxHealth(float value) => bonusMaxHealth += value;
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public void AddMoveSpeed(float value) => bonusMoveSpeed += value;
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public void AddStrength(float value) => bonusStrength += value;
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public void AddAttackDamage(float value) => bonusAttackDamage += value;
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2026-01-29 16:11:10 +00:00
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public void UpdateWeaponWeight(float requiredStrength) => _weightPenalty = requiredStrength * weightToSpeedPenalty;
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2026-01-29 06:58:38 +00:00
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public void ResetWeight() => _weightPenalty = 0f;
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2026-01-29 16:11:10 +00:00
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[Header("--- 최종 능력치 (Read Only) ---")]
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[SerializeField] private float finalMaxHealth;
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[SerializeField] private float finalMoveSpeed;
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[SerializeField] private float finalStrength;
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[SerializeField] private float finalAttackDamage;
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}
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