2026-01-29 06:58:38 +00:00
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using UnityEngine;
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public class PlayerAttack : MonoBehaviour
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{
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[Header("--- 참조 ---")]
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[SerializeField] private PlayerInteraction interaction;
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[SerializeField] private Stats stats;
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[SerializeField] private PlayerAnimator pAnim;
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[SerializeField] private PlayerHealth playerHealth;
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[SerializeField] private WeaponHitBox weaponHitBox;
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2026-01-29 16:11:10 +00:00
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[Header("--- 설정 ---")]
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2026-01-29 06:58:38 +00:00
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[SerializeField] private float attackCooldown = 0.5f;
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2026-01-30 06:30:27 +00:00
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[SerializeField] private float fullChargeTime = 2f;
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2026-01-29 06:58:38 +00:00
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private float _lastAttackTime, _chargeTimer;
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private bool _isCharging;
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public float ChargeProgress => Mathf.Clamp01(_chargeTimer / fullChargeTime);
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public bool IsCharging => _isCharging;
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private void Update()
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{
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if (_isCharging)
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{
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_chargeTimer += Time.deltaTime;
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2026-01-30 06:30:27 +00:00
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if (Input.GetMouseButtonDown(1)) { CancelCharging(); Debug.Log("차징 취소됨"); }
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2026-01-29 06:58:38 +00:00
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}
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}
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public void PerformNormalAttack()
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{
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if (playerHealth != null && playerHealth.isHit) return;
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if (interaction.CurrentWeapon == null || pAnim == null) return;
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if (Time.time < _lastAttackTime + attackCooldown) return;
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pAnim.TriggerAttack();
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_lastAttackTime = Time.time;
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2026-01-30 06:30:27 +00:00
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// ❌ 여기서 ShakeAttack()을 호출하지 않습니다. (애니메이션 이벤트로 이동)
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2026-01-29 06:58:38 +00:00
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}
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2026-01-30 06:30:27 +00:00
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// ⭐ [추가] 애니메이션 이벤트에서 실제 타격 시점에 호출할 함수
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public void OnAttackShake()
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{
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Debug.Log("<color=cyan>[Event]</color> 타격 타이밍! 카메라 흔들기 명령 전송");
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if (CinemachineShake.Instance != null)
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{
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CinemachineShake.Instance.ShakeAttack(); // 애니메이션 타이밍에 맞춰 쾅!
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}
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}
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// (기존 StartWeaponCollision, StopWeaponCollision 로직 유지...)
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2026-01-29 06:58:38 +00:00
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public void StartWeaponCollision()
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{
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if (interaction.CurrentWeapon == null || weaponHitBox == null) return;
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float damage = stats.BaseAttackDamage + interaction.CurrentWeapon.Config.BaseDamage;
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weaponHitBox.EnableHitBox(damage);
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}
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public void StopWeaponCollision()
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{
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if (weaponHitBox != null) weaponHitBox.DisableHitBox();
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}
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public void ReleaseAttack()
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{
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if (!_isCharging || interaction.CurrentWeapon == null) return;
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pAnim.TriggerThrow();
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pAnim.SetCharging(false);
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2026-01-30 06:30:27 +00:00
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// 레이캐스트 조준 로직
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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Plane groundPlane = new Plane(Vector3.up, transform.position);
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float rayDistance;
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Vector3 targetDirection = transform.forward;
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if (groundPlane.Raycast(ray, out rayDistance))
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{
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Vector3 pointOnGround = ray.GetPoint(rayDistance);
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targetDirection = (pointOnGround - transform.position).normalized;
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targetDirection.y = 0;
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2026-01-29 06:58:38 +00:00
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}
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if (targetDirection != Vector3.zero) transform.rotation = Quaternion.LookRotation(targetDirection);
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2026-01-30 06:30:27 +00:00
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// 차징 레벨 계산 및 무기 던지기
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2026-01-29 06:58:38 +00:00
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int lv = _chargeTimer >= 2f ? 3 : (_chargeTimer >= 1f ? 2 : 1);
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2026-01-29 16:11:10 +00:00
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float currentSpread = interaction.CurrentWeapon.Config.GetSpread(lv);
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float throwForce = interaction.CurrentWeapon.Config.GetForce(lv);
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2026-01-29 06:58:38 +00:00
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Vector3 finalThrowDir = Quaternion.Euler(0, Random.Range(-currentSpread, currentSpread), 0) * targetDirection;
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interaction.CurrentWeapon.OnThrown(finalThrowDir, throwForce, lv, stats);
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2026-01-29 06:58:38 +00:00
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// 상태 초기화 및 카메라 효과
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2026-01-29 06:58:38 +00:00
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interaction.ClearCurrentWeapon();
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stats.ResetWeight();
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_isCharging = false;
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_chargeTimer = 0f;
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2026-01-30 06:30:27 +00:00
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CinemachineShake.Instance.SetZoom(false);
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CinemachineShake.Instance.ShakeAttack(); // 강공격도 묵직하게 흔들어줌
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2026-01-29 06:58:38 +00:00
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}
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public void StartCharging()
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{
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if (playerHealth != null && playerHealth.isHit) return;
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if (interaction.CurrentWeapon == null) return;
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_isCharging = true;
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_chargeTimer = 0f;
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pAnim.SetCharging(true);
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2026-01-30 06:30:27 +00:00
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CinemachineShake.Instance.SetZoom(true);
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2026-01-29 06:58:38 +00:00
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}
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public void CancelCharging()
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{
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_isCharging = false;
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_chargeTimer = 0f;
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if (pAnim != null) pAnim.SetCharging(false);
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2026-01-30 06:30:27 +00:00
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CinemachineShake.Instance.SetZoom(false);
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2026-01-29 06:58:38 +00:00
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}
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}
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