using UnityEngine; public class PlayerInput : MonoBehaviour { [SerializeField] private PlayerHealth health; [SerializeField] private PlayerMovement movement; [SerializeField] private PlayerAim aim; [SerializeField] private PlayerInteraction interaction; [SerializeField] private PlayerAttack attack; [SerializeField] private PlayerStatsUI statsUI; // ⭐ 추가: UI 매니저 연결 private void Update() { if (health != null && health.IsDead) return; // ⭐ [추가] C키를 누르면 상태창 토글 if (Input.GetKeyDown(KeyCode.C) && statsUI != null) { statsUI.ToggleWindow(); } float h = Input.GetAxisRaw("Horizontal"); float v = Input.GetAxisRaw("Vertical"); bool sprint = Input.GetKey(KeyCode.LeftShift); if (movement != null) movement.SetMoveInput(new Vector3(h, 0, v).normalized, sprint); if (aim != null) aim.RotateTowardsMouse(); if (Input.GetKeyDown(KeyCode.F) && interaction != null) interaction.TryInteract(); if (attack != null) { if (Input.GetMouseButtonDown(1)) attack.StartCharging(); if (Input.GetMouseButtonUp(1)) attack.CancelCharging(); if (Input.GetMouseButtonDown(0)) { if (Input.GetMouseButton(1)) attack.ReleaseAttack(); else attack.PerformNormalAttack(); } } } }