2023-11-01 07:39:12 +00:00
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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[Serializable]
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public class SkillController : MonoBehaviour
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{
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2023-11-12 18:54:37 +00:00
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[SerializeField] private GameObject activeSkillPrefab;
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[SerializeField] private ActiveSkillDataSo activeSkillDataSo;
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private Dictionary<string, ActiveSkillData> activeSkillDictionary;
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2023-11-01 07:39:12 +00:00
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2023-11-12 18:54:37 +00:00
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private ActiveSkillData cachingObj;
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2023-11-01 07:39:12 +00:00
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private void Awake()
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{
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2023-11-12 18:54:37 +00:00
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Init();
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2023-11-01 07:39:12 +00:00
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}
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2023-11-12 18:54:37 +00:00
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private void Init()
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2023-11-01 07:39:12 +00:00
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{
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2023-11-12 18:54:37 +00:00
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activeSkillDictionary = new Dictionary<string, ActiveSkillData>(activeSkillDataSo.ActiveSkillDataList.Count);
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2023-11-01 07:39:12 +00:00
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2023-11-12 18:54:37 +00:00
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foreach (var activeSkillData in activeSkillDataSo.ActiveSkillDataList)
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2023-11-01 07:39:12 +00:00
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{
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2023-11-12 18:54:37 +00:00
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activeSkillDictionary.Add(activeSkillData.Name, activeSkillData);
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2023-11-01 07:39:12 +00:00
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}
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}
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2023-11-12 18:54:37 +00:00
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public ActiveSkill InstantiateActiveSkillByName(string skillName)
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2023-11-01 07:39:12 +00:00
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{
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2023-11-12 18:54:37 +00:00
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var instantiateActiveSkill = Instantiate(activeSkillPrefab).GetComponent<ActiveSkill>();
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if (instantiateActiveSkill == null)
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{
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print("스킬을 생성할 수 없습니다.");
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return null;
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}
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instantiateActiveSkill.ActiveSkillData = GetSkillByName(skillName);
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instantiateActiveSkill.ChangeIndicatorType();
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return instantiateActiveSkill;
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}
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public ActiveSkillData GetSkillByName(string skillName)
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{
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if (activeSkillDictionary.TryGetValue(skillName, out cachingObj)) return cachingObj;
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2023-11-01 07:39:12 +00:00
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print(skillName + "은(는) 스킬 딕셔너리에 존재하지 않습니다.");
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return null;
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}
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}
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}
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