private void Update() { //한바퀴 흐름 if (preGlobalTurn != globalTurn) { m_PlayerManager.player.XL_Check(); m_PlayerManager.player.RestCheck(); m_PlayerManager.player.DebuffCheck(); m_UIManager.UI_Update(); preGlobalTurn = globalTurn; if (m_PlayerManager.player.isDead) { LogManager.instance.SimpleLog("당신은 죽었습니다...."); } } //환경 상호작용은 따로 뺄까? switch (turnState) { case TURN_STATE.NONE: break; case TURN_STATE.PLAYER_TURN: if (preTrunState != TURN_STATE.PLAYER_TURN) { preTrunState = TURN_STATE.PLAYER_TURN; } if (!m_PlayerManager.player.isDead) { m_PlayerManager.player.TurnOverCheck(); m_PlayerManager.player.PlayerInput_T(); } break; case TURN_STATE.ENEMY_TURN: if (preTrunState != TURN_STATE.ENEMY_TURN) { preTrunState = TURN_STATE.ENEMY_TURN; } for (int i = 0; i < m_EnemyManager.enemyInfoList.Count; i++) { m_EnemyManager.enemyInfoList[i].TurnProgress(); } globalTurn += 1; turnState = TURN_STATE.PLAYER_TURN; break; case TURN_STATE.INTERACTIVE: m_TrapManager.DoTrap(m_PlayerManager.player); //트랩 체크 if (preTrunState == TURN_STATE.PLAYER_TURN) { turnState = TURN_STATE.ENEMY_TURN; } else if (preTrunState == TURN_STATE.ENEMY_TURN) { turnState = TURN_STATE.PLAYER_TURN; } break; } }