[Stats] 캐릭터 스탯 시스템 구현

- 6가지 기본 스탯 추가 (STR, DEX, INT, VIT, WIS, SPI)
- 스탯 수정자 시스템 (Flat, PercentAdd, PercentMult)
- 파생 스탯 계산 (체력/마나/대미지/회복력)
- 스킬 효과에 스탯 기반 대미지/회복량 적용
- 마나 비용 체크 및 소모 로직 추가
This commit is contained in:
2026-03-10 13:19:55 +09:00
parent 217378edde
commit 0286237b98
8 changed files with 355 additions and 19 deletions

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
namespace Colosseum.Player
{
@@ -8,26 +9,33 @@ namespace Colosseum.Player
/// </summary>
public class PlayerNetworkController : NetworkBehaviour
{
[Header("Stats")]
[SerializeField] private float maxHealth = 100f;
[SerializeField] private float maxMana = 50f;
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
// 네트워크 동기화 변수
private NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
private NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
public float Health => currentHealth.Value;
public float MaxHealth => maxHealth;
public float Mana => currentMana.Value;
public float MaxMana => maxMana;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public CharacterStats Stats => characterStats;
public override void OnNetworkSpawn()
{
// CharacterStats 참조 확인
if (characterStats == null)
{
characterStats = GetComponent<CharacterStats>();
}
// 초기화
if (IsServer)
{
currentHealth.Value = maxHealth;
currentMana.Value = maxMana;
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
}
}
@@ -54,13 +62,22 @@ namespace Colosseum.Player
currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
}
/// <summary>
/// 체력 회복 (서버에서만 실행)
/// </summary>
[Rpc(SendTo.Server)]
public void RestoreHealthRpc(float amount)
{
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
}
/// <summary>
/// 마나 회복 (서버에서만 실행)
/// </summary>
[Rpc(SendTo.Server)]
public void RestoreManaRpc(float amount)
{
currentMana.Value = Mathf.Min(maxMana, currentMana.Value + amount);
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
}
private void HandleDeath()