feat: 회피 상태와 스킬 시작 판정 분리

- CanEvade를 제거하고 IsEvading 상태와 CanStartSkill 판정으로 정리
- 침묵 중 회피 상태 유지와 회피 스킬 차단 규칙을 반영
- 자동 검증 러너와 디버그 HUD에 회피 상호작용 검증을 추가
This commit is contained in:
2026-03-19 18:51:41 +09:00
parent 975dea8b93
commit 0c26853b2a
7 changed files with 118 additions and 26 deletions

View File

@@ -19,6 +19,11 @@ MonoBehaviour:
endClip: {fileID: 0}
useRootMotion: 1
ignoreRootMotionY: 1
isEvadeSkill: 1
blockMovementWhileCasting: 1
blockJumpWhileCasting: 1
blockOtherSkillsWhileCasting: 1
blockEvadeWhileCasting: 1
cooldown: 10
manaCost: 0
effects: []

View File

@@ -453,6 +453,8 @@ MonoBehaviour:
abnormalityManager: {fileID: 0}
actionState: {fileID: 0}
networkController: {fileID: 0}
skillInput: {fileID: 0}
skillController: {fileID: 0}
stunData: {fileID: 0}
silenceData: {fileID: 0}
runOnStartInEditor: 0

View File

@@ -91,6 +91,10 @@ namespace Colosseum.Player
GUILayout.BeginVertical();
GUILayout.Label($"사망 상태: {(networkController != null && networkController.IsDead ? "Dead" : "Alive")}");
if (TryGetComponent<PlayerActionState>(out var actionState))
{
GUILayout.Label($"회피 상태: {(actionState.IsEvading ? "Evading" : "Idle")} / 이동:{actionState.CanMove} / 스킬:{actionState.CanUseSkills}");
}
GUILayout.Label("입력 예시: 기절 / Data_Abnormality_Player_Stun / 0");
GUI.SetNextControlName("AbnormalityInputField");

View File

@@ -1,3 +1,4 @@
using System;
using System.Collections;
using UnityEngine;
@@ -5,6 +6,7 @@ using UnityEngine;
using Unity.Netcode;
using Colosseum.Abnormalities;
using Colosseum.Skills;
#if UNITY_EDITOR
using UnityEditor;
@@ -23,6 +25,8 @@ namespace Colosseum.Player
[SerializeField] private AbnormalityManager abnormalityManager;
[SerializeField] private PlayerActionState actionState;
[SerializeField] private PlayerNetworkController networkController;
[SerializeField] private PlayerSkillInput skillInput;
[SerializeField] private SkillController skillController;
[Header("Test Data")]
[SerializeField] private AbnormalityData stunData;
@@ -100,6 +104,9 @@ namespace Colosseum.Player
Verify("초기 상태: 사망 아님", !networkController.IsDead);
Verify("초기 상태: 이동 가능", actionState.CanMove);
Verify("초기 상태: 스킬 사용 가능", actionState.CanUseSkills);
Verify("초기 상태: 회피 상태 아님", !actionState.IsEvading);
yield return RunEvadeVerification();
abnormalityManager.ApplyAbnormality(stunData, gameObject);
yield return new WaitForSeconds(settleDelay);
@@ -176,6 +183,10 @@ namespace Colosseum.Player
actionState = GetComponent<PlayerActionState>();
if (networkController == null)
networkController = GetComponent<PlayerNetworkController>();
if (skillInput == null)
skillInput = GetComponent<PlayerSkillInput>();
if (skillController == null)
skillController = GetComponent<SkillController>();
}
private void LoadDefaultAssetsIfNeeded()
@@ -222,5 +233,70 @@ namespace Colosseum.Player
return Debug.isDebugBuild;
#endif
}
private IEnumerator RunEvadeVerification()
{
SkillData evadeSkill = skillInput != null ? skillInput.GetSkill(6) : null;
if (evadeSkill == null)
{
AppendLine("[SKIP] 회피 검증: 회피 슬롯 스킬이 없습니다.");
yield break;
}
if (skillController == null || !skillController.ExecuteSkill(evadeSkill))
{
Verify("회피 검증: 스킬 실행 성공", false);
yield break;
}
yield return new WaitForSeconds(settleDelay);
Verify("회피 적용: IsEvading", actionState.IsEvading);
Verify("회피 적용: 이동 불가", !actionState.CanMove);
Verify("회피 적용: 점프 불가", !actionState.CanJump);
Verify("회피 적용: 일반 스킬 사용 불가", !actionState.CanUseSkills);
Verify("회피 적용: 회피 스킬 연속 사용 불가", !actionState.CanStartSkill(evadeSkill));
if (silenceData != null)
{
abnormalityManager.ApplyAbnormality(silenceData, gameObject);
yield return WaitForConditionOrTimeout(() => actionState.IsSilenced, settleDelay + 0.5f);
Verify("회피 중 침묵 적용: IsSilenced", actionState.IsSilenced);
Verify("회피 중 침묵 적용: 회피 상태 유지", actionState.IsEvading);
Verify("회피 중 침묵 적용: 회피 스킬 신규 사용 불가", !actionState.CanStartSkill(evadeSkill));
abnormalityManager.RemoveAbnormality(silenceData);
yield return new WaitForSeconds(settleDelay);
}
yield return WaitForConditionOrTimeout(() => !actionState.IsEvading, GetSkillDuration(evadeSkill) + 1.5f);
Verify("회피 해제: IsEvading false", !actionState.IsEvading);
Verify("회피 해제: 이동 가능 복구", actionState.CanMove);
Verify("회피 해제: 스킬 사용 가능 복구", actionState.CanUseSkills);
Verify("회피 해제: 회피 스킬 재사용 가능 복구", actionState.CanStartSkill(evadeSkill));
}
private float GetSkillDuration(SkillData skill)
{
if (skill == null || skill.SkillClip == null)
return settleDelay;
return Mathf.Max(settleDelay, skill.SkillClip.length / Mathf.Max(0.1f, skill.AnimationSpeed));
}
private IEnumerator WaitForConditionOrTimeout(Func<bool> predicate, float timeout)
{
float elapsed = 0f;
while (elapsed < timeout)
{
if (predicate())
yield break;
elapsed += Time.deltaTime;
yield return null;
}
}
}
}

View File

@@ -55,6 +55,12 @@ namespace Colosseum.Player
/// </summary>
public SkillData CurrentSkill => skillController != null ? skillController.CurrentSkill : null;
/// <summary>
/// 현재 시전 중인 스킬이 회피 스킬일 때의 회피 상태 여부.
/// 침묵은 회피 상태 자체를 끊지 않으며, 회피 스킬의 신규 사용만 막습니다.
/// </summary>
public bool IsEvading => IsCastingSkill && CurrentSkill != null && CurrentSkill.IsEvadeSkill;
/// <summary>
/// 입력을 받아도 되는지 여부
/// </summary>
@@ -71,14 +77,27 @@ namespace Colosseum.Player
public bool CanJump => CanReceiveInput && !IsStunned && !BlocksJumpForCurrentSkill();
/// <summary>
/// 스킬 사용 가능 여부
/// 일반 스킬 시작 가능 여부
/// </summary>
public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsSilenced && !BlocksSkillUseForCurrentSkill();
public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsSilenced && !IsEvading && !BlocksSkillUseForCurrentSkill();
/// <summary>
/// 회피 사용 가능 여부
/// 특정 스킬의 시작 가능 여부.
/// 회피 스킬도 일반 스킬과 같은 시작 판정을 사용하되, 현재 시전 중인 스킬의 회피 차단 정책을 따릅니다.
/// </summary>
public bool CanEvade => CanReceiveInput && !IsStunned && !IsSilenced && !BlocksEvadeForCurrentSkill();
public bool CanStartSkill(SkillData skill)
{
if (skill == null)
return false;
if (!CanReceiveInput || IsStunned || IsSilenced || IsEvading)
return false;
if (skill.IsEvadeSkill)
return !BlocksEvadeForCurrentSkill();
return !BlocksSkillUseForCurrentSkill();
}
/// <summary>
/// 현재 이동 속도 배율

View File

@@ -123,8 +123,6 @@ namespace Colosseum.Player
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
bool isEvadeSlot = slotIndex == skillSlots.Length - 1;
SkillData skill = skillSlots[slotIndex];
if (skill == null)
{
@@ -133,14 +131,8 @@ namespace Colosseum.Player
}
// 사망 상태 체크
if (actionState != null)
{
if (isEvadeSlot && !actionState.CanEvade)
return;
if (!isEvadeSlot && !actionState.CanUseSkills)
return;
}
if (actionState != null && !actionState.CanStartSkill(skill))
return;
// 로컬 체크 (빠른 피드백용)
if (skillController.IsExecutingSkill)
@@ -176,21 +168,12 @@ namespace Colosseum.Player
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
bool isEvadeSlot = slotIndex == skillSlots.Length - 1;
SkillData skill = skillSlots[slotIndex];
if (skill == null) return;
// 서버에서 다시 검증
// 사망 상태 체크
if (actionState != null)
{
if (isEvadeSlot && !actionState.CanEvade)
return;
if (!isEvadeSlot && !actionState.CanUseSkills)
return;
}
if (actionState != null && !actionState.CanStartSkill(skill))
return;
if (skillController.IsExecutingSkill || skillController.IsOnCooldown(skill))
return;
@@ -279,7 +262,7 @@ namespace Colosseum.Player
SkillData skill = GetSkill(slotIndex);
if (skill == null) return false;
if (actionState != null && !actionState.CanUseSkills)
if (actionState != null && !actionState.CanStartSkill(skill))
return false;
return !skillController.IsOnCooldown(skill) && !skillController.IsExecutingSkill;

View File

@@ -32,6 +32,8 @@ namespace Colosseum.Skills
[SerializeField] private bool jumpToTarget = false;
[Header("행동 제한")]
[Tooltip("이 스킬을 회피 상태로 취급할지 여부")]
[SerializeField] private bool isEvadeSkill = false;
[Tooltip("시전 중 이동 입력 차단 여부")]
[SerializeField] private bool blockMovementWhileCasting = true;
[Tooltip("시전 중 점프 입력 차단 여부")]
@@ -61,6 +63,7 @@ namespace Colosseum.Skills
public bool UseRootMotion => useRootMotion;
public bool IgnoreRootMotionY => ignoreRootMotionY;
public bool JumpToTarget => jumpToTarget;
public bool IsEvadeSkill => isEvadeSkill;
public bool BlockMovementWhileCasting => blockMovementWhileCasting;
public bool BlockJumpWhileCasting => blockJumpWhileCasting;
public bool BlockOtherSkillsWhileCasting => blockOtherSkillsWhileCasting;