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+ abnormalityData: {fileID: 11400000, guid: 125cb0e546495694c8d1d99ff0e15057, type: 2}
+ threatMultiplier: 1.35
+ threatMultiplierDuration: 4
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_방어태세_0_강화.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_방어태세_0_강화.asset.meta
new file mode 100644
index 00000000..2c422ce7
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_방어태세_0_강화.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: a7024f38a9ce6c94ba466164604bde3b
+NativeFormatImporter:
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diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset
new file mode 100644
index 00000000..f246c56f
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset
@@ -0,0 +1,29 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+ m_Name: Data_SkillEffect_Player_보호막_0_보호막
+ m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.ShieldEffect
+ targetType: 1
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+ fanOriginDistance: 1
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+ fanHalfAngle: 45
+ baseShield: 28
+ shieldScaling: 0.8
+ duration: 5
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset.meta
new file mode 100644
index 00000000..26c263ed
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_보호막_0_보호막.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset
new file mode 100644
index 00000000..b6662e84
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset
@@ -0,0 +1,28 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
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+ m_Enabled: 1
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+ m_Script: {fileID: 11500000, guid: 639a0e2e83c292b4aaf5bc4b1532f099, type: 3}
+ m_Name: Data_SkillEffect_Player_철벽_0_강화
+ m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.CombatBuffEffect
+ targetType: 0
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+ abnormalityData: {fileID: 11400000, guid: 3d0f7370ef4e6e64a96ae38b4c266af5, type: 2}
+ threatMultiplier: 1.2
+ threatMultiplierDuration: 1.5
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset.meta
new file mode 100644
index 00000000..ed41986e
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_철벽_0_강화.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset
new file mode 100644
index 00000000..3ad2a8bc
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset
@@ -0,0 +1,28 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
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+ m_Script: {fileID: 11500000, guid: abc224c01f587d447bc8df723ef522ba, type: 3}
+ m_Name: Data_SkillEffect_Player_치유_0_회복
+ m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.HealEffect
+ targetType: 0
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+ targetLayers:
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+ includeCasterInArea: 0
+ areaRadius: 3
+ fanOriginDistance: 1
+ fanRadius: 3
+ fanHalfAngle: 45
+ baseHeal: 30
+ healScaling: 1
diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset.meta
new file mode 100644
index 00000000..6af22b46
--- /dev/null
+++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_치유_0_회복.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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diff --git a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
index 9a9e5f2e..57acf508 100644
--- a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
+++ b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab
@@ -329,12 +329,12 @@ MonoBehaviour:
m_EditorClassIdentifier: Colosseum.Game::Colosseum.Player.PlayerSkillInput
ShowTopMostFoldoutHeaderGroup: 1
skillSlots:
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- - {fileID: 11400000, guid: b8c86399865e91144a3d6fcfddc04fd9, type: 2}
- - {fileID: 0}
- - {fileID: 0}
- - {fileID: 0}
- - {fileID: 0}
+ - {fileID: 11400000, guid: b7f09e0e899c8fc4bb2cc9204cc6eb4a, type: 2}
+ - {fileID: 11400000, guid: b8c86399865e91144a3d6fcfddc04fd9, type: 2}
+ - {fileID: 11400000, guid: 1020083ab98b8214f918fa2ab7c1a3a1, type: 2}
+ - {fileID: 11400000, guid: a822c7e8c7cee5546ad594b582208e53, type: 2}
+ - {fileID: 11400000, guid: 29e1ce0656471b54f84b18a773032a99, type: 2}
+ - {fileID: 0}
- {fileID: 11400000, guid: 2ed15dca92a165046b6df17b28f64874, type: 2}
skillController: {fileID: 6912018896034183004}
networkController: {fileID: 0}
diff --git a/Assets/_Game/Scripts/Combat.meta b/Assets/_Game/Scripts/Combat.meta
new file mode 100644
index 00000000..721471b4
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: aa83afc530053564abc8d7100f96194c
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Scripts/Combat/ThreatController.cs b/Assets/_Game/Scripts/Combat/ThreatController.cs
new file mode 100644
index 00000000..b9c7a37a
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/ThreatController.cs
@@ -0,0 +1,111 @@
+using System;
+using System.Collections.Generic;
+
+using UnityEngine;
+
+namespace Colosseum.Combat
+{
+ ///
+ /// 전투 중 생성하는 위협 배율을 관리합니다.
+ /// 탱커 스킬이 짧은 시간 동안 위협 생성량을 높이는 데 사용합니다.
+ ///
+ [DisallowMultipleComponent]
+ public class ThreatController : MonoBehaviour
+ {
+ [Serializable]
+ private class TimedThreatModifier
+ {
+ [Min(0f)] public float multiplier = 1f;
+ [Min(0f)] public float endTime;
+ }
+
+ [Header("Threat")]
+ [Tooltip("기본 위협 생성 배율")]
+ [Min(0f)] [SerializeField] private float baseThreatMultiplier = 1f;
+
+ [Tooltip("디버그 로그 출력 여부")]
+ [SerializeField] private bool debugMode = false;
+
+ [Header("Debug")]
+ [Tooltip("현재 적용 중인 위협 생성 배율")]
+ [Min(0f)] [SerializeField] private float currentThreatMultiplier = 1f;
+
+ private readonly List activeModifiers = new List();
+
+ ///
+ /// 현재 적용 중인 위협 생성 배율
+ ///
+ public float CurrentThreatMultiplier => currentThreatMultiplier;
+
+ private void Awake()
+ {
+ RecalculateThreatMultiplier();
+ }
+
+ private void Update()
+ {
+ if (activeModifiers.Count == 0)
+ return;
+
+ bool changed = false;
+ for (int i = activeModifiers.Count - 1; i >= 0; i--)
+ {
+ if (Time.time < activeModifiers[i].endTime)
+ continue;
+
+ activeModifiers.RemoveAt(i);
+ changed = true;
+ }
+
+ if (changed)
+ {
+ RecalculateThreatMultiplier();
+ }
+ }
+
+ ///
+ /// 일정 시간 동안 위협 생성 배율을 추가합니다.
+ ///
+ public void ApplyThreatMultiplier(float multiplier, float duration)
+ {
+ if (multiplier <= 0f || duration <= 0f)
+ return;
+
+ activeModifiers.Add(new TimedThreatModifier
+ {
+ multiplier = multiplier,
+ endTime = Time.time + duration,
+ });
+
+ RecalculateThreatMultiplier();
+
+ if (debugMode)
+ {
+ Debug.Log($"[Threat] {gameObject.name} 위협 배율 적용: x{multiplier:F2} / {duration:F2}s");
+ }
+ }
+
+ ///
+ /// 모든 임시 위협 배율을 제거합니다.
+ ///
+ public void ClearThreatModifiers()
+ {
+ if (activeModifiers.Count == 0)
+ return;
+
+ activeModifiers.Clear();
+ RecalculateThreatMultiplier();
+ }
+
+ private void RecalculateThreatMultiplier()
+ {
+ float nextMultiplier = Mathf.Max(0f, baseThreatMultiplier);
+ for (int i = 0; i < activeModifiers.Count; i++)
+ {
+ nextMultiplier *= Mathf.Max(0f, activeModifiers[i].multiplier);
+ }
+
+ currentThreatMultiplier = nextMultiplier;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Combat/ThreatController.cs.meta b/Assets/_Game/Scripts/Combat/ThreatController.cs.meta
new file mode 100644
index 00000000..47205720
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/ThreatController.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 28ce8e804d41f534e887036d4f43c3e3
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs
new file mode 100644
index 00000000..b4a035c2
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs
@@ -0,0 +1,200 @@
+using System.Text;
+
+using Colosseum.Enemy;
+using Colosseum.Player;
+using Colosseum.Skills;
+
+using UnityEditor;
+using UnityEngine;
+
+namespace Colosseum.Editor
+{
+ ///
+ /// 플레이 모드에서 로컬 플레이어 스킬과 보스 위협 상태를 빠르게 검증하는 디버그 메뉴입니다.
+ ///
+ public static class PlayerSkillDebugMenu
+ {
+ private const int TemporaryDebugSlotIndex = 5;
+ private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset";
+ private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset";
+ private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset";
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 3")]
+ private static void CastLocalSkill3()
+ {
+ CastLocalSkill(2);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 4")]
+ private static void CastLocalSkill4()
+ {
+ CastLocalSkill(3);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 5")]
+ private static void CastLocalSkill5()
+ {
+ CastLocalSkill(4);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Heal")]
+ private static void CastLocalHeal()
+ {
+ CastLocalSkillAsset(HealSkillPath);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Area Heal")]
+ private static void CastLocalAreaHeal()
+ {
+ CastLocalSkillAsset(AreaHealSkillPath);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Cast Local Shield")]
+ private static void CastLocalShield()
+ {
+ CastLocalSkillAsset(ShieldSkillPath);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Damage Local Player 30")]
+ private static void DamageLocalPlayer30()
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ PlayerNetworkController localNetworkController = FindLocalNetworkController();
+ if (localNetworkController == null)
+ {
+ Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
+ return;
+ }
+
+ localNetworkController.TakeDamageRpc(30f);
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Log Local Player Status")]
+ private static void LogLocalPlayerStatus()
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ PlayerNetworkController localNetworkController = FindLocalNetworkController();
+ if (localNetworkController == null)
+ {
+ Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
+ return;
+ }
+
+ Debug.Log(
+ $"[Debug] 로컬 플레이어 상태 | HP {localNetworkController.Health:F1}/{localNetworkController.MaxHealth:F1} | " +
+ $"MP {localNetworkController.Mana:F1}/{localNetworkController.MaxMana:F1} | Shield {localNetworkController.Shield:F1}");
+ }
+
+ [MenuItem("Tools/Colosseum/Debug/Log Boss Threat Summary")]
+ private static void LogBossThreatSummary()
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ EnemyBase[] enemies = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
+ if (enemies == null || enemies.Length == 0)
+ {
+ Debug.LogWarning("[Debug] 활성 EnemyBase가 없습니다.");
+ return;
+ }
+
+ StringBuilder builder = new StringBuilder();
+ for (int i = 0; i < enemies.Length; i++)
+ {
+ EnemyBase enemy = enemies[i];
+ if (enemy == null)
+ continue;
+
+ if (builder.Length > 0)
+ builder.AppendLine().AppendLine();
+
+ builder.Append(enemy.name);
+ builder.Append(" : ");
+ builder.Append(enemy.GetThreatDebugSummary().Replace("\r\n", " | ").Replace("\n", " | "));
+ }
+
+ Debug.Log($"[Debug] 보스 위협 요약\n{builder}");
+ }
+
+ private static PlayerSkillInput FindLocalSkillInput()
+ {
+ PlayerSkillInput[] skillInputs = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
+ for (int i = 0; i < skillInputs.Length; i++)
+ {
+ if (skillInputs[i] != null && skillInputs[i].IsOwner)
+ return skillInputs[i];
+ }
+
+ return null;
+ }
+
+ private static PlayerNetworkController FindLocalNetworkController()
+ {
+ PlayerNetworkController[] networkControllers = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
+ for (int i = 0; i < networkControllers.Length; i++)
+ {
+ if (networkControllers[i] != null && networkControllers[i].IsOwner)
+ return networkControllers[i];
+ }
+
+ return null;
+ }
+
+ private static void CastLocalSkill(int slotIndex)
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ PlayerSkillInput localSkillInput = FindLocalSkillInput();
+ if (localSkillInput == null)
+ {
+ Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
+ return;
+ }
+
+ localSkillInput.DebugCastSkill(slotIndex);
+ }
+
+ private static void CastLocalSkillAsset(string assetPath)
+ {
+ if (!EditorApplication.isPlaying)
+ {
+ Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
+ return;
+ }
+
+ PlayerSkillInput localSkillInput = FindLocalSkillInput();
+ if (localSkillInput == null)
+ {
+ Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
+ return;
+ }
+
+ SkillData skill = AssetDatabase.LoadAssetAtPath(assetPath);
+ if (skill == null)
+ {
+ Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {assetPath}");
+ return;
+ }
+
+ localSkillInput.SetSkill(TemporaryDebugSlotIndex, skill);
+ localSkillInput.DebugCastSkill(TemporaryDebugSlotIndex);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs.meta b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs.meta
new file mode 100644
index 00000000..fc21833e
--- /dev/null
+++ b/Assets/_Game/Scripts/Editor/PlayerSkillDebugMenu.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 024b92839f405134e8824931db2091a6
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Enemy/EnemyBase.cs b/Assets/_Game/Scripts/Enemy/EnemyBase.cs
index f472b104..fcd85df7 100644
--- a/Assets/_Game/Scripts/Enemy/EnemyBase.cs
+++ b/Assets/_Game/Scripts/Enemy/EnemyBase.cs
@@ -562,7 +562,7 @@ namespace Colosseum.Enemy
if (sourceObject == null)
return;
- AddThreat(sourceObject, damage * damageThreatMultiplier);
+ AddThreat(sourceObject, damage * damageThreatMultiplier * GetThreatSourceMultiplier(sourceObject));
}
///
@@ -672,5 +672,17 @@ namespace Colosseum.Enemy
_ => null,
};
}
+
+ ///
+ /// 공격자가 가진 현재 위협 생성 배율을 반환합니다.
+ ///
+ private static float GetThreatSourceMultiplier(GameObject sourceObject)
+ {
+ if (sourceObject == null)
+ return 1f;
+
+ ThreatController threatController = sourceObject.GetComponent();
+ return threatController != null ? Mathf.Max(0f, threatController.CurrentThreatMultiplier) : 1f;
+ }
}
}
diff --git a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
index a6b9d4ba..e21b0696 100644
--- a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
+++ b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs
@@ -25,9 +25,11 @@ namespace Colosseum.Player
private NetworkVariable currentHealth = new NetworkVariable(100f);
private NetworkVariable currentMana = new NetworkVariable(50f);
private NetworkVariable isDead = new NetworkVariable(false);
+ private NetworkVariable currentShield = new NetworkVariable(0f);
public float Health => currentHealth.Value;
public float Mana => currentMana.Value;
+ public float Shield => currentShield.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public CharacterStats Stats => characterStats;
@@ -35,6 +37,7 @@ namespace Colosseum.Player
// 체력/마나 변경 이벤트
public event Action OnHealthChanged; // (oldValue, newValue)
public event Action OnManaChanged; // (oldValue, newValue)
+ public event Action OnShieldChanged; // (oldValue, newValue)
// 사망 이벤트
public event Action OnDeath;
@@ -61,6 +64,7 @@ namespace Colosseum.Player
// 네트워크 변수 변경 콜백 등록
currentHealth.OnValueChanged += HandleHealthChanged;
currentMana.OnValueChanged += HandleManaChanged;
+ currentShield.OnValueChanged += HandleShieldChanged;
isDead.OnValueChanged += HandleDeathStateChanged;
// 초기화
@@ -68,6 +72,7 @@ namespace Colosseum.Player
{
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
+ currentShield.Value = 0f;
isDead.Value = false;
}
}
@@ -77,6 +82,7 @@ namespace Colosseum.Player
// 콜백 해제
currentHealth.OnValueChanged -= HandleHealthChanged;
currentMana.OnValueChanged -= HandleManaChanged;
+ currentShield.OnValueChanged -= HandleShieldChanged;
isDead.OnValueChanged -= HandleDeathStateChanged;
}
@@ -90,6 +96,11 @@ namespace Colosseum.Player
OnManaChanged?.Invoke(oldValue, newValue);
}
+ private void HandleShieldChanged(float oldValue, float newValue)
+ {
+ OnShieldChanged?.Invoke(oldValue, newValue);
+ }
+
private void HandleDeathStateChanged(bool oldValue, bool newValue)
{
OnDeathStateChanged?.Invoke(newValue);
@@ -104,7 +115,8 @@ namespace Colosseum.Player
if (isDead.Value || IsDamageImmune()) return;
float finalDamage = damage * GetIncomingDamageMultiplier();
- float actualDamage = Mathf.Min(finalDamage, currentHealth.Value);
+ float mitigatedDamage = ConsumeShield(finalDamage);
+ float actualDamage = Mathf.Min(mitigatedDamage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
if (currentHealth.Value <= 0f)
@@ -167,6 +179,7 @@ namespace Colosseum.Player
if (isDead.Value) return;
isDead.Value = true;
+ currentShield.Value = 0f;
// 사망 시 활성 이상 상태를 정리해 리스폰 시 잔존하지 않게 합니다.
if (abnormalityManager != null)
@@ -188,6 +201,12 @@ namespace Colosseum.Player
hitReactionController.ClearHitReactionState();
}
+ var threatController = GetComponent();
+ if (threatController != null)
+ {
+ threatController.ClearThreatModifiers();
+ }
+
// 스킬 입력 비활성화
var skillInput = GetComponent();
if (skillInput != null)
@@ -226,6 +245,7 @@ namespace Colosseum.Player
isDead.Value = false;
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
+ currentShield.Value = 0f;
// 이동 재활성화
var movement = GetComponent();
@@ -241,6 +261,12 @@ namespace Colosseum.Player
hitReactionController.ClearHitReactionState();
}
+ var threatController = GetComponent();
+ if (threatController != null)
+ {
+ threatController.ClearThreatModifiers();
+ }
+
// 스킬 입력 재활성화
var skillInput = GetComponent();
if (skillInput != null)
@@ -275,7 +301,8 @@ namespace Colosseum.Player
if (!IsServer || isDead.Value || IsDamageImmune()) return 0f;
float finalDamage = damage * GetIncomingDamageMultiplier();
- float actualDamage = Mathf.Min(finalDamage, currentHealth.Value);
+ float mitigatedDamage = ConsumeShield(finalDamage);
+ float actualDamage = Mathf.Min(mitigatedDamage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
if (currentHealth.Value <= 0f)
@@ -299,6 +326,23 @@ namespace Colosseum.Player
return actualHeal;
}
+ ///
+ /// 보호막을 적용합니다.
+ ///
+ public void ApplyShield(float amount, float duration)
+ {
+ if (!IsServer || isDead.Value || amount <= 0f)
+ return;
+
+ currentShield.Value = Mathf.Max(currentShield.Value, amount);
+
+ if (duration > 0f)
+ {
+ CancelInvoke(nameof(ClearShield));
+ Invoke(nameof(ClearShield), duration);
+ }
+ }
+
private bool IsDamageImmune()
{
return abnormalityManager != null && abnormalityManager.IsInvincible;
@@ -311,6 +355,24 @@ namespace Colosseum.Player
return Mathf.Max(0f, abnormalityManager.IncomingDamageMultiplier);
}
+
+ private float ConsumeShield(float incomingDamage)
+ {
+ if (incomingDamage <= 0f || currentShield.Value <= 0f)
+ return incomingDamage;
+
+ float shieldAbsorb = Mathf.Min(currentShield.Value, incomingDamage);
+ currentShield.Value = Mathf.Max(0f, currentShield.Value - shieldAbsorb);
+ return Mathf.Max(0f, incomingDamage - shieldAbsorb);
+ }
+
+ private void ClearShield()
+ {
+ if (!IsServer)
+ return;
+
+ currentShield.Value = 0f;
+ }
#endregion
}
}
diff --git a/Assets/_Game/Scripts/Player/PlayerSkillInput.cs b/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
index 45cb17ef..226d82f0 100644
--- a/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
+++ b/Assets/_Game/Scripts/Player/PlayerSkillInput.cs
@@ -268,6 +268,18 @@ namespace Colosseum.Player
return !skillController.IsOnCooldown(skill) && !skillController.IsExecutingSkill;
}
+ ///
+ /// 디버그용 스킬 시전 진입점입니다.
+ /// 로컬 플레이어 검증 시 지정한 슬롯의 스킬을 즉시 요청합니다.
+ ///
+ public void DebugCastSkill(int slotIndex)
+ {
+ if (!IsOwner)
+ return;
+
+ OnSkillInput(slotIndex);
+ }
+
private void OnSkill1Performed(InputAction.CallbackContext context) => OnSkillInput(0);
private void OnSkill2Performed(InputAction.CallbackContext context) => OnSkillInput(1);
diff --git a/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs b/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs
new file mode 100644
index 00000000..3be66bda
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs
@@ -0,0 +1,60 @@
+using UnityEngine;
+
+using Colosseum.Abnormalities;
+using Colosseum.Combat;
+
+namespace Colosseum.Skills.Effects
+{
+ ///
+ /// 이상상태와 위협 생성 배율을 함께 적용하는 자기 강화 효과입니다.
+ /// 탱킹 스킬의 방어/위협 유지 용도로 사용합니다.
+ ///
+ [CreateAssetMenu(fileName = "CombatBuffEffect", menuName = "Colosseum/Skills/Effects/Combat Buff")]
+ public class CombatBuffEffect : SkillEffect
+ {
+ [Header("Buff")]
+ [Tooltip("적용할 이상상태 데이터")]
+ [SerializeField] private AbnormalityData abnormalityData;
+
+ [Tooltip("함께 적용할 위협 생성 배율")]
+ [Min(0f)] [SerializeField] private float threatMultiplier = 1f;
+
+ [Tooltip("위협 생성 배율 지속 시간")]
+ [Min(0f)] [SerializeField] private float threatMultiplierDuration = 0f;
+
+ protected override void ApplyEffect(GameObject caster, GameObject target)
+ {
+ if (target == null)
+ return;
+
+ ApplyAbnormality(target, caster);
+ ApplyThreatMultiplier(target);
+ }
+
+ private void ApplyAbnormality(GameObject target, GameObject caster)
+ {
+ if (abnormalityData == null)
+ return;
+
+ AbnormalityManager abnormalityManager = target.GetComponent();
+ if (abnormalityManager == null)
+ return;
+
+ abnormalityManager.ApplyAbnormality(abnormalityData, caster);
+ }
+
+ private void ApplyThreatMultiplier(GameObject target)
+ {
+ if (threatMultiplier <= 0f || threatMultiplierDuration <= 0f)
+ return;
+
+ ThreatController threatController = target.GetComponent();
+ if (threatController == null)
+ {
+ threatController = target.AddComponent();
+ }
+
+ threatController.ApplyThreatMultiplier(threatMultiplier, threatMultiplierDuration);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs.meta b/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs.meta
new file mode 100644
index 00000000..bf3584cc
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/CombatBuffEffect.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 639a0e2e83c292b4aaf5bc4b1532f099
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs
new file mode 100644
index 00000000..1f04289e
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs
@@ -0,0 +1,47 @@
+using UnityEngine;
+
+using Colosseum.Player;
+using Colosseum.Stats;
+
+namespace Colosseum.Skills.Effects
+{
+ ///
+ /// 보호막 효과입니다.
+ /// 대상에게 일정 시간 동안 피해를 흡수하는 보호막을 부여합니다.
+ ///
+ [CreateAssetMenu(fileName = "ShieldEffect", menuName = "Colosseum/Skills/Effects/Shield")]
+ public class ShieldEffect : SkillEffect
+ {
+ [Header("Shield")]
+ [Tooltip("기본 보호막 수치")]
+ [Min(0f)] [SerializeField] private float baseShield = 100f;
+
+ [Tooltip("회복력 계수")]
+ [Min(0f)] [SerializeField] private float shieldScaling = 0.5f;
+
+ [Tooltip("보호막 지속 시간")]
+ [Min(0f)] [SerializeField] private float duration = 5f;
+
+ protected override void ApplyEffect(GameObject caster, GameObject target)
+ {
+ if (target == null)
+ return;
+
+ PlayerNetworkController networkController = target.GetComponent();
+ if (networkController == null)
+ return;
+
+ float totalShield = CalculateShield(caster);
+ networkController.ApplyShield(totalShield, duration);
+ }
+
+ private float CalculateShield(GameObject caster)
+ {
+ CharacterStats stats = caster != null ? caster.GetComponent() : null;
+ if (stats == null)
+ return baseShield;
+
+ return baseShield + (stats.HealPower * shieldScaling);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs.meta b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs.meta
new file mode 100644
index 00000000..790ff19d
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6598d3be8b5522b4494d1f60cbc1986c
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs b/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs
new file mode 100644
index 00000000..ae29edcd
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs
@@ -0,0 +1,87 @@
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Colosseum.Combat;
+using Colosseum.Enemy;
+
+namespace Colosseum.Skills.Effects
+{
+ ///
+ /// 주변 적의 위협 수치를 높여 주 대상을 자신에게 돌리는 도발 효과입니다.
+ /// 필요 시 시전자에게 임시 위협 생성 배율도 함께 부여합니다.
+ ///
+ [CreateAssetMenu(fileName = "TauntEffect", menuName = "Colosseum/Skills/Effects/Taunt")]
+ public class TauntEffect : SkillEffect
+ {
+ [Header("Taunt Settings")]
+ [Tooltip("도발 시 추가할 기본 위협 수치")]
+ [Min(0f)] [SerializeField] private float flatThreatAmount = 50f;
+
+ [Tooltip("현재 최고 위협보다 이 값만큼 더 높게 설정합니다.")]
+ [Min(0f)] [SerializeField] private float threatLeadBonus = 10f;
+
+ [Tooltip("도발과 함께 시전자에게 부여할 위협 생성 배율")]
+ [Min(0f)] [SerializeField] private float selfThreatMultiplier = 1.5f;
+
+ [Tooltip("위협 생성 배율 지속 시간")]
+ [Min(0f)] [SerializeField] private float selfThreatMultiplierDuration = 5f;
+
+ private readonly Collider[] overlapBuffer = new Collider[16];
+ private readonly HashSet processedEnemies = new HashSet();
+
+ protected override void ApplyEffect(GameObject caster, GameObject target)
+ {
+ if (caster == null)
+ return;
+
+ ApplySelfThreatMultiplier(caster);
+
+ processedEnemies.Clear();
+ int hitCount = Physics.OverlapSphereNonAlloc(caster.transform.position, areaRadius, overlapBuffer, targetLayers);
+ for (int i = 0; i < hitCount; i++)
+ {
+ Collider hit = overlapBuffer[i];
+ if (hit == null)
+ continue;
+
+ EnemyBase enemy = hit.GetComponentInParent();
+ if (enemy == null || processedEnemies.Contains(enemy))
+ continue;
+
+ if (!IsValidTarget(caster, enemy.gameObject))
+ continue;
+
+ processedEnemies.Add(enemy);
+ ApplyTauntThreat(enemy, caster);
+ }
+ }
+
+ private void ApplySelfThreatMultiplier(GameObject caster)
+ {
+ if (selfThreatMultiplier <= 0f || selfThreatMultiplierDuration <= 0f)
+ return;
+
+ ThreatController threatController = caster.GetComponent();
+ if (threatController == null)
+ {
+ threatController = caster.AddComponent();
+ }
+
+ threatController.ApplyThreatMultiplier(selfThreatMultiplier, selfThreatMultiplierDuration);
+ }
+
+ private void ApplyTauntThreat(EnemyBase enemy, GameObject caster)
+ {
+ if (enemy == null || caster == null || !enemy.UseThreatSystem)
+ return;
+
+ GameObject highestThreatTarget = enemy.GetHighestThreatTarget();
+ float highestThreat = highestThreatTarget != null ? enemy.GetThreat(highestThreatTarget) : 0f;
+ float currentCasterThreat = enemy.GetThreat(caster);
+
+ float desiredThreat = Mathf.Max(currentCasterThreat + flatThreatAmount, highestThreat + threatLeadBonus + flatThreatAmount);
+ enemy.SetThreat(caster, desiredThreat);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs.meta b/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs.meta
new file mode 100644
index 00000000..22c2c4de
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/TauntEffect.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: bd72562b167fced4191f12bd3a86d341
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs b/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs
new file mode 100644
index 00000000..0cd72c53
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs
@@ -0,0 +1,34 @@
+using UnityEngine;
+
+using Colosseum.Combat;
+
+namespace Colosseum.Skills.Effects
+{
+ ///
+ /// 시전자 또는 대상의 위협 생성 배율을 일정 시간 증가시킵니다.
+ ///
+ [CreateAssetMenu(fileName = "ThreatModifierEffect", menuName = "Colosseum/Skills/Effects/Threat Modifier")]
+ public class ThreatModifierEffect : SkillEffect
+ {
+ [Header("Threat Modifier")]
+ [Tooltip("적용할 위협 생성 배율")]
+ [Min(0f)] [SerializeField] private float threatMultiplier = 1.5f;
+
+ [Tooltip("배율 지속 시간")]
+ [Min(0f)] [SerializeField] private float duration = 5f;
+
+ protected override void ApplyEffect(GameObject caster, GameObject target)
+ {
+ if (target == null || threatMultiplier <= 0f || duration <= 0f)
+ return;
+
+ ThreatController threatController = target.GetComponent();
+ if (threatController == null)
+ {
+ threatController = target.AddComponent();
+ }
+
+ threatController.ApplyThreatMultiplier(threatMultiplier, duration);
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs.meta b/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs.meta
new file mode 100644
index 00000000..86ce8767
--- /dev/null
+++ b/Assets/_Game/Scripts/Skills/Effects/ThreatModifierEffect.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ae36db0b9307b554bae67c8825a36b99
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Skills/SkillEffect.cs b/Assets/_Game/Scripts/Skills/SkillEffect.cs
index aaa5bb6b..3a8fbd73 100644
--- a/Assets/_Game/Scripts/Skills/SkillEffect.cs
+++ b/Assets/_Game/Scripts/Skills/SkillEffect.cs
@@ -22,6 +22,8 @@ namespace Colosseum.Skills
[SerializeField] protected AreaCenterType areaCenter = AreaCenterType.Caster;
[SerializeField] protected AreaShapeType areaShape = AreaShapeType.Sphere;
[SerializeField] protected LayerMask targetLayers;
+ [Tooltip("Area 범위 효과일 때 시전자 본인 포함 여부")]
+ [SerializeField] protected bool includeCasterInArea = false;
[Header("Sphere Settings")]
[Min(0.1f)] [SerializeField] protected float areaRadius = 3f;
@@ -42,6 +44,7 @@ namespace Colosseum.Skills
public float FanOriginDistance => fanOriginDistance;
public float FanRadius => fanRadius;
public float FanHalfAngle => fanHalfAngle;
+ public bool IncludeCasterInArea => includeCasterInArea;
///
/// 스킬 시전 시 호출
@@ -115,7 +118,7 @@ namespace Colosseum.Skills
HashSet processedTargets = new HashSet();
foreach (var hit in hits)
{
- if (hit.gameObject == caster) continue;
+ if (!includeCasterInArea && hit.gameObject == caster) continue;
if (!IsCorrectTeam(caster, hit.gameObject)) continue;
if (processedTargets.Contains(hit.gameObject)) continue;
// 부채꼴 판정
diff --git a/Assets/_Game/Scripts/UI/PlayerHUD.cs b/Assets/_Game/Scripts/UI/PlayerHUD.cs
index cd665ce6..f039fdb2 100644
--- a/Assets/_Game/Scripts/UI/PlayerHUD.cs
+++ b/Assets/_Game/Scripts/UI/PlayerHUD.cs
@@ -77,6 +77,7 @@ namespace Colosseum.UI
targetPlayer.OnHealthChanged += HandleHealthChanged;
targetPlayer.OnManaChanged += HandleManaChanged;
+ targetPlayer.OnShieldChanged += HandleShieldChanged;
}
private void UnsubscribeFromEvents()
@@ -85,13 +86,14 @@ namespace Colosseum.UI
targetPlayer.OnHealthChanged -= HandleHealthChanged;
targetPlayer.OnManaChanged -= HandleManaChanged;
+ targetPlayer.OnShieldChanged -= HandleShieldChanged;
}
private void HandleHealthChanged(float oldValue, float newValue)
{
if (healthBar != null && targetPlayer != null)
{
- healthBar.SetValue(newValue, targetPlayer.MaxHealth);
+ healthBar.SetValue(newValue, targetPlayer.MaxHealth, targetPlayer.Shield);
}
}
@@ -103,13 +105,21 @@ namespace Colosseum.UI
}
}
+ private void HandleShieldChanged(float oldValue, float newValue)
+ {
+ if (healthBar != null && targetPlayer != null)
+ {
+ healthBar.SetValue(targetPlayer.Health, targetPlayer.MaxHealth, newValue);
+ }
+ }
+
private void UpdateStatBars()
{
if (targetPlayer == null) return;
if (healthBar != null)
{
- healthBar.SetValue(targetPlayer.Health, targetPlayer.MaxHealth);
+ healthBar.SetValue(targetPlayer.Health, targetPlayer.MaxHealth, targetPlayer.Shield);
}
if (manaBar != null)
diff --git a/Assets/_Game/Scripts/UI/StatBar.cs b/Assets/_Game/Scripts/UI/StatBar.cs
index fc1215d5..a6068c74 100644
--- a/Assets/_Game/Scripts/UI/StatBar.cs
+++ b/Assets/_Game/Scripts/UI/StatBar.cs
@@ -32,14 +32,24 @@ namespace Colosseum.UI
private float currentValue;
private float maxValue;
private float displayValue;
+ private float bonusValue;
///
/// 바 값 설정
///
public void SetValue(float current, float max)
+ {
+ SetValue(current, max, 0f);
+ }
+
+ ///
+ /// 바 값과 보너스 수치를 함께 설정합니다.
+ ///
+ public void SetValue(float current, float max, float bonus)
{
currentValue = current;
maxValue = max;
+ bonusValue = Mathf.Max(0f, bonus);
if (!smoothTransition)
{
@@ -102,7 +112,14 @@ namespace Colosseum.UI
// 텍스트
if (valueText != null)
{
- valueText.text = $"{Mathf.CeilToInt(displayValue)} / {Mathf.CeilToInt(maxValue)}";
+ if (bonusValue > 0f)
+ {
+ valueText.text = $"{Mathf.CeilToInt(displayValue)} / {Mathf.CeilToInt(maxValue)} (+{Mathf.CeilToInt(bonusValue)})";
+ }
+ else
+ {
+ valueText.text = $"{Mathf.CeilToInt(displayValue)} / {Mathf.CeilToInt(maxValue)}";
+ }
}
}