feat: 빈사/부활 시스템 및 ReviveEffect 추가
- PlayerNetworkController에 Revive(healthPercent) 메서드와 OnRevived 이벤트 추가 - ReviveEffect 스킬 이펙트 구현 (Area/Ally 타겟팅, healthPercent로 체력 복구) - GameManager가 OnRevived 구독하여 alivePlayers 동적 복구 - GameManager.Update에서 나중에 스폰된 플레이어 자동 구독 (MPP 대응) - SkillCancelReason에 Revive 추가 - 부활 스킬/이펙트 ScriptableObject 에셋 생성 (치유 클립 임시 사용) - PlayerSkillDebugMenu에 즉사/부활/리스폰/스폰/Client1 스킬 디버그 메뉴 추가 - PlayerAbnormalityDebugHUD에 부활 버튼 추가 - DebugExecuteSkillAsServer에 실패 원인 로그 추가 - AGENTS.md에 코드 변경 후 force reload 규칙 추가
This commit is contained in:
@@ -334,7 +334,8 @@ public class NetworkedComponent : NetworkBehaviour
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- For Unity work, prefer Unity MCP for active scene inspection, runtime verification, prefab checks, and console review when it is available in the session.
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- Never edit code, scenes, prefabs, components, or Unity asset settings while the Unity Editor is in play mode. Stop play mode first, then edit.
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- After Unity-related edits, refresh or compile as needed and check the Unity console before proceeding.
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- **CRITICAL**: After any code change (edit, create, delete), always perform a force refresh with compile request and wait for ready before entering play mode. Failing to do so causes mid-play compilation which can leave network ports occupied on the next run. Use `refresh_unity(mode="force", compile="request", wait_for_ready=true)`.
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- After Unity-related edits, check the Unity console for errors before proceeding.
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- For networked play tests, prefer a temporary non-conflicting test port when needed and restore the default port after validation.
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- The user has a strong project preference that play mode must be stopped before edits because network ports can remain occupied otherwise.
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- Commit messages should follow the recent project history style: use a type prefix such as `feat:`, `fix:`, or `chore:` and write the subject in Korean so the gameplay/UI/system change is clear from the log alone.
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37
Assets/_Game/Data/Skills/Data_Skill_Player_부활.asset
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37
Assets/_Game/Data/Skills/Data_Skill_Player_부활.asset
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@@ -0,0 +1,37 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 94f0a76cebcac2f4fb5daf1b675fd79f, type: 3}
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m_Name: "Data_Skill_Player_\uBD80\uD65C"
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillData
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skillName: "\uBD80\uD65C"
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description: "\uBE48\uC0AC \uC0C1\uD0DC\uC778 \uC544\uAD70\uC744 \uBD80\uD65C\uC2DC\uD0B5\uB2C8\uB2E4."
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icon: {fileID: 0}
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skillRole: 1
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activationType: 1
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baseTypes: 0
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skillClip: {fileID: -8689311932429934276, guid: 4450ee0d92144ade9f63dd601432d3bf, type: 3}
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endClip: {fileID: 0}
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animationSpeed: 1
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useRootMotion: 0
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ignoreRootMotionY: 1
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jumpToTarget: 0
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blockMovementWhileCasting: 1
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blockJumpWhileCasting: 1
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blockOtherSkillsWhileCasting: 1
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cooldown: 10
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manaCost: 0
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maxGemSlotCount: 2
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castStartEffects: []
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effects:
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- {fileID: 11400000, guid: 4242aba9acf45a545a3aa0201125a3ae, type: 2}
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targetTeam: 1
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targetType: 0
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8
Assets/_Game/Data/Skills/Data_Skill_Player_부활.asset.meta
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8
Assets/_Game/Data/Skills/Data_Skill_Player_부활.asset.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: c677bf79cbc6af04bae23d11670f82fe
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,27 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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||||
m_ObjectHideFlags: 0
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||||
m_CorrespondingSourceObject: {fileID: 0}
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||||
m_PrefabInstance: {fileID: 0}
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||||
m_PrefabAsset: {fileID: 0}
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||||
m_GameObject: {fileID: 0}
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||||
m_Enabled: 1
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||||
m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 848cbb76281c68842a4d00329110b769, type: 3}
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m_Name: "Data_SkillEffect_Player_\uBD80\uD65C"
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.ReviveEffect
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targetType: 1
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targetTeam: 1
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areaCenter: 0
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areaShape: 0
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targetLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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includeCasterInArea: 0
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areaRadius: 3
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fanOriginDistance: 1
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fanRadius: 3
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fanHalfAngle: 45
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healthPercent: 0.3
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 4242aba9acf45a545a3aa0201125a3ae
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -356,6 +356,7 @@ namespace Colosseum
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#region Player Death Tracking
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private List<PlayerNetworkController> alivePlayers = new List<PlayerNetworkController>();
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private HashSet<PlayerNetworkController> subscribedPlayers = new HashSet<PlayerNetworkController>();
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private IEnumerator WaitForPlayersAndSubscribe()
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{
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@@ -373,16 +374,27 @@ namespace Colosseum
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var players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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foreach (var player in players)
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{
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player.OnDeath += HandlePlayerDeath;
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if (!player.IsDead)
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{
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alivePlayers.Add(player);
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}
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SubscribeSinglePlayer(player);
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}
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if (debugMode)
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{
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Debug.Log($"[GameManager] Subscribed to {players.Length} players, {alivePlayers.Count} alive");
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Debug.Log($"[GameManager] Subscribed to {subscribedPlayers.Count} players, {alivePlayers.Count} alive");
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}
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}
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private void SubscribeSinglePlayer(PlayerNetworkController player)
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{
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if (player == null || subscribedPlayers.Contains(player))
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return;
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player.OnDeath += HandlePlayerDeath;
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player.OnRevived += HandlePlayerRevived;
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subscribedPlayers.Add(player);
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if (!player.IsDead)
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{
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alivePlayers.Add(player);
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}
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}
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@@ -392,8 +404,25 @@ namespace Colosseum
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foreach (var player in players)
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{
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player.OnDeath -= HandlePlayerDeath;
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player.OnRevived -= HandlePlayerRevived;
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}
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alivePlayers.Clear();
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subscribedPlayers.Clear();
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}
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/// <summary>
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/// MPP 등으로 나중에 스폰된 플레이어를 동적으로 감지하여 구독합니다.
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/// </summary>
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private void Update()
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{
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if (!IsServer || currentState.Value != GameState.Playing)
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return;
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var players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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for (int i = 0; i < players.Length; i++)
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{
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SubscribeSinglePlayer(players[i]);
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}
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}
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private void HandlePlayerDeath(PlayerNetworkController player)
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@@ -412,6 +441,19 @@ namespace Colosseum
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}
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}
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private void HandlePlayerRevived(PlayerNetworkController player)
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{
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if (alivePlayers.Contains(player))
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return;
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alivePlayers.Add(player);
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if (debugMode)
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{
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Debug.Log($"[GameManager] Player revived. Alive: {alivePlayers.Count}");
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}
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}
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#endregion
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#region Boss Death Tracking
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@@ -130,6 +130,12 @@ namespace Colosseum.Editor
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CastOwnedPlayerSkillAsServer(1, 5);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Client1 Skill 5")]
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private static void CastClient1Skill5()
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{
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CastOwnedPlayerSkillAsServer(1, 6);
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}
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[MenuItem("Tools/Colosseum/Debug/Cast Local Heal")]
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private static void CastLocalHeal()
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{
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@@ -167,6 +173,129 @@ namespace Colosseum.Editor
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localNetworkController.TakeDamageRpc(30f);
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}
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[MenuItem("Tools/Colosseum/Debug/Kill Local Player")]
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private static void KillLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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localNetworkController.TakeDamageRpc(localNetworkController.Health + 999f);
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Debug.Log($"[Debug] 로컬 플레이어 즉사 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Revive Local Player")]
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private static void ReviveLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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if (!localNetworkController.IsDead)
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{
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Debug.LogWarning("[Debug] 로컬 플레이어가 사망 상태가 아닙니다.");
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return;
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}
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localNetworkController.Revive(0.3f);
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Debug.Log($"[Debug] 로컬 플레이어 부활 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Respawn Local Player")]
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private static void RespawnLocalPlayer()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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PlayerNetworkController localNetworkController = FindLocalNetworkController();
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if (localNetworkController == null)
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{
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Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다.");
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return;
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}
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localNetworkController.Respawn();
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Debug.Log($"[Debug] 로컬 플레이어 리스폰 | HP={localNetworkController.Health:F1}");
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}
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[MenuItem("Tools/Colosseum/Debug/Spawn Players")]
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private static void SpawnPlayers()
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{
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if (!EditorApplication.isPlaying)
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{
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Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
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return;
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}
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var networkManager = Unity.Netcode.NetworkManager.Singleton;
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if (networkManager == null || !networkManager.IsServer)
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{
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Debug.LogWarning("[Debug] NetworkManager가 없거나 서버가 아닙니다.");
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return;
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}
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const string playerPrefabPath = "Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab";
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GameObject playerPrefab = AssetDatabase.LoadAssetAtPath<GameObject>(playerPrefabPath);
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if (playerPrefab == null)
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{
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Debug.LogWarning($"[Debug] 플레이어 프리팹을 찾지 못했습니다: {playerPrefabPath}");
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return;
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}
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int spawnedCount = 0;
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foreach (ulong clientId in networkManager.ConnectedClientsIds)
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{
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bool alreadyExists = false;
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var allPlayers = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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for (int i = 0; i < allPlayers.Length; i++)
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{
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if (allPlayers[i] != null && allPlayers[i].OwnerClientId == clientId)
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{
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alreadyExists = true;
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break;
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}
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}
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if (alreadyExists)
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continue;
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var go = Object.Instantiate(playerPrefab);
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var no = go.GetComponent<Unity.Netcode.NetworkObject>();
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if (no != null)
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{
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no.SpawnAsPlayerObject(clientId, true);
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spawnedCount++;
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}
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else
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{
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Object.Destroy(go);
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}
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}
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Debug.Log($"[Debug] 플레이어 스폰 완료 | {spawnedCount}명 스폰 (총 연결: {networkManager.ConnectedClientsIds.Count})");
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}
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[MenuItem("Tools/Colosseum/Debug/Log Local Player Status")]
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private static void LogLocalPlayerStatus()
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{
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@@ -131,6 +131,11 @@ namespace Colosseum.Player
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{
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RequestRespawnRpc();
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}
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if (GUILayout.Button("부활", GUILayout.Height(24f)))
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{
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RequestReviveRpc();
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}
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GUILayout.EndHorizontal();
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GUILayout.Space(6f);
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@@ -409,6 +414,21 @@ namespace Colosseum.Player
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networkController.Respawn();
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}
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[Rpc(SendTo.Server)]
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private void RequestReviveRpc()
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{
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if (networkController == null)
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return;
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if (!networkController.IsDead)
|
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{
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Debug.LogWarning("[AbnormalityDebugHUD] 부활: 사망 상태가 아닙니다.");
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return;
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}
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networkController.Revive(0.3f);
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}
|
||||
|
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private bool ShouldEnableDebugHud()
|
||||
{
|
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#if UNITY_EDITOR
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|
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@@ -83,6 +83,7 @@ namespace Colosseum.Player
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||||
public event Action<PlayerNetworkController> OnDeath;
|
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public event Action<bool> OnDeathStateChanged;
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public event Action<PlayerNetworkController> OnRespawned;
|
||||
public event Action<PlayerNetworkController> OnRevived;
|
||||
public event Action OnPassiveSelectionChanged;
|
||||
|
||||
public float CurrentHealth => currentHealth.Value;
|
||||
@@ -249,7 +250,8 @@ namespace Colosseum.Player
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 사망 처리 (서버에서만 실행)
|
||||
/// 사망(빈사) 처리 (서버에서만 실행).
|
||||
/// HP가 0 이하가 되면 호출되며, 부활 스킬로 복귀 가능한 빈사 상태로 전환합니다.
|
||||
/// </summary>
|
||||
private void HandleDeath()
|
||||
{
|
||||
@@ -362,6 +364,36 @@ namespace Colosseum.Player
|
||||
Debug.Log($"[Player] Player {OwnerClientId} respawned!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 빈사 상태에서 부활 (서버에서만 실행)
|
||||
/// </summary>
|
||||
/// <param name="healthPercent">부활 시 체력 비율 (0~1)</param>
|
||||
public void Revive(float healthPercent = 0.3f)
|
||||
{
|
||||
if (!IsServer || !isDead.Value)
|
||||
return;
|
||||
|
||||
isDead.Value = false;
|
||||
float revivedHealth = Mathf.Max(1f, MaxHealth * Mathf.Clamp01(healthPercent));
|
||||
currentHealth.Value = revivedHealth;
|
||||
|
||||
PlayerMovement movement = GetComponent<PlayerMovement>();
|
||||
if (movement != null)
|
||||
{
|
||||
movement.enabled = true;
|
||||
}
|
||||
|
||||
PlayerSkillInput skillInput = GetComponent<PlayerSkillInput>();
|
||||
if (skillInput != null)
|
||||
{
|
||||
skillInput.enabled = true;
|
||||
}
|
||||
|
||||
OnRevived?.Invoke(this);
|
||||
|
||||
Debug.Log($"[Player] Player {OwnerClientId} revived! HP={revivedHealth:F0}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 서버 기준으로 패시브 프리셋을 적용합니다.
|
||||
/// </summary>
|
||||
|
||||
@@ -46,7 +46,7 @@ namespace Colosseum.Player
|
||||
"Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset",
|
||||
"Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset",
|
||||
"Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset",
|
||||
"Assets/_Game/Data/Skills/Data_Skill_Player_구르기.asset",
|
||||
"Assets/_Game/Data/Skills/Data_Skill_Player_부활.asset",
|
||||
};
|
||||
|
||||
private static readonly string[] DpsLoadoutPaths =
|
||||
@@ -566,27 +566,48 @@ namespace Colosseum.Player
|
||||
public bool DebugExecuteSkillAsServer(int slotIndex)
|
||||
{
|
||||
if (!IsServer)
|
||||
{
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: 서버가 아님 (IsServer=false)");
|
||||
return false;
|
||||
}
|
||||
|
||||
EnsureRuntimeReferences();
|
||||
|
||||
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
|
||||
{
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: 슬롯 인덱스 범위 초과 (slotIndex={slotIndex}, length={skillSlots.Length})");
|
||||
return false;
|
||||
}
|
||||
|
||||
SkillLoadoutEntry loadoutEntry = GetSkillLoadout(slotIndex);
|
||||
SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
|
||||
if (skill == null)
|
||||
{
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: 슬롯 {slotIndex}이 비어있음");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (actionState != null && !actionState.CanStartSkill(skill))
|
||||
{
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: CanStartSkill=false (IsDead={actionState.IsDead}, CanUseSkills={actionState.CanUseSkills})");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (skillController == null || skillController.IsExecutingSkill || skillController.IsOnCooldown(skill))
|
||||
{
|
||||
string reason = skillController == null ? "skillController=null" :
|
||||
skillController.IsExecutingSkill ? "스킬 실행 중" :
|
||||
skillController.IsOnCooldown(skill) ? "쿨다운 중" : "";
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: {reason}");
|
||||
return false;
|
||||
}
|
||||
|
||||
float actualManaCost = GetActualManaCost(loadoutEntry);
|
||||
if (networkController != null && networkController.Mana < actualManaCost)
|
||||
{
|
||||
Debug.LogWarning($"[Debug] DebugExecuteSkillAsServer 실패: MP 부족 (need={actualManaCost:F1}, have={networkController.Mana:F1})");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (networkController != null && actualManaCost > 0f)
|
||||
{
|
||||
@@ -594,6 +615,7 @@ namespace Colosseum.Player
|
||||
}
|
||||
|
||||
BroadcastSkillExecutionRpc(slotIndex);
|
||||
Debug.Log($"[Debug] DebugExecuteSkillAsServer 성공: Slot={slotIndex}, Skill={skill.SkillName}");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
49
Assets/_Game/Scripts/Skills/Effects/ReviveEffect.cs
Normal file
49
Assets/_Game/Scripts/Skills/Effects/ReviveEffect.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
using UnityEngine;
|
||||
|
||||
using Colosseum.Player;
|
||||
|
||||
namespace Colosseum.Skills.Effects
|
||||
{
|
||||
/// <summary>
|
||||
/// 빈사 상태인 아군을 부활시키는 스킬 효과입니다.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "ReviveEffect", menuName = "Colosseum/Skills/Effects/Revive")]
|
||||
public class ReviveEffect : SkillEffect
|
||||
{
|
||||
[Header("Revive Settings")]
|
||||
[Tooltip("부활 시 복구할 체력 비율 (0~1)")]
|
||||
[Range(0f, 1f)] [SerializeField] private float healthPercent = 0.3f;
|
||||
|
||||
/// <summary>
|
||||
/// 부활 체력 비율
|
||||
/// </summary>
|
||||
public float HealthPercent => healthPercent;
|
||||
|
||||
/// <summary>
|
||||
/// 부활 효과를 적용합니다.
|
||||
/// </summary>
|
||||
protected override void ApplyEffect(GameObject caster, GameObject target)
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
Debug.LogWarning("[ReviveEffect] Target is null.");
|
||||
return;
|
||||
}
|
||||
|
||||
PlayerNetworkController networkController = target.GetComponent<PlayerNetworkController>();
|
||||
if (networkController == null)
|
||||
{
|
||||
Debug.LogWarning($"[ReviveEffect] PlayerNetworkController not found on target: {target.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!networkController.IsDead)
|
||||
{
|
||||
Debug.LogWarning($"[ReviveEffect] Target is not dead: {target.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
networkController.Revive(healthPercent);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -18,6 +18,7 @@ namespace Colosseum.Skills
|
||||
Stun,
|
||||
HitReaction,
|
||||
Respawn,
|
||||
Revive,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Reference in New Issue
Block a user