feat: 경직 면역 기반 시전 보호 및 지원 스킬 안정성 보강

- 경직 면역 이상상태와 시전 시작 효과를 추가해 철벽, 방어 태세, 치유, 광역 치유, 보호막에 데이터 기반 시전 보호를 연결
- AbnormalityManager와 HitReactionController가 경직 면역 상태를 존중하도록 보강해 일반 피격 반응으로 인한 즉시 취소를 줄임
- SkillData에 castStartEffects를 추가하고 SkillController가 시전 시작 효과를 실행하도록 확장
- 드로그전 재검증에서 철벽, 치유, 광역 치유가 실제 전투 중 취소 없이 완료되는 것을 확인하고 보호막의 후속 피격 체감을 추가 점검 대상으로 정리
- HUD/문서 반영 과정에서 필요한 TMP_MaruBuri, TMP_SuseongBatang 아틀라스 갱신을 함께 포함
This commit is contained in:
2026-03-25 02:47:27 +09:00
parent 8d21922e2f
commit 35a5b272cb
16 changed files with 1424 additions and 20 deletions

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m_Name: Data_Abnormality_Player_경직면역
m_EditorClassIdentifier: Colosseum.Game::Colosseum.Abnormalities.AbnormalityData
abnormalityName: 경직 면역
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@@ -26,5 +26,7 @@ MonoBehaviour:
blockOtherSkillsWhileCasting: 1 blockOtherSkillsWhileCasting: 1
cooldown: 16 cooldown: 16
manaCost: 30 manaCost: 30
castStartEffects:
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@@ -26,5 +26,7 @@ MonoBehaviour:
blockOtherSkillsWhileCasting: 1 blockOtherSkillsWhileCasting: 1
cooldown: 10 cooldown: 10
manaCost: 12 manaCost: 12
castStartEffects:
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effects: effects:
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@@ -26,5 +26,7 @@ MonoBehaviour:
blockOtherSkillsWhileCasting: 1 blockOtherSkillsWhileCasting: 1
cooldown: 18 cooldown: 18
manaCost: 24 manaCost: 24
castStartEffects:
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effects: effects:
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@@ -26,5 +26,7 @@ MonoBehaviour:
blockOtherSkillsWhileCasting: 1 blockOtherSkillsWhileCasting: 1
cooldown: 18 cooldown: 18
manaCost: 20 manaCost: 20
castStartEffects:
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effects: effects:
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@@ -26,5 +26,7 @@ MonoBehaviour:
blockOtherSkillsWhileCasting: 1 blockOtherSkillsWhileCasting: 1
cooldown: 8 cooldown: 8
manaCost: 18 manaCost: 18
castStartEffects:
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@@ -68,6 +68,9 @@ namespace Colosseum.Abnormalities
[Tooltip("플레이어 HUD의 이상상태 UI에 표시할지 여부")] [Tooltip("플레이어 HUD의 이상상태 UI에 표시할지 여부")]
public bool showInUI = true; public bool showInUI = true;
[Tooltip("활성 중에는 일반 피격 반응(경직, 넉백, 다운)을 무시할지 여부")]
public bool ignoreHitReaction = false;
[Header("스탯 수정자")] [Header("스탯 수정자")]
[Tooltip("스탯에 적용할 수정자 목록")] [Tooltip("스탯에 적용할 수정자 목록")]
public List<AbnormalityStatModifier> statModifiers = new List<AbnormalityStatModifier>(); public List<AbnormalityStatModifier> statModifiers = new List<AbnormalityStatModifier>();

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@@ -31,6 +31,7 @@ namespace Colosseum.Abnormalities
private int stunCount; private int stunCount;
private int silenceCount; private int silenceCount;
private int invincibleCount; private int invincibleCount;
private int hitReactionImmuneCount;
private float slowMultiplier = 1f; private float slowMultiplier = 1f;
private float incomingDamageMultiplier = 1f; private float incomingDamageMultiplier = 1f;
@@ -38,6 +39,7 @@ namespace Colosseum.Abnormalities
private NetworkVariable<int> syncedStunCount = new NetworkVariable<int>(0); private NetworkVariable<int> syncedStunCount = new NetworkVariable<int>(0);
private NetworkVariable<int> syncedSilenceCount = new NetworkVariable<int>(0); private NetworkVariable<int> syncedSilenceCount = new NetworkVariable<int>(0);
private NetworkVariable<int> syncedInvincibleCount = new NetworkVariable<int>(0); private NetworkVariable<int> syncedInvincibleCount = new NetworkVariable<int>(0);
private NetworkVariable<int> syncedHitReactionImmuneCount = new NetworkVariable<int>(0);
private NetworkVariable<float> syncedSlowMultiplier = new NetworkVariable<float>(1f); private NetworkVariable<float> syncedSlowMultiplier = new NetworkVariable<float>(1f);
// 네트워크 동기화용 데이터 // 네트워크 동기화용 데이터
@@ -58,6 +60,11 @@ namespace Colosseum.Abnormalities
/// </summary> /// </summary>
public bool IsInvincible => GetCurrentInvincibleCount() > 0; public bool IsInvincible => GetCurrentInvincibleCount() > 0;
/// <summary>
/// 일반 피격 반응 무시 상태 여부
/// </summary>
public bool IsHitReactionImmune => GetCurrentHitReactionImmuneCount() > 0;
/// <summary> /// <summary>
/// 이동 속도 배율 (1.0 = 기본, 0.5 = 50% 감소) /// 이동 속도 배율 (1.0 = 기본, 0.5 = 50% 감소)
/// </summary> /// </summary>
@@ -131,6 +138,7 @@ namespace Colosseum.Abnormalities
syncedStunCount.OnValueChanged += HandleSyncedStunChanged; syncedStunCount.OnValueChanged += HandleSyncedStunChanged;
syncedSilenceCount.OnValueChanged += HandleSyncedSilenceChanged; syncedSilenceCount.OnValueChanged += HandleSyncedSilenceChanged;
syncedInvincibleCount.OnValueChanged += HandleSyncedInvincibleChanged; syncedInvincibleCount.OnValueChanged += HandleSyncedInvincibleChanged;
syncedHitReactionImmuneCount.OnValueChanged += HandleSyncedHitReactionImmuneChanged;
syncedSlowMultiplier.OnValueChanged += HandleSyncedSlowChanged; syncedSlowMultiplier.OnValueChanged += HandleSyncedSlowChanged;
if (networkController != null) if (networkController != null)
@@ -150,6 +158,7 @@ namespace Colosseum.Abnormalities
syncedStunCount.OnValueChanged -= HandleSyncedStunChanged; syncedStunCount.OnValueChanged -= HandleSyncedStunChanged;
syncedSilenceCount.OnValueChanged -= HandleSyncedSilenceChanged; syncedSilenceCount.OnValueChanged -= HandleSyncedSilenceChanged;
syncedInvincibleCount.OnValueChanged -= HandleSyncedInvincibleChanged; syncedInvincibleCount.OnValueChanged -= HandleSyncedInvincibleChanged;
syncedHitReactionImmuneCount.OnValueChanged -= HandleSyncedHitReactionImmuneChanged;
syncedSlowMultiplier.OnValueChanged -= HandleSyncedSlowChanged; syncedSlowMultiplier.OnValueChanged -= HandleSyncedSlowChanged;
if (networkController != null) if (networkController != null)
@@ -431,6 +440,11 @@ namespace Colosseum.Abnormalities
{ {
bool enteredStun = false; bool enteredStun = false;
if (data.ignoreHitReaction)
{
hitReactionImmuneCount++;
}
switch (data.controlType) switch (data.controlType)
{ {
case ControlType.Stun: case ControlType.Stun:
@@ -461,6 +475,11 @@ namespace Colosseum.Abnormalities
private void RemoveControlEffect(AbnormalityData data) private void RemoveControlEffect(AbnormalityData data)
{ {
if (data.ignoreHitReaction)
{
hitReactionImmuneCount = Mathf.Max(0, hitReactionImmuneCount - 1);
}
switch (data.controlType) switch (data.controlType)
{ {
case ControlType.Stun: case ControlType.Stun:
@@ -516,6 +535,8 @@ namespace Colosseum.Abnormalities
private int GetCurrentInvincibleCount() => IsServer ? invincibleCount : syncedInvincibleCount.Value; private int GetCurrentInvincibleCount() => IsServer ? invincibleCount : syncedInvincibleCount.Value;
private int GetCurrentHitReactionImmuneCount() => IsServer ? hitReactionImmuneCount : syncedHitReactionImmuneCount.Value;
private float GetCurrentSlowMultiplier() => IsServer ? slowMultiplier : syncedSlowMultiplier.Value; private float GetCurrentSlowMultiplier() => IsServer ? slowMultiplier : syncedSlowMultiplier.Value;
private void SyncControlEffects() private void SyncControlEffects()
@@ -526,6 +547,7 @@ namespace Colosseum.Abnormalities
syncedStunCount.Value = stunCount; syncedStunCount.Value = stunCount;
syncedSilenceCount.Value = silenceCount; syncedSilenceCount.Value = silenceCount;
syncedInvincibleCount.Value = invincibleCount; syncedInvincibleCount.Value = invincibleCount;
syncedHitReactionImmuneCount.Value = hitReactionImmuneCount;
syncedSlowMultiplier.Value = slowMultiplier; syncedSlowMultiplier.Value = slowMultiplier;
} }
@@ -606,6 +628,14 @@ namespace Colosseum.Abnormalities
OnAbnormalitiesChanged?.Invoke(); OnAbnormalitiesChanged?.Invoke();
} }
private void HandleSyncedHitReactionImmuneChanged(int oldValue, int newValue)
{
if (oldValue == newValue)
return;
OnAbnormalitiesChanged?.Invoke();
}
/// <summary> /// <summary>
/// 사망 시 활성 이상 상태를 모두 제거합니다. /// 사망 시 활성 이상 상태를 모두 제거합니다.
/// </summary> /// </summary>

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@@ -2,6 +2,7 @@ using UnityEngine;
using Unity.Netcode; using Unity.Netcode;
using Colosseum.Abnormalities;
using Colosseum.Skills; using Colosseum.Skills;
namespace Colosseum.Player namespace Colosseum.Player
@@ -24,6 +25,9 @@ namespace Colosseum.Player
[Tooltip("플레이어 네트워크 상태")] [Tooltip("플레이어 네트워크 상태")]
[SerializeField] private PlayerNetworkController networkController; [SerializeField] private PlayerNetworkController networkController;
[Tooltip("이상상태 관리자")]
[SerializeField] private AbnormalityManager abnormalityManager;
[Tooltip("피격 애니메이션을 재생할 Animator")] [Tooltip("피격 애니메이션을 재생할 Animator")]
[SerializeField] private Animator animator; [SerializeField] private Animator animator;
@@ -54,6 +58,11 @@ namespace Colosseum.Player
/// </summary> /// </summary>
public bool IsKnockbackActive => playerMovement != null && playerMovement.IsForcedMoving; public bool IsKnockbackActive => playerMovement != null && playerMovement.IsForcedMoving;
/// <summary>
/// 피격 반응 무시 상태 여부
/// </summary>
public bool IsHitReactionImmune => abnormalityManager != null && abnormalityManager.IsHitReactionImmune;
private void Awake() private void Awake()
{ {
ResolveReferences(); ResolveReferences();
@@ -89,6 +98,9 @@ namespace Colosseum.Player
if (networkController != null && networkController.IsDead) if (networkController != null && networkController.IsDead)
return; return;
if (IsHitReactionImmune)
return;
playerMovement?.ApplyForcedMovement(worldVelocity, duration); playerMovement?.ApplyForcedMovement(worldVelocity, duration);
if (playHitAnimation) if (playHitAnimation)
@@ -110,6 +122,9 @@ namespace Colosseum.Player
if (networkController != null && networkController.IsDead) if (networkController != null && networkController.IsDead)
return; return;
if (IsHitReactionImmune)
return;
downRemainingTime = Mathf.Max(downRemainingTime, duration); downRemainingTime = Mathf.Max(downRemainingTime, duration);
if (isDowned.Value) if (isDowned.Value)
@@ -204,6 +219,9 @@ namespace Colosseum.Player
if (networkController == null) if (networkController == null)
networkController = GetComponent<PlayerNetworkController>(); networkController = GetComponent<PlayerNetworkController>();
if (abnormalityManager == null)
abnormalityManager = GetComponent<AbnormalityManager>();
if (animator == null) if (animator == null)
animator = GetComponentInChildren<Animator>(); animator = GetComponentInChildren<Animator>();
} }

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@@ -167,6 +167,8 @@ namespace Colosseum.Skills
// 쿨타임 시작 // 쿨타임 시작
StartCooldown(skill); StartCooldown(skill);
TriggerCastStartEffects(skill);
// 스킬 애니메이션 재생 // 스킬 애니메이션 재생
if (skill.SkillClip != null && animator != null) if (skill.SkillClip != null && animator != null)
{ {
@@ -179,6 +181,29 @@ namespace Colosseum.Skills
return true; return true;
} }
/// <summary>
/// 시전 시작 즉시 발동하는 효과를 실행합니다.
/// 서버 권한으로만 처리해 실제 게임플레이 효과가 한 번만 적용되게 합니다.
/// </summary>
private void TriggerCastStartEffects(SkillData skill)
{
if (skill == null || skill.CastStartEffects == null || skill.CastStartEffects.Count == 0)
return;
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
return;
for (int i = 0; i < skill.CastStartEffects.Count; i++)
{
SkillEffect effect = skill.CastStartEffects[i];
if (effect == null)
continue;
if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject);
}
}
/// <summary> /// <summary>
/// 애니메이션 이벤트가 없는 자기 자신 대상 효과는 시전 즉시 발동합니다. /// 애니메이션 이벤트가 없는 자기 자신 대상 효과는 시전 즉시 발동합니다.
/// 버프/무적 같은 자기 강화 스킬이 이벤트 누락으로 동작하지 않는 상황을 막기 위한 보정입니다. /// 버프/무적 같은 자기 강화 스킬이 이벤트 누락으로 동작하지 않는 상황을 막기 위한 보정입니다.
@@ -188,6 +213,9 @@ namespace Colosseum.Skills
if (skill == null || skill.Effects == null || skill.Effects.Count == 0) if (skill == null || skill.Effects == null || skill.Effects.Count == 0)
return; return;
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
return;
if (skill.SkillClip != null && skill.SkillClip.events != null && skill.SkillClip.events.Length > 0) if (skill.SkillClip != null && skill.SkillClip.events != null && skill.SkillClip.events.Length > 0)
return; return;

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@@ -43,6 +43,10 @@ namespace Colosseum.Skills
[Min(0f)] [SerializeField] private float cooldown = 1f; [Min(0f)] [SerializeField] private float cooldown = 1f;
[Min(0f)] [SerializeField] private float manaCost = 0f; [Min(0f)] [SerializeField] private float manaCost = 0f;
[Header("효과 목록")]
[Tooltip("시전 시작 즉시 발동하는 효과 목록. 시전 보호 버프 등에 사용됩니다.")]
[SerializeField] private List<SkillEffect> castStartEffects = new List<SkillEffect>();
[Header("효과 목록")] [Header("효과 목록")]
[Tooltip("애니메이션 이벤트 OnEffect(index)로 발동. 리스트 순서 = 이벤트 인덱스")] [Tooltip("애니메이션 이벤트 OnEffect(index)로 발동. 리스트 순서 = 이벤트 인덱스")]
[SerializeField] private List<SkillEffect> effects = new List<SkillEffect>(); [SerializeField] private List<SkillEffect> effects = new List<SkillEffect>();
@@ -62,6 +66,7 @@ namespace Colosseum.Skills
public bool BlockMovementWhileCasting => blockMovementWhileCasting; public bool BlockMovementWhileCasting => blockMovementWhileCasting;
public bool BlockJumpWhileCasting => blockJumpWhileCasting; public bool BlockJumpWhileCasting => blockJumpWhileCasting;
public bool BlockOtherSkillsWhileCasting => blockOtherSkillsWhileCasting; public bool BlockOtherSkillsWhileCasting => blockOtherSkillsWhileCasting;
public IReadOnlyList<SkillEffect> CastStartEffects => castStartEffects;
public IReadOnlyList<SkillEffect> Effects => effects; public IReadOnlyList<SkillEffect> Effects => effects;
} }
} }