feat: 플레이어 사망 및 리스폰 시스템 구현

- isDead 네트워크 변수 추가로 사망 상태 동기화
- 사망 시 이동/스킬 비활성화 및 사망 애니메이션 재생
- Respawn() 메서드로 체력/마나 회복 및 컴포넌트 재활성화
- 스킬 입력에서 사망 상태 체크 추가

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-14 15:08:03 +09:00
parent 5e61dbf7e6
commit 62306a34a2
2 changed files with 93 additions and 5 deletions

View File

@@ -18,6 +18,7 @@ namespace Colosseum.Player
// 네트워크 동기화 변수
private NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
private NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
private NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
public float Health => currentHealth.Value;
public float Mana => currentMana.Value;
@@ -29,9 +30,13 @@ namespace Colosseum.Player
public event Action<float, float> OnHealthChanged; // (oldValue, newValue)
public event Action<float, float> OnManaChanged; // (oldValue, newValue)
// 사망 이벤트
public event Action<PlayerNetworkController> OnDeath;
public event Action<bool> OnDeathStateChanged; // (isDead)
// IDamageable 구현
public float CurrentHealth => currentHealth.Value;
public bool IsDead => currentHealth.Value <= 0f;
public bool IsDead => isDead.Value;
public override void OnNetworkSpawn()
{
@@ -44,12 +49,14 @@ namespace Colosseum.Player
// 네트워크 변수 변경 콜백 등록
currentHealth.OnValueChanged += HandleHealthChanged;
currentMana.OnValueChanged += HandleManaChanged;
isDead.OnValueChanged += HandleDeathStateChanged;
// 초기화
if (IsServer)
{
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
isDead.Value = false;
}
}
@@ -58,6 +65,7 @@ namespace Colosseum.Player
// 콜백 해제
currentHealth.OnValueChanged -= HandleHealthChanged;
currentMana.OnValueChanged -= HandleManaChanged;
isDead.OnValueChanged -= HandleDeathStateChanged;
}
private void HandleHealthChanged(float oldValue, float newValue)
@@ -70,12 +78,19 @@ namespace Colosseum.Player
OnManaChanged?.Invoke(oldValue, newValue);
}
private void HandleDeathStateChanged(bool oldValue, bool newValue)
{
OnDeathStateChanged?.Invoke(newValue);
}
/// <summary>
/// 대미지 적용 (서버에서만 실행)
/// </summary>
[Rpc(SendTo.Server)]
public void TakeDamageRpc(float damage)
{
if (isDead.Value) return;
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
@@ -111,10 +126,75 @@ namespace Colosseum.Player
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
}
/// <summary>
/// 사망 처리 (서버에서만 실행)
/// </summary>
private void HandleDeath()
{
// TODO: 사망 처리 로직
Debug.Log($"Player {OwnerClientId} died!");
if (isDead.Value) return;
isDead.Value = true;
// 이동 비활성화
var movement = GetComponent<PlayerMovement>();
if (movement != null)
{
movement.enabled = false;
}
// 스킬 입력 비활성화
var skillInput = GetComponent<PlayerSkillInput>();
if (skillInput != null)
{
skillInput.enabled = false;
}
// 사망 애니메이션 재생
var animator = GetComponentInChildren<Animator>();
if (animator != null)
{
animator.SetTrigger("Die");
}
// 사망 이벤트 발생
OnDeath?.Invoke(this);
Debug.Log($"[Player] Player {OwnerClientId} died!");
}
/// <summary>
/// 리스폰 (서버에서만 실행)
/// </summary>
public void Respawn()
{
if (!IsServer) return;
isDead.Value = false;
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
// 이동 재활성화
var movement = GetComponent<PlayerMovement>();
if (movement != null)
{
movement.enabled = true;
}
// 스킬 입력 재활성화
var skillInput = GetComponent<PlayerSkillInput>();
if (skillInput != null)
{
skillInput.enabled = true;
}
// 애니메이션 리셋
var animator = GetComponentInChildren<Animator>();
if (animator != null)
{
animator.Rebind();
}
Debug.Log($"[Player] Player {OwnerClientId} respawned!");
}
#region IDamageable
@@ -123,7 +203,7 @@ namespace Colosseum.Player
/// </summary>
public float TakeDamage(float damage, object source = null)
{
if (!IsServer) return 0f;
if (!IsServer || isDead.Value) return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
@@ -141,7 +221,7 @@ namespace Colosseum.Player
/// </summary>
public float Heal(float amount)
{
if (!IsServer) return 0f;
if (!IsServer || isDead.Value) return 0f;
float actualHeal = Mathf.Min(amount, MaxHealth - currentHealth.Value);
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);

View File

@@ -107,6 +107,10 @@ namespace Colosseum.Player
return;
}
// 사망 상태 체크
if (networkController != null && networkController.IsDead)
return;
// 로컬 체크 (빠른 피드백용)
if (skillController.IsExecutingSkill)
{
@@ -145,6 +149,10 @@ namespace Colosseum.Player
if (skill == null) return;
// 서버에서 다시 검증
// 사망 상태 체크
if (networkController != null && networkController.IsDead)
return;
if (skillController.IsExecutingSkill || skillController.IsOnCooldown(skill))
return;