feat: 젬 이상상태 및 수치형 보정 확장

- SkillGemData와 SkillLoadoutEntry를 확장해 자기 강화/적중 이상상태와 피해·회복·보호막·위협 배율을 해석하도록 정리
- SkillController와 SkillEffect 경로를 보강해 cast start 이상상태, on-hit 이상상태, 반복 시전, 출력 보정이 실제 효과에 반영되도록 연결
- 강인함/약화 테스트 젬과 자기강화/적중이상/상태복합 프리셋, 디버그 메뉴를 추가해 젬 조합 검증 경로를 보강
- 런타임에서 약화 디버프 적용, 강인함+약화 동시 적용, 파쇄/수호/도전자 보정값 해석을 확인
This commit is contained in:
2026-03-26 13:40:06 +09:00
parent 78dbbbf88d
commit 8a1f11d134
28 changed files with 799 additions and 21 deletions

View File

@@ -2,6 +2,7 @@ using UnityEngine;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
@@ -28,7 +29,7 @@ namespace Colosseum.Skills.Effects
return;
ApplyAbnormality(target, caster);
ApplyThreatMultiplier(target);
ApplyThreatMultiplier(target, caster);
}
private void ApplyAbnormality(GameObject target, GameObject caster)
@@ -43,7 +44,7 @@ namespace Colosseum.Skills.Effects
abnormalityManager.ApplyAbnormality(abnormalityData, caster);
}
private void ApplyThreatMultiplier(GameObject target)
private void ApplyThreatMultiplier(GameObject target, GameObject caster)
{
if (threatMultiplier <= 0f || threatMultiplierDuration <= 0f)
return;
@@ -54,7 +55,8 @@ namespace Colosseum.Skills.Effects
threatController = target.AddComponent<ThreatController>();
}
threatController.ApplyThreatMultiplier(threatMultiplier, threatMultiplierDuration);
float resolvedThreatMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(caster);
threatController.ApplyThreatMultiplier(threatMultiplier * resolvedThreatMultiplier, threatMultiplierDuration);
}
}
}

View File

@@ -2,6 +2,7 @@ using UnityEngine;
using Colosseum.Stats;
using Colosseum.Combat;
using Colosseum.Skills;
using Colosseum.Weapons;
namespace Colosseum.Skills.Effects
@@ -73,7 +74,8 @@ namespace Colosseum.Skills.Effects
// 무기 데미지 배율 적용
float damageMultiplier = GetDamageMultiplier(caster);
return baseTotal * damageMultiplier;
float gemMultiplier = SkillRuntimeModifierUtility.GetDamageMultiplier(caster);
return baseTotal * damageMultiplier * gemMultiplier;
}
/// <summary>

View File

@@ -2,6 +2,7 @@ using UnityEngine;
using Colosseum.Stats;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
@@ -41,10 +42,11 @@ namespace Colosseum.Skills.Effects
var stats = caster.GetComponent<CharacterStats>();
if (stats == null)
{
return baseHeal;
return baseHeal * SkillRuntimeModifierUtility.GetHealMultiplier(caster);
}
return baseHeal + (stats.HealPower * healScaling);
float resolvedHeal = baseHeal + (stats.HealPower * healScaling);
return resolvedHeal * SkillRuntimeModifierUtility.GetHealMultiplier(caster);
}
}
}

View File

@@ -5,6 +5,7 @@ using Colosseum.Enemy;
using Colosseum.Player;
using Colosseum.Stats;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
@@ -55,9 +56,10 @@ namespace Colosseum.Skills.Effects
{
CharacterStats stats = caster != null ? caster.GetComponent<CharacterStats>() : null;
if (stats == null)
return baseShield;
return baseShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster);
return baseShield + (stats.HealPower * shieldScaling);
float resolvedShield = baseShield + (stats.HealPower * shieldScaling);
return resolvedShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster);
}
}
}

View File

@@ -4,6 +4,7 @@ using UnityEngine;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
@@ -62,13 +63,14 @@ namespace Colosseum.Skills.Effects
if (selfThreatMultiplier <= 0f || selfThreatMultiplierDuration <= 0f)
return;
float resolvedThreatMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(caster);
ThreatController threatController = caster.GetComponent<ThreatController>();
if (threatController == null)
{
threatController = caster.AddComponent<ThreatController>();
}
threatController.ApplyThreatMultiplier(selfThreatMultiplier, selfThreatMultiplierDuration);
threatController.ApplyThreatMultiplier(selfThreatMultiplier * resolvedThreatMultiplier, selfThreatMultiplierDuration);
}
private void ApplyTauntThreat(EnemyBase enemy, GameObject caster)
@@ -76,11 +78,14 @@ namespace Colosseum.Skills.Effects
if (enemy == null || caster == null || !enemy.UseThreatSystem)
return;
float resolvedThreatMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(caster);
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);
float resolvedFlatThreat = flatThreatAmount * resolvedThreatMultiplier;
float resolvedLeadBonus = threatLeadBonus * resolvedThreatMultiplier;
float desiredThreat = Mathf.Max(currentCasterThreat + resolvedFlatThreat, highestThreat + resolvedLeadBonus + resolvedFlatThreat);
enemy.SetThreat(caster, desiredThreat);
CombatBalanceTracker.RecordThreat(caster, Mathf.Max(0f, desiredThreat - currentCasterThreat));
}

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
@@ -28,7 +29,8 @@ namespace Colosseum.Skills.Effects
threatController = target.AddComponent<ThreatController>();
}
threatController.ApplyThreatMultiplier(threatMultiplier, duration);
float resolvedThreatMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(caster);
threatController.ApplyThreatMultiplier(threatMultiplier * resolvedThreatMultiplier, duration);
}
}
}

View File

@@ -2,6 +2,8 @@ using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
using Colosseum.Abnormalities;
namespace Colosseum.Skills
{
/// <summary>
@@ -56,6 +58,9 @@ namespace Colosseum.Skills
private SkillLoadoutEntry currentLoadoutEntry;
private readonly List<SkillEffect> currentCastStartEffects = new();
private readonly Dictionary<int, List<SkillEffect>> currentTriggeredEffects = new();
private readonly List<AbnormalityData> currentCastStartAbnormalities = new();
private readonly Dictionary<int, List<AbnormalityData>> currentTriggeredAbnormalities = new();
private readonly List<GameObject> currentTriggeredTargetsBuffer = new();
private bool waitingForEndAnimation; // EndAnimation 종료 대기 중
private int currentRepeatCount = 1;
private int currentIterationIndex = 0;
@@ -198,7 +203,7 @@ namespace Colosseum.Skills
/// </summary>
private void TriggerCastStartEffects()
{
if (currentSkill == null || currentCastStartEffects.Count == 0)
if (currentSkill == null)
return;
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
@@ -213,6 +218,26 @@ namespace Colosseum.Skills
if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject);
}
if (currentCastStartAbnormalities.Count <= 0)
return;
AbnormalityManager abnormalityManager = GetComponent<AbnormalityManager>();
if (abnormalityManager == null)
{
if (debugMode) Debug.LogWarning("[Skill] Cast start abnormality skipped - no AbnormalityManager");
return;
}
for (int i = 0; i < currentCastStartAbnormalities.Count; i++)
{
AbnormalityData abnormality = currentCastStartAbnormalities[i];
if (abnormality == null)
continue;
if (debugMode) Debug.Log($"[Skill] Cast start abnormality: {abnormality.abnormalityName} (index {i})");
abnormalityManager.ApplyAbnormality(abnormality, gameObject);
}
}
/// <summary>
@@ -251,12 +276,16 @@ namespace Colosseum.Skills
{
currentCastStartEffects.Clear();
currentTriggeredEffects.Clear();
currentCastStartAbnormalities.Clear();
currentTriggeredAbnormalities.Clear();
if (loadoutEntry == null)
return;
loadoutEntry.CollectCastStartEffects(currentCastStartEffects);
loadoutEntry.CollectTriggeredEffects(currentTriggeredEffects);
loadoutEntry.CollectCastStartAbnormalities(currentCastStartAbnormalities);
loadoutEntry.CollectTriggeredAbnormalities(currentTriggeredAbnormalities);
}
/// <summary>
@@ -450,6 +479,8 @@ namespace Colosseum.Skills
effect.ExecuteOnCast(gameObject);
}
ApplyTriggeredAbnormalities(index, effects);
}
/// <summary>
@@ -529,9 +560,72 @@ namespace Colosseum.Skills
currentLoadoutEntry = null;
currentCastStartEffects.Clear();
currentTriggeredEffects.Clear();
currentCastStartAbnormalities.Clear();
currentTriggeredAbnormalities.Clear();
currentTriggeredTargetsBuffer.Clear();
waitingForEndAnimation = false;
currentRepeatCount = 1;
currentIterationIndex = 0;
}
/// <summary>
/// 현재 트리거 인덱스에 연결된 젬 이상상태를 적중 대상에게 적용합니다.
/// </summary>
private void ApplyTriggeredAbnormalities(int index, List<SkillEffect> referenceEffects)
{
if (!currentTriggeredAbnormalities.TryGetValue(index, out List<AbnormalityData> abnormalities) ||
abnormalities == null ||
abnormalities.Count == 0)
{
return;
}
currentTriggeredTargetsBuffer.Clear();
for (int i = 0; i < referenceEffects.Count; i++)
{
SkillEffect effect = referenceEffects[i];
if (effect == null || effect.TargetType == TargetType.Self)
continue;
effect.CollectTargets(gameObject, currentTriggeredTargetsBuffer);
}
if (currentTriggeredTargetsBuffer.Count == 0)
{
if (debugMode)
{
Debug.LogWarning($"[Skill] Trigger abnormality skipped - no hit target resolved for index {index}");
}
return;
}
for (int i = 0; i < currentTriggeredTargetsBuffer.Count; i++)
{
GameObject target = currentTriggeredTargetsBuffer[i];
if (target == null)
continue;
AbnormalityManager abnormalityManager = target.GetComponent<AbnormalityManager>();
if (abnormalityManager == null)
continue;
for (int j = 0; j < abnormalities.Count; j++)
{
AbnormalityData abnormality = abnormalities[j];
if (abnormality == null)
continue;
if (debugMode)
{
Debug.Log($"[Skill] Trigger abnormality: {abnormality.abnormalityName} -> {target.name} (index {index})");
}
abnormalityManager.ApplyAbnormality(abnormality, gameObject);
}
}
currentTriggeredTargetsBuffer.Clear();
}
}
}

View File

@@ -51,14 +51,32 @@ namespace Colosseum.Skills
/// </summary>
public void ExecuteOnCast(GameObject caster)
{
List<GameObject> targets = new List<GameObject>();
CollectTargets(caster, targets);
for (int i = 0; i < targets.Count; i++)
{
ApplyEffect(caster, targets[i]);
}
}
/// <summary>
/// 현재 효과가 영향을 줄 대상 목록을 수집합니다.
/// 젬의 적중 이상상태 적용 등에서 동일한 타겟 해석을 재사용하기 위한 경로입니다.
/// </summary>
public void CollectTargets(GameObject caster, List<GameObject> destination)
{
if (caster == null || destination == null)
return;
switch (targetType)
{
case TargetType.Self:
ApplyEffect(caster, caster);
AddUniqueTarget(destination, caster);
break;
case TargetType.Area:
ExecuteArea(caster);
CollectAreaTargets(caster, destination);
break;
}
}
@@ -110,17 +128,14 @@ namespace Colosseum.Skills
};
}
private void ExecuteArea(GameObject caster)
private void CollectAreaTargets(GameObject caster, List<GameObject> destination)
{
Vector3 center = GetAreaCenter(caster);
Collider[] hits = Physics.OverlapSphere(center, Mathf.Max(areaRadius, fanRadius), targetLayers);
// 같은 GameObject가 여러 콜라이더를 가질 수 있으므로 중복 제거
HashSet<GameObject> processedTargets = new HashSet<GameObject>();
foreach (var hit in hits)
{
if (!includeCasterInArea && hit.gameObject == caster) continue;
if (!IsCorrectTeam(caster, hit.gameObject)) continue;
if (processedTargets.Contains(hit.gameObject)) continue;
// 부채꼴 판정
if (areaShape == AreaShapeType.Fan)
{
@@ -128,11 +143,18 @@ namespace Colosseum.Skills
continue;
}
processedTargets.Add(hit.gameObject);
ApplyEffect(caster, hit.gameObject);
AddUniqueTarget(destination, hit.gameObject);
}
}
private static void AddUniqueTarget(List<GameObject> destination, GameObject target)
{
if (target == null || destination.Contains(target))
return;
destination.Add(target);
}
/// <summary>
/// 타겟이 부채꼴 범위 내에 있는지 확인
/// </summary>

View File

@@ -3,6 +3,8 @@ using System.Collections.Generic;
using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.Skills
{
/// <summary>
@@ -34,6 +36,21 @@ namespace Colosseum.Skills
public IReadOnlyList<SkillEffect> Effects => effects;
}
/// <summary>
/// 젬이 적중 대상에게 부여할 이상상태 목록입니다.
/// </summary>
[Serializable]
public class SkillGemTriggeredAbnormalityEntry
{
[Tooltip("OnEffect(index)와 매칭되는 애니메이션 이벤트 인덱스")]
[Min(0)] [SerializeField] private int triggerIndex = 0;
[Tooltip("해당 인덱스에서 적중 대상에게 부여할 이상상태")]
[SerializeField] private List<AbnormalityData> abnormalities = new();
public int TriggerIndex => triggerIndex;
public IReadOnlyList<AbnormalityData> Abnormalities => abnormalities;
}
/// <summary>
/// 스킬의 기반 효과 위에 추가 동작을 덧붙이는 젬 데이터입니다.
/// </summary>
@@ -55,6 +72,14 @@ namespace Colosseum.Skills
[Min(0f)] [SerializeField] private float cooldownMultiplier = 1f;
[Tooltip("장착 시 스킬 애니메이션 재생 속도 배율")]
[Min(0.1f)] [SerializeField] private float castSpeedMultiplier = 1f;
[Tooltip("장착 시 스킬이 만드는 피해량 배율")]
[Min(0f)] [SerializeField] private float damageMultiplier = 1f;
[Tooltip("장착 시 스킬이 만드는 회복량 배율")]
[Min(0f)] [SerializeField] private float healMultiplier = 1f;
[Tooltip("장착 시 스킬이 만드는 보호막량 배율")]
[Min(0f)] [SerializeField] private float shieldMultiplier = 1f;
[Tooltip("장착 시 스킬이 만드는 위협량 배율")]
[Min(0f)] [SerializeField] private float threatMultiplier = 1f;
[Tooltip("기반 스킬 시전을 몇 회 더 반복할지 정의합니다. 현재는 계산/표시용으로만 사용됩니다.")]
[Min(0)] [SerializeField] private int additionalRepeatCount = 0;
@@ -64,6 +89,12 @@ namespace Colosseum.Skills
[Tooltip("애니메이션 이벤트 인덱스별로 발동하는 추가 효과")]
[SerializeField] private List<SkillGemTriggeredEffectEntry> triggeredEffects = new();
[Header("이상상태 부여")]
[Tooltip("스킬 사용 시 자신에게 즉시 부여할 이상상태")]
[SerializeField] private List<AbnormalityData> selfAbnormalities = new();
[Tooltip("애니메이션 이벤트 인덱스별로 적중 대상에게 부여할 이상상태")]
[SerializeField] private List<SkillGemTriggeredAbnormalityEntry> onHitAbnormalities = new();
public string GemName => gemName;
public string Description => description;
public Sprite Icon => icon;
@@ -71,8 +102,14 @@ namespace Colosseum.Skills
public float ManaCostMultiplier => manaCostMultiplier;
public float CooldownMultiplier => cooldownMultiplier;
public float CastSpeedMultiplier => castSpeedMultiplier;
public float DamageMultiplier => damageMultiplier;
public float HealMultiplier => healMultiplier;
public float ShieldMultiplier => shieldMultiplier;
public float ThreatMultiplier => threatMultiplier;
public int AdditionalRepeatCount => additionalRepeatCount;
public IReadOnlyList<SkillEffect> CastStartEffects => castStartEffects;
public IReadOnlyList<SkillGemTriggeredEffectEntry> TriggeredEffects => triggeredEffects;
public IReadOnlyList<AbnormalityData> SelfAbnormalities => selfAbnormalities;
public IReadOnlyList<SkillGemTriggeredAbnormalityEntry> OnHitAbnormalities => onHitAbnormalities;
}
}

View File

@@ -2,6 +2,8 @@ using System.Collections.Generic;
using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.Skills
{
/// <summary>
@@ -156,6 +158,26 @@ namespace Colosseum.Skills
return Mathf.Max(0.05f, resolved);
}
public float GetResolvedDamageMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.DamageMultiplier);
}
public float GetResolvedHealMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.HealMultiplier);
}
public float GetResolvedShieldMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.ShieldMultiplier);
}
public float GetResolvedThreatMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.ThreatMultiplier);
}
public int GetResolvedRepeatCount()
{
if (baseSkill == null)
@@ -210,6 +232,26 @@ namespace Colosseum.Skills
}
}
public void CollectCastStartAbnormalities(List<AbnormalityData> destination)
{
if (destination == null || socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.SelfAbnormalities == null)
continue;
for (int j = 0; j < gem.SelfAbnormalities.Count; j++)
{
AbnormalityData abnormality = gem.SelfAbnormalities[j];
if (abnormality != null)
destination.Add(abnormality);
}
}
}
public void CollectTriggeredEffects(Dictionary<int, List<SkillEffect>> destination)
{
if (destination == null)
@@ -254,6 +296,35 @@ namespace Colosseum.Skills
}
}
public void CollectTriggeredAbnormalities(Dictionary<int, List<AbnormalityData>> destination)
{
if (destination == null || socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.OnHitAbnormalities == null)
continue;
for (int j = 0; j < gem.OnHitAbnormalities.Count; j++)
{
SkillGemTriggeredAbnormalityEntry entry = gem.OnHitAbnormalities[j];
if (entry == null || entry.Abnormalities == null)
continue;
for (int k = 0; k < entry.Abnormalities.Count; k++)
{
AbnormalityData abnormality = entry.Abnormalities[k];
if (abnormality == null)
continue;
AddTriggeredAbnormality(destination, entry.TriggerIndex, abnormality);
}
}
}
}
private static void AddTriggeredEffect(Dictionary<int, List<SkillEffect>> destination, int triggerIndex, SkillEffect effect)
{
if (!destination.TryGetValue(triggerIndex, out List<SkillEffect> effectList))
@@ -264,5 +335,75 @@ namespace Colosseum.Skills
effectList.Add(effect);
}
private static void AddTriggeredAbnormality(Dictionary<int, List<AbnormalityData>> destination, int triggerIndex, AbnormalityData abnormality)
{
if (!destination.TryGetValue(triggerIndex, out List<AbnormalityData> abnormalityList))
{
abnormalityList = new List<AbnormalityData>();
destination.Add(triggerIndex, abnormalityList);
}
abnormalityList.Add(abnormality);
}
private float GetResolvedScalarMultiplier(System.Func<SkillGemData, float> selector)
{
if (baseSkill == null)
return 1f;
float resolved = 1f;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved *= Mathf.Max(0f, selector(gem));
}
return resolved;
}
}
/// <summary>
/// 현재 시전 중인 스킬 로드아웃의 젬 보정값을 안전하게 조회하는 유틸리티입니다.
/// </summary>
public static class SkillRuntimeModifierUtility
{
public static float GetDamageMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedDamageMultiplier() ?? 1f;
}
public static float GetHealMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedHealMultiplier() ?? 1f;
}
public static float GetShieldMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedShieldMultiplier() ?? 1f;
}
public static float GetThreatMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedThreatMultiplier() ?? 1f;
}
private static SkillLoadoutEntry GetCurrentLoadout(GameObject caster)
{
if (caster == null)
return null;
SkillController skillController = caster.GetComponent<SkillController>();
if (skillController == null)
return null;
return skillController.CurrentLoadoutEntry;
}
}
}