diff --git a/Assets/Scripts/Enemy.meta b/Assets/Scripts/Enemy.meta
new file mode 100644
index 00000000..e73fdeed
--- /dev/null
+++ b/Assets/Scripts/Enemy.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 8f6dc132c1fce114da1ae74c46fd57dd
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Enemy/BossPhaseData.cs b/Assets/Scripts/Enemy/BossPhaseData.cs
new file mode 100644
index 00000000..790940d8
--- /dev/null
+++ b/Assets/Scripts/Enemy/BossPhaseData.cs
@@ -0,0 +1,123 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+using Unity.Behavior;
+
+namespace Colosseum.Enemy
+{
+ ///
+ /// 보스 페이즈 전환 조건 타입
+ ///
+ public enum PhaseTransitionType
+ {
+ HealthPercent, // 체력 비율 기반
+ TimeElapsed, // 시간 경과
+ CustomCondition, // 커스텀 조건 (코드에서 설정)
+ Manual, // 수동 전환
+ }
+
+ ///
+ /// 보스 페이즈 데이터. 각 페이즈의 AI, 조건, 보상을 정의합니다.
+ ///
+ [CreateAssetMenu(fileName = "NewBossPhase", menuName = "Colosseum/Boss Phase")]
+ public class BossPhaseData : ScriptableObject
+ {
+ [Header("페이즈 정보")]
+ [SerializeField] private string phaseName = "Phase 1";
+ [TextArea(1, 3)]
+ [SerializeField] private string description;
+
+ [Header("전환 조건")]
+ [SerializeField] private PhaseTransitionType transitionType = PhaseTransitionType.HealthPercent;
+
+ [Tooltip("체력 비율 기반 전환 시, 이 비율 이하에서 페이즈 전환")]
+ [Range(0f, 1f)] [SerializeField] private float healthPercentThreshold = 0.7f;
+
+ [Tooltip("시간 기반 전환 시, 경과 시간 (초)")]
+ [Min(0f)] [SerializeField] private float timeThreshold = 60f;
+
+ [Tooltip("커스텀 조건 ID (코드에서 사용)")]
+ [SerializeField] private string customConditionId;
+
+ [Header("AI 설정")]
+ [Tooltip("이 페이즈에서 사용할 Behavior Graph")]
+ [SerializeField] private BehaviorGraph behaviorGraph;
+
+ [Tooltip("페이즈 전환 시 Blackboard 변수 오버라이드")]
+ [SerializeField] private List blackboardOverrides = new();
+
+ [Header("페이즈 효과")]
+ [Tooltip("페이즈 시작 시 재생할 애니메이션")]
+ [SerializeField] private AnimationClip phaseStartAnimation;
+
+ [Tooltip("페이즈 전환 효과 (이펙트, 사운드 등)")]
+ [SerializeField] private GameObject phaseTransitionEffect;
+
+ // Properties
+ public string PhaseName => phaseName;
+ public string Description => description;
+ public PhaseTransitionType TransitionType => transitionType;
+ public float HealthPercentThreshold => healthPercentThreshold;
+ public float TimeThreshold => timeThreshold;
+ public string CustomConditionId => customConditionId;
+ public BehaviorGraph BehaviorGraph => behaviorGraph;
+ public IReadOnlyList BlackboardOverrides => blackboardOverrides;
+ public AnimationClip PhaseStartAnimation => phaseStartAnimation;
+ public GameObject PhaseTransitionEffect => phaseTransitionEffect;
+
+ ///
+ /// 전환 조건 충족 여부 확인
+ ///
+ public bool CheckTransitionCondition(BossEnemy boss, float elapsedTime)
+ {
+ return transitionType switch
+ {
+ PhaseTransitionType.HealthPercent => boss.CurrentHealth / boss.MaxHealth <= healthPercentThreshold,
+ PhaseTransitionType.TimeElapsed => elapsedTime >= timeThreshold,
+ PhaseTransitionType.CustomCondition => boss.CheckCustomCondition(customConditionId),
+ PhaseTransitionType.Manual => false,
+ _ => false,
+ };
+ }
+ }
+
+ ///
+ /// Blackboard 변수 오버라이드 정보
+ ///
+ [Serializable]
+ public class BlackboardVariableOverride
+ {
+ [Tooltip("변수 이름")]
+ [SerializeField] private string variableName;
+
+ [Tooltip("변수 타입")]
+ [SerializeField] private BlackboardVariableType variableType = BlackboardVariableType.Float;
+
+ [Tooltip("설정할 값")]
+ [SerializeField] private float floatValue;
+ [SerializeField] private int intValue;
+ [SerializeField] private bool boolValue;
+ [SerializeField] private string stringValue;
+ [SerializeField] private GameObject gameObjectValue;
+
+ public string VariableName => variableName;
+ public BlackboardVariableType VariableType => variableType;
+ public float FloatValue => floatValue;
+ public int IntValue => intValue;
+ public bool BoolValue => boolValue;
+ public string StringValue => stringValue;
+ public GameObject GameObjectValue => gameObjectValue;
+ }
+
+ ///
+ /// Blackboard 변수 타입
+ ///
+ public enum BlackboardVariableType
+ {
+ Float,
+ Int,
+ Bool,
+ String,
+ GameObject,
+ }
+}
diff --git a/Assets/Scripts/Enemy/BossPhaseData.cs.meta b/Assets/Scripts/Enemy/BossPhaseData.cs.meta
new file mode 100644
index 00000000..3df701f8
--- /dev/null
+++ b/Assets/Scripts/Enemy/BossPhaseData.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 0e9dd028b74b2124895ac9673115a9b9
\ No newline at end of file
diff --git a/Assets/Scripts/Enemy/EnemyBase.cs b/Assets/Scripts/Enemy/EnemyBase.cs
new file mode 100644
index 00000000..03b504d3
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyBase.cs
@@ -0,0 +1,202 @@
+using System;
+using UnityEngine;
+using Unity.Netcode;
+using Colosseum.Stats;
+using Colosseum.Combat;
+
+namespace Colosseum.Enemy
+{
+ ///
+ /// 적 캐릭터 기본 클래스.
+ /// 네트워크 동기화, 스탯 관리, 대미지 처리를 담당합니다.
+ ///
+ public class EnemyBase : NetworkBehaviour, IDamageable
+ {
+ [Header("References")]
+ [Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
+ [SerializeField] protected CharacterStats characterStats;
+ [Tooltip("Animator 컴포넌트")]
+ [SerializeField] protected Animator animator;
+ [Tooltip("NavMeshAgent 또는 이동 컴포넌트")]
+ [SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
+
+ [Header("Data")]
+ [SerializeField] protected EnemyData enemyData;
+
+ // 네트워크 동기화 변수
+ protected NetworkVariable currentHealth = new NetworkVariable(100f);
+ protected NetworkVariable currentMana = new NetworkVariable(50f);
+ protected NetworkVariable isDead = new NetworkVariable(false);
+
+ // 이벤트
+ public event Action OnHealthChanged; // currentHealth, maxHealth
+ public event Action OnDamageTaken; // damage
+ public event Action OnDeath;
+
+ // Properties
+ public float CurrentHealth => currentHealth.Value;
+ public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
+ public float CurrentMana => currentMana.Value;
+ public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
+ public bool IsDead => isDead.Value;
+ public CharacterStats Stats => characterStats;
+ public EnemyData Data => enemyData;
+ public Animator Animator => animator;
+
+ public override void OnNetworkSpawn()
+ {
+ // 컴포넌트 참조 확인
+ if (characterStats == null)
+ characterStats = GetComponent();
+ if (animator == null)
+ animator = GetComponentInChildren();
+ if (navMeshAgent == null)
+ navMeshAgent = GetComponent();
+
+ // 서버에서 초기화
+ if (IsServer)
+ {
+ InitializeStats();
+ }
+
+ // 클라이언트에서 체력 변화 감지
+ currentHealth.OnValueChanged += OnHealthChangedInternal;
+ }
+
+ public override void OnNetworkDespawn()
+ {
+ currentHealth.OnValueChanged -= OnHealthChangedInternal;
+ }
+
+ ///
+ /// 스탯 초기화 (서버에서만 실행)
+ ///
+ protected virtual void InitializeStats()
+ {
+ if (enemyData != null && characterStats != null)
+ {
+ enemyData.ApplyBaseStats(characterStats);
+ }
+
+ // NavMeshAgent 속도 설정
+ if (navMeshAgent != null && enemyData != null)
+ {
+ navMeshAgent.speed = enemyData.MoveSpeed;
+ navMeshAgent.angularSpeed = enemyData.RotationSpeed;
+ }
+
+ currentHealth.Value = MaxHealth;
+ currentMana.Value = MaxMana;
+ isDead.Value = false;
+ }
+
+
+
+
+
+
+
+
+
+
+
+ ///
+ /// 대미지 적용 (서버에서 실행)
+ ///
+ public virtual float TakeDamage(float damage, object source = null)
+ {
+ if (!IsServer || isDead.Value)
+ return 0f;
+
+ float actualDamage = Mathf.Min(damage, currentHealth.Value);
+ currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
+
+ OnDamageTaken?.Invoke(actualDamage);
+
+ // 대미지 피드백 (애니메이션, 이펙트 등)
+ OnTakeDamageFeedback(actualDamage, source);
+
+ if (currentHealth.Value <= 0f)
+ {
+ HandleDeath();
+ }
+
+ return actualDamage;
+ }
+
+ ///
+ /// 대미지 피드백 (애니메이션, 이펙트)
+ ///
+ protected virtual void OnTakeDamageFeedback(float damage, object source)
+ {
+ if (animator != null)
+ {
+ animator.SetTrigger("Hit");
+ }
+ }
+
+ ///
+ /// 체력 회복 (서버에서 실행)
+ ///
+ public virtual float Heal(float amount)
+ {
+ if (!IsServer || isDead.Value)
+ return 0f;
+
+ float oldHealth = currentHealth.Value;
+ currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
+ float actualHeal = currentHealth.Value - oldHealth;
+
+ return actualHeal;
+ }
+
+ ///
+ /// 사망 처리 (서버에서 실행)
+ ///
+ protected virtual void HandleDeath()
+ {
+ isDead.Value = true;
+
+ if (animator != null)
+ {
+ animator.SetTrigger("Die");
+ }
+
+ if (navMeshAgent != null)
+ {
+ navMeshAgent.isStopped = true;
+ }
+
+ OnDeath?.Invoke();
+
+ Debug.Log($"[Enemy] {name} died!");
+ }
+
+ ///
+ /// 리스폰
+ ///
+ public virtual void Respawn()
+ {
+ if (!IsServer) return;
+
+ isDead.Value = false;
+ InitializeStats();
+
+ if (navMeshAgent != null)
+ {
+ navMeshAgent.isStopped = false;
+ }
+
+ if (animator != null)
+ {
+ animator.Rebind();
+ }
+ }
+
+ // 체력 변화 이벤트 전파
+ private void OnHealthChangedInternal(float oldValue, float newValue)
+ {
+ OnHealthChanged?.Invoke(newValue, MaxHealth);
+ }
+ }
+}
diff --git a/Assets/Scripts/Enemy/EnemyBase.cs.meta b/Assets/Scripts/Enemy/EnemyBase.cs.meta
new file mode 100644
index 00000000..b363635a
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyBase.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d928c3a8adf0b424886395e6864ce010
\ No newline at end of file
diff --git a/Assets/Scripts/Enemy/EnemyData.cs b/Assets/Scripts/Enemy/EnemyData.cs
new file mode 100644
index 00000000..32ebaaa4
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyData.cs
@@ -0,0 +1,68 @@
+using UnityEngine;
+using Colosseum.Stats;
+
+namespace Colosseum.Enemy
+{
+ ///
+ /// 적 캐릭터 데이터. 기본 스탯과 보상을 정의합니다.
+ ///
+ [CreateAssetMenu(fileName = "NewEnemyData", menuName = "Colosseum/Enemy Data")]
+ public class EnemyData : ScriptableObject
+ {
+ [Header("기본 정보")]
+ [SerializeField] private string enemyName;
+ [TextArea(2, 4)]
+ [SerializeField] private string description;
+ [SerializeField] private Sprite icon;
+
+ [Header("기본 스탯")]
+ [Min(1f)] [SerializeField] private float baseStrength = 10f;
+ [Min(1f)] [SerializeField] private float baseDexterity = 10f;
+ [Min(1f)] [SerializeField] private float baseIntelligence = 10f;
+ [Min(1f)] [SerializeField] private float baseVitality = 10f;
+ [Min(1f)] [SerializeField] private float baseWisdom = 10f;
+ [Min(1f)] [SerializeField] private float baseSpirit = 10f;
+
+ [Header("이동")]
+ [Min(0f)] [SerializeField] private float moveSpeed = 3f;
+ [Min(0f)] [SerializeField] private float rotationSpeed = 10f;
+
+ [Header("전투")]
+ [Min(0f)] [SerializeField] private float aggroRange = 10f;
+ [Min(0f)] [SerializeField] private float attackRange = 2f;
+ [Min(0f)] [SerializeField] private float attackCooldown = 1f;
+
+ // Properties
+ public string EnemyName => enemyName;
+ public string Description => description;
+ public Sprite Icon => icon;
+
+ public float BaseStrength => baseStrength;
+ public float BaseDexterity => baseDexterity;
+ public float BaseIntelligence => baseIntelligence;
+ public float BaseVitality => baseVitality;
+ public float BaseWisdom => baseWisdom;
+ public float BaseSpirit => baseSpirit;
+
+ public float MoveSpeed => moveSpeed;
+ public float RotationSpeed => rotationSpeed;
+ public float AggroRange => aggroRange;
+ public float AttackRange => attackRange;
+ public float AttackCooldown => attackCooldown;
+
+ ///
+ /// CharacterStats에 기본 스탯 적용
+ ///
+ public void ApplyBaseStats(CharacterStats stats)
+ {
+ if (stats == null) return;
+
+ stats.Strength.BaseValue = baseStrength;
+ stats.Dexterity.BaseValue = baseDexterity;
+ stats.Intelligence.BaseValue = baseIntelligence;
+ stats.Vitality.BaseValue = baseVitality;
+ stats.Wisdom.BaseValue = baseWisdom;
+ stats.Spirit.BaseValue = baseSpirit;
+ }
+ }
+}
diff --git a/Assets/Scripts/Enemy/EnemyData.cs.meta b/Assets/Scripts/Enemy/EnemyData.cs.meta
new file mode 100644
index 00000000..ee869933
--- /dev/null
+++ b/Assets/Scripts/Enemy/EnemyData.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 1ecdc2379b078b246a0bd5c0fb58e346
\ No newline at end of file
diff --git a/Assets/Scripts/Enemy/IDamageable.cs b/Assets/Scripts/Enemy/IDamageable.cs
new file mode 100644
index 00000000..da575b58
--- /dev/null
+++ b/Assets/Scripts/Enemy/IDamageable.cs
@@ -0,0 +1,39 @@
+namespace Colosseum.Combat
+{
+ ///
+ /// 대미지를 받을 수 있는 엔티티를 위한 인터페이스.
+ /// 플레이어, 적, 보스 등이 구현합니다.
+ ///
+ public interface IDamageable
+ {
+ ///
+ /// 현재 체력
+ ///
+ float CurrentHealth { get; }
+
+ ///
+ /// 최대 체력
+ ///
+ float MaxHealth { get; }
+
+ ///
+ /// 사망 여부
+ ///
+ bool IsDead { get; }
+
+ ///
+ /// 대미지 적용
+ ///
+ /// 적용할 대미지량
+ /// 대미지 출처 (선택)
+ /// 실제로 적용된 대미지량
+ float TakeDamage(float damage, object source = null);
+
+ ///
+ /// 체력 회복
+ ///
+ /// 회복량
+ /// 실제로 회복된 양
+ float Heal(float amount);
+ }
+}
diff --git a/Assets/Scripts/Enemy/IDamageable.cs.meta b/Assets/Scripts/Enemy/IDamageable.cs.meta
new file mode 100644
index 00000000..a0621fe8
--- /dev/null
+++ b/Assets/Scripts/Enemy/IDamageable.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 33a0f0f245adbf64791b38c182c48062
\ No newline at end of file