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1} + scale: {x: 1, y: 1, z: 1} + - name: ik_foot_r_settings + parentName: ik_settings + position: {x: -0.01, y: 0.01, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ik_head_settings + parentName: ik_settings + position: {x: -0.01, y: 0.01, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ik_body_settings + parentName: ik_settings + position: {x: -0.01, y: 0, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ik_look_root + parentName: root + position: {x: -0, y: 0, z: 0} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071068} + scale: {x: 1, y: 1, z: 1} + - name: ik_head_aim + parentName: ik_look_root + position: {x: -0.002099508, y: -0.9533491, z: 1.5590109} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ik_eyes_aim + parentName: ik_look_root + position: {x: -0.002081081, y: -0.9533491, z: 1.6285093} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: ik_head_orient + parentName: ik_look_root + position: {x: -0.0020982705, y: 0.017804349, z: 2.0683122} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 1 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: b9745fea1f5904242a93d6838cb1b985, + type: 3} + autoGenerateAvatarMappingIfUnspecified: 1 + animationType: 3 + humanoidOversampling: 1 + avatarSetup: 2 + addHumanoidExtraRootOnlyWhenUsingAvatar: 1 + importBlendShapeDeformPercent: 1 + remapMaterialsIfMaterialImportModeIsNone: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Animations/Controllers/AC_Player_Default.controller b/Assets/_Game/Animations/Controllers/AC_Player_Default.controller index 983e89ed..111d8c87 100644 --- a/Assets/_Game/Animations/Controllers/AC_Player_Default.controller +++ b/Assets/_Game/Animations/Controllers/AC_Player_Default.controller @@ -79,11 +79,21 @@ AnimatorStateMachine: - serializedVersion: 1 m_State: {fileID: -1032254959699123210} m_Position: {x: -450, y: 270, z: 0} + - serializedVersion: 1 + m_State: {fileID: 1111345123456789012} + m_Position: {x: -700, y: 140, z: 0} + - serializedVersion: 1 + m_State: {fileID: 1111345123456789013} + m_Position: {x: -980, y: 140, z: 0} + - serializedVersion: 1 + m_State: {fileID: 1111345123456789014} + m_Position: {x: -1260, y: 140, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: - {fileID: -754003289131015157} - {fileID: 469741948129995159} - {fileID: 6228136561094308872} + - {fileID: 1111345123456789021} m_EntryTransitions: [] m_StateMachineTransitions: {} m_StateMachineBehaviours: [] @@ -323,6 +333,18 @@ AnimatorController: m_DefaultInt: 0 m_DefaultBool: 0 m_Controller: {fileID: 9100000} + - m_Name: Down + m_Type: 9 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 9100000} + - m_Name: Recover + m_Type: 9 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 9100000} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer @@ -437,6 +459,181 @@ AnimatorStateTransition: m_InterruptionSource: 0 m_OrderedInterruption: 1 m_CanTransitionToSelf: 1 +--- !u!1102 &1111345123456789012 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: DownBegin + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: 1111345123456789022} + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 3325809351021969952, guid: 9f1ccf176a8592d4997f8a7c48f9571f, type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1102 &1111345123456789013 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: DownLoop + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: 1111345123456789023} + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 4349338778344460676, guid: b0e7c1111468a924a81b4323e5aa8eb4, type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1102 &1111345123456789014 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Recover + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: + - {fileID: 1111345123456789024} + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: -3512901111006340046, guid: 3866152d4c1922849be562e6e814dce3, type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: +--- !u!1101 &1111345123456789021 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 1 + m_ConditionEvent: Down + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 1111345123456789012} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.05 + m_TransitionOffset: 0 + m_ExitTime: 0 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 +--- !u!1101 &1111345123456789022 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 1111345123456789013} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.05 + m_TransitionOffset: 0 + m_ExitTime: 0.95 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 +--- !u!1101 &1111345123456789023 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: + - m_ConditionMode: 1 + m_ConditionEvent: Recover + m_EventTreshold: 0 + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: 1111345123456789014} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.05 + m_TransitionOffset: 0 + m_ExitTime: 0 + m_HasExitTime: 0 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 +--- !u!1101 &1111345123456789024 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: + m_Conditions: [] + m_DstStateMachine: {fileID: 0} + m_DstState: {fileID: -7908033645098541312} + m_Solo: 0 + m_Mute: 0 + m_IsExit: 0 + serializedVersion: 3 + m_TransitionDuration: 0.1 + m_TransitionOffset: 0 + m_ExitTime: 0.95 + m_HasExitTime: 1 + m_HasFixedDuration: 1 + m_InterruptionSource: 0 + m_OrderedInterruption: 1 + m_CanTransitionToSelf: 1 --- !u!1102 &7693173606830535998 AnimatorState: serializedVersion: 6 diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset new file mode 100644 index 00000000..bb7a2d81 --- /dev/null +++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset @@ -0,0 +1,26 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 41c96b54a96cdb84c9bda774775b0a1a, type: 3} + m_Name: "Data_SkillEffect_Player_\uB2E4\uC6B4" + m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.DownEffect + targetType: 0 + targetTeam: 0 + areaCenter: 0 + areaShape: 0 + targetLayers: + serializedVersion: 2 + m_Bits: 0 + areaRadius: 3 + fanOriginDistance: 1 + fanRadius: 3 + fanHalfAngle: 45 + duration: 1 diff --git a/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset.meta b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset.meta new file mode 100644 index 00000000..68caace4 --- /dev/null +++ b/Assets/_Game/Data/Skills/Effects/Data_SkillEffect_Player_다운.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4e95f5df9caf4134d956c476bb8079e0 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Game/Prefabs/Bosses/Prefab_Boss_BossTemplate.prefab b/Assets/_Game/Prefabs/Bosses/Prefab_Boss_BossTemplate.prefab index 519481b4..498cda9c 100644 --- a/Assets/_Game/Prefabs/Bosses/Prefab_Boss_BossTemplate.prefab +++ b/Assets/_Game/Prefabs/Bosses/Prefab_Boss_BossTemplate.prefab @@ -20,7 +20,6 @@ GameObject: - component: {fileID: 11400005} - component: {fileID: 11400006} - component: {fileID: 3792588902782784034} - - component: {fileID: 9069822911508997612} m_Layer: 0 m_Name: Prefab_Boss_BossTemplate m_TagString: Untagged @@ -291,23 +290,3 @@ MonoBehaviour: SwitchTransformSpaceWhenParented: 0 Interpolate: 1 SlerpPosition: 0 ---- !u!114 &9069822911508997612 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 100000} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: e8d0727d5ae3244e3b569694d3912374, type: 3} - m_Name: - m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.Components.NetworkAnimator - ShowTopMostFoldoutHeaderGroup: 1 - NetworkAnimatorExpanded: 0 - AuthorityMode: 0 - m_Animator: {fileID: 9500000} - TransitionStateInfoList: [] - AnimatorParameterEntries: - ParameterEntries: [] - AnimatorParametersExpanded: 0 diff --git a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab index 432cb02b..9a9e5f2e 100644 --- a/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab +++ b/Assets/_Game/Prefabs/Player/Prefab_Player_Default.prefab @@ -243,6 +243,14 @@ MonoBehaviour: NameHash: 20298039 Synchronize: 1 ParameterType: 9 + - name: Down + NameHash: -1127399675 + Synchronize: 1 + ParameterType: 9 + - name: Recover + NameHash: 976603345 + Synchronize: 1 + ParameterType: 9 AnimatorParametersExpanded: 0 --- !u!95 &3426985706796420257 Animator: @@ -305,6 +313,8 @@ MonoBehaviour: debugMode: 1 showAreaDebug: 1 debugDrawDuration: 1 + lastCancelledSkillName: + lastCancelReason: 0 --- !u!114 &6585367215453362640 MonoBehaviour: m_ObjectHideFlags: 0 @@ -345,6 +355,7 @@ MonoBehaviour: ShowTopMostFoldoutHeaderGroup: 1 characterStats: {fileID: -5132198055668300151} networkController: {fileID: 1664515335065415329} + skillController: {fileID: 0} --- !u!114 &3552488436187204500 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs b/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs index 534cbcf0..2288f485 100644 --- a/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs +++ b/Assets/_Game/Scripts/Abnormalities/AbnormalityManager.cs @@ -4,6 +4,7 @@ using UnityEngine; using Unity.Netcode; using Colosseum.Stats; using Colosseum.Player; +using Colosseum.Skills; namespace Colosseum.Abnormalities { @@ -20,6 +21,9 @@ namespace Colosseum.Abnormalities [Tooltip("PlayerNetworkController 컴포넌트 (HP/MP 관리용)")] [SerializeField] private PlayerNetworkController networkController; + [Tooltip("스킬 실행 관리자 (강제 취소 처리용)")] + [SerializeField] private SkillController skillController; + // 활성화된 이상 상태 목록 private readonly List activeAbnormalities = new List(); @@ -108,6 +112,9 @@ namespace Colosseum.Abnormalities if (networkController == null) networkController = GetComponent(); + if (skillController == null) + skillController = GetComponent(); + syncedAbnormalities = new NetworkList(); } @@ -414,9 +421,12 @@ namespace Colosseum.Abnormalities private void ApplyControlEffect(AbnormalityData data) { + bool enteredStun = false; + switch (data.controlType) { case ControlType.Stun: + enteredStun = stunCount == 0; stunCount++; break; @@ -434,6 +444,11 @@ namespace Colosseum.Abnormalities } SyncControlEffects(); + + if (enteredStun) + { + TryCancelCurrentSkill(SkillCancelReason.Stun, data.abnormalityName); + } } private void RemoveControlEffect(AbnormalityData data) @@ -584,6 +599,17 @@ namespace Colosseum.Abnormalities Debug.Log($"[Abnormality] Cleared all abnormalities on death: {gameObject.name}"); } + private void TryCancelCurrentSkill(SkillCancelReason reason, string sourceName) + { + if (!IsServer || skillController == null || !skillController.IsPlayingAnimation) + return; + + if (skillController.CancelSkill(reason)) + { + Debug.Log($"[Abnormality] Cancelled skill because '{sourceName}' applied to {gameObject.name}"); + } + } + private AbnormalityData FindAbnormalityDataById(int instanceId) { var allData = Resources.FindObjectsOfTypeAll(); diff --git a/Assets/_Game/Scripts/Enemy/EnemyBase.cs b/Assets/_Game/Scripts/Enemy/EnemyBase.cs index fc8ad0e4..f472b104 100644 --- a/Assets/_Game/Scripts/Enemy/EnemyBase.cs +++ b/Assets/_Game/Scripts/Enemy/EnemyBase.cs @@ -7,6 +7,7 @@ using Unity.Netcode; using Colosseum.Stats; using Colosseum.Combat; +using Colosseum.Skills; namespace Colosseum.Enemy { @@ -347,7 +348,7 @@ namespace Colosseum.Enemy var skillController = GetComponent(); if (skillController != null) { - skillController.CancelSkill(); + skillController.CancelSkill(SkillCancelReason.Death); } // 모든 클라이언트에서 사망 애니메이션 재생 @@ -383,6 +384,12 @@ namespace Colosseum.Enemy { animator.Rebind(); } + + var skillController = GetComponent(); + if (skillController != null) + { + skillController.CancelSkill(SkillCancelReason.Respawn); + } } // 체력 변화 이벤트 전파 diff --git a/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs b/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs new file mode 100644 index 00000000..bb629c28 --- /dev/null +++ b/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs @@ -0,0 +1,4 @@ +namespace Colosseum.Network +{ + // 임시 삭제 후 Unity 컴파일 캐시 정리를 위한 빈 파일 +} diff --git a/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs.meta b/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs.meta new file mode 100644 index 00000000..dfa2350c --- /dev/null +++ b/Assets/_Game/Scripts/Network/EditorPlayHostBootstrap.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f55c7f03b6f5b6e448b8d03880306bb3 \ No newline at end of file diff --git a/Assets/_Game/Scripts/Player/HitReactionController.cs b/Assets/_Game/Scripts/Player/HitReactionController.cs new file mode 100644 index 00000000..dc6552ce --- /dev/null +++ b/Assets/_Game/Scripts/Player/HitReactionController.cs @@ -0,0 +1,211 @@ +using UnityEngine; + +using Unity.Netcode; + +using Colosseum.Skills; + +namespace Colosseum.Player +{ + /// + /// 플레이어의 피격 제어 상태를 관리합니다. + /// 넉백 강제 이동과 다운 상태, 피격 애니메이션 재생을 담당합니다. + /// + [DisallowMultipleComponent] + [RequireComponent(typeof(PlayerMovement))] + public class HitReactionController : NetworkBehaviour + { + [Header("References")] + [Tooltip("플레이어 이동 컴포넌트")] + [SerializeField] private PlayerMovement playerMovement; + + [Tooltip("스킬 실행 관리자")] + [SerializeField] private SkillController skillController; + + [Tooltip("플레이어 네트워크 상태")] + [SerializeField] private PlayerNetworkController networkController; + + [Tooltip("피격 애니메이션을 재생할 Animator")] + [SerializeField] private Animator animator; + + [Header("Animation")] + [Tooltip("일반 피격 트리거 이름")] + [SerializeField] private string hitTriggerParam = "Hit"; + + [Tooltip("다운 시작 트리거 이름")] + [SerializeField] private string downTriggerParam = "Down"; + + [Tooltip("기상 트리거 이름")] + [SerializeField] private string recoverTriggerParam = "Recover"; + + [Header("Settings")] + [Tooltip("애니메이션 파라미터가 없을 때 경고 로그 출력")] + [SerializeField] private bool logMissingAnimationParams = false; + + private readonly NetworkVariable isDowned = new NetworkVariable(false); + private float downRemainingTime; + + /// + /// 다운 상태 여부 + /// + public bool IsDowned => isDowned.Value; + + /// + /// 넉백 강제 이동 진행 여부 + /// + public bool IsKnockbackActive => playerMovement != null && playerMovement.IsForcedMoving; + + private void Awake() + { + ResolveReferences(); + } + + public override void OnNetworkSpawn() + { + ResolveReferences(); + } + + private void Update() + { + if (!IsServer || !isDowned.Value) + return; + + downRemainingTime -= Time.deltaTime; + if (downRemainingTime <= 0f) + { + RecoverFromDown(); + } + } + + /// + /// 넉백을 적용합니다. + /// + public void ApplyKnockback(Vector3 worldVelocity, float duration, bool playHitAnimation = true) + { + if (!IsServer) + return; + + ResolveReferences(); + + if (networkController != null && networkController.IsDead) + return; + + playerMovement?.ApplyForcedMovement(worldVelocity, duration); + + if (playHitAnimation) + { + TriggerAnimationRpc(hitTriggerParam); + } + } + + /// + /// 다운 상태를 적용합니다. + /// + public void ApplyDown(float duration) + { + if (!IsServer) + return; + + ResolveReferences(); + + if (networkController != null && networkController.IsDead) + return; + + downRemainingTime = Mathf.Max(downRemainingTime, duration); + + if (isDowned.Value) + return; + + isDowned.Value = true; + skillController?.CancelSkill(SkillCancelReason.HitReaction); + playerMovement?.ClearForcedMovement(); + TriggerAnimationRpc(downTriggerParam); + } + + /// + /// 다운 상태를 해제합니다. + /// + public void RecoverFromDown() + { + if (!IsServer || !isDowned.Value) + return; + + isDowned.Value = false; + downRemainingTime = 0f; + TriggerAnimationRpc(recoverTriggerParam); + } + + /// + /// 피격 상태를 즉시 초기화합니다. + /// + public void ClearHitReactionState(bool playRecoverAnimation = false) + { + if (!IsServer) + return; + + ResolveReferences(); + + playerMovement?.ClearForcedMovement(); + + if (!isDowned.Value) + return; + + isDowned.Value = false; + downRemainingTime = 0f; + + if (playRecoverAnimation) + { + TriggerAnimationRpc(recoverTriggerParam); + } + } + + [Rpc(SendTo.Everyone)] + private void TriggerAnimationRpc(string triggerName) + { + ResolveReferences(); + + if (animator == null || string.IsNullOrWhiteSpace(triggerName)) + return; + + if (!HasTrigger(triggerName)) + { + if (logMissingAnimationParams) + { + Debug.LogWarning($"[HitReaction] Animator trigger not found: {triggerName}"); + } + return; + } + + animator.SetTrigger(triggerName); + } + + private bool HasTrigger(string triggerName) + { + if (animator == null || string.IsNullOrWhiteSpace(triggerName)) + return false; + + for (int i = 0; i < animator.parameterCount; i++) + { + AnimatorControllerParameter parameter = animator.GetParameter(i); + if (parameter.type == AnimatorControllerParameterType.Trigger && parameter.name == triggerName) + return true; + } + + return false; + } + + private void ResolveReferences() + { + if (playerMovement == null) + playerMovement = GetComponent(); + + if (skillController == null) + skillController = GetComponent(); + + if (networkController == null) + networkController = GetComponent(); + + if (animator == null) + animator = GetComponentInChildren(); + } + } +} diff --git a/Assets/_Game/Scripts/Player/HitReactionController.cs.meta b/Assets/_Game/Scripts/Player/HitReactionController.cs.meta new file mode 100644 index 00000000..470c6a6b --- /dev/null +++ b/Assets/_Game/Scripts/Player/HitReactionController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ebad07a2d5fc29b4ba061866bfa1568e \ No newline at end of file diff --git a/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs b/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs index b32c0521..1cd7d7fa 100644 --- a/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs +++ b/Assets/_Game/Scripts/Player/PlayerAbnormalityDebugHUD.cs @@ -93,7 +93,7 @@ namespace Colosseum.Player GUILayout.Label($"사망 상태: {(networkController != null && networkController.IsDead ? "Dead" : "Alive")}"); if (TryGetComponent(out var actionState)) { - GUILayout.Label($"무적 상태: {(actionState.IsDamageImmune ? "Immune" : "Normal")} / 이동:{actionState.CanMove} / 스킬:{actionState.CanUseSkills}"); + GUILayout.Label($"무적:{(actionState.IsDamageImmune ? "On" : "Off")} / 다운:{(actionState.IsDowned ? "On" : "Off")} / 이동:{actionState.CanMove} / 스킬:{actionState.CanUseSkills}"); } GUILayout.Label("입력 예시: 기절 / Data_Abnormality_Player_Stun / 0"); diff --git a/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs b/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs index 2d05cd77..cbc54fa2 100644 --- a/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs +++ b/Assets/_Game/Scripts/Player/PlayerAbnormalityVerificationRunner.cs @@ -27,6 +27,8 @@ namespace Colosseum.Player [SerializeField] private PlayerNetworkController networkController; [SerializeField] private PlayerSkillInput skillInput; [SerializeField] private SkillController skillController; + [SerializeField] private PlayerMovement playerMovement; + [SerializeField] private HitReactionController hitReactionController; [Header("Test Data")] [SerializeField] private AbnormalityData stunData; @@ -84,7 +86,7 @@ namespace Colosseum.Player ResolveReferences(); LoadDefaultAssetsIfNeeded(); - if (abnormalityManager == null || actionState == null || networkController == null || stunData == null || silenceData == null) + if (abnormalityManager == null || actionState == null || networkController == null || playerMovement == null || hitReactionController == null || stunData == null || silenceData == null) { Debug.LogWarning("[AbnormalityVerification] Missing references or test data."); yield break; @@ -105,9 +107,16 @@ namespace Colosseum.Player Verify("초기 상태: 이동 가능", actionState.CanMove); Verify("초기 상태: 스킬 사용 가능", actionState.CanUseSkills); Verify("초기 상태: 무적 상태 아님", !actionState.IsDamageImmune); + Verify("초기 상태: 마지막 취소 이유 없음", skillController == null || skillController.LastCancelReason == SkillCancelReason.None); yield return RunInvincibilitySkillVerification(); + yield return RunStunCancellationVerification(); + + yield return RunDownVerification(); + + yield return RunKnockbackVerification(); + abnormalityManager.ApplyAbnormality(stunData, gameObject); yield return new WaitForSeconds(settleDelay); @@ -187,6 +196,10 @@ namespace Colosseum.Player skillInput = GetComponent(); if (skillController == null) skillController = GetComponent(); + if (playerMovement == null) + playerMovement = GetComponent(); + if (hitReactionController == null) + hitReactionController = GetComponent(); } private void LoadDefaultAssetsIfNeeded() @@ -276,6 +289,109 @@ namespace Colosseum.Player Verify("무적 해제: IsDamageImmune false", !actionState.IsDamageImmune); } + private IEnumerator RunStunCancellationVerification() + { + SkillData cancellableSkill = FindCancellableSkill(); + if (cancellableSkill == null) + { + AppendLine("[SKIP] 기절 강제 취소 검증: 테스트용 스킬이 없습니다."); + yield break; + } + + if (skillController != null) + { + yield return WaitForConditionOrTimeout(() => !skillController.IsPlayingAnimation, 1.5f); + } + + if (skillController == null || !skillController.ExecuteSkill(cancellableSkill)) + { + Verify("기절 강제 취소 검증: 스킬 실행 성공", false); + yield break; + } + + yield return new WaitForSeconds(0.05f); + + abnormalityManager.ApplyAbnormality(stunData, gameObject); + yield return WaitForConditionOrTimeout(() => abnormalityManager.IsStunned, settleDelay + 0.5f); + yield return new WaitForSeconds(0.05f); + + Verify("기절 강제 취소: 스킬 애니메이션 중단", !skillController.IsPlayingAnimation); + Verify("기절 강제 취소: 취소 이유 기록", skillController.LastCancelReason == SkillCancelReason.Stun); + + yield return new WaitForSeconds(stunData.duration + settleDelay); + } + + private IEnumerator RunKnockbackVerification() + { + abnormalityManager.RemoveAllAbnormalities(); + hitReactionController.ClearHitReactionState(); + yield return new WaitForSeconds(settleDelay); + + Vector3 startPosition = transform.position; + Vector3 knockbackVelocity = Vector3.back * 6f; + + RequestKnockbackRpc(knockbackVelocity, 0.2f); + yield return new WaitForSeconds(0.3f); + + float movedDistance = Vector3.Distance(startPosition, transform.position); + Verify("넉백 적용: 위치 이동 발생", movedDistance > 0.2f); + Verify("넉백 적용: 강제 이동 종료", !playerMovement.IsForcedMoving); + } + + private IEnumerator RunDownVerification() + { + SkillData cancellableSkill = FindCancellableSkill(); + if (cancellableSkill == null) + { + AppendLine("[SKIP] 다운 검증: 테스트용 스킬이 없습니다."); + yield break; + } + + if (skillController != null) + { + yield return WaitForConditionOrTimeout(() => !skillController.IsPlayingAnimation, 1.5f); + } + + if (skillController == null || !skillController.ExecuteSkill(cancellableSkill)) + { + Verify("다운 강제 취소 검증: 스킬 실행 성공", false); + yield break; + } + + yield return new WaitForSeconds(0.05f); + + RequestDownRpc(0.6f); + yield return WaitForConditionOrTimeout(() => hitReactionController.IsDowned, settleDelay + 0.5f); + yield return new WaitForSeconds(0.05f); + + Verify("다운 적용: IsDowned", hitReactionController.IsDowned); + Verify("다운 적용: ActionState.IsDowned", actionState.IsDowned); + Verify("다운 강제 취소: 스킬 애니메이션 중단", !skillController.IsPlayingAnimation); + Verify("다운 강제 취소: 취소 이유 기록", skillController.LastCancelReason == SkillCancelReason.HitReaction); + Verify("다운 적용: 이동 불가", !actionState.CanMove); + Verify("다운 적용: 점프 불가", !actionState.CanJump); + Verify("다운 적용: 스킬 사용 불가", !actionState.CanUseSkills); + Verify("다운 적용: 이동속도 0", Mathf.Approximately(actionState.MoveSpeedMultiplier, 0f)); + + yield return WaitForConditionOrTimeout(() => !hitReactionController.IsDowned, 1.5f); + + Verify("다운 해제: IsDowned false", !hitReactionController.IsDowned); + Verify("다운 해제: 이동 가능 복구", actionState.CanMove); + Verify("다운 해제: 스킬 사용 가능 복구", actionState.CanUseSkills); + } + + [Rpc(SendTo.Server)] + private void RequestDownRpc(float duration) + { + hitReactionController?.ApplyDown(duration); + } + + [Rpc(SendTo.Server)] + private void RequestKnockbackRpc(Vector3 velocity, float duration) + { + hitReactionController?.ApplyKnockback(velocity, duration, false); + } + private float GetSkillDuration(SkillData skill) { if (skill == null || skill.SkillClip == null) @@ -284,6 +400,21 @@ namespace Colosseum.Player return Mathf.Max(settleDelay, skill.SkillClip.length / Mathf.Max(0.1f, skill.AnimationSpeed)); } + private SkillData FindCancellableSkill() + { + if (skillInput == null) + return null; + + for (int i = 0; i < 6; i++) + { + SkillData skill = skillInput.GetSkill(i); + if (skill != null) + return skill; + } + + return null; + } + private IEnumerator WaitForConditionOrTimeout(Func predicate, float timeout) { float elapsed = 0f; diff --git a/Assets/_Game/Scripts/Player/PlayerActionState.cs b/Assets/_Game/Scripts/Player/PlayerActionState.cs index c10a4dbb..a08f75af 100644 --- a/Assets/_Game/Scripts/Player/PlayerActionState.cs +++ b/Assets/_Game/Scripts/Player/PlayerActionState.cs @@ -22,6 +22,9 @@ namespace Colosseum.Player [Tooltip("스킬 실행 관리자")] [SerializeField] private SkillController skillController; + [Tooltip("피격 제어 관리자")] + [SerializeField] private HitReactionController hitReactionController; + [Tooltip("관전 관리자")] [SerializeField] private PlayerSpectator spectator; @@ -35,6 +38,11 @@ namespace Colosseum.Player /// public bool IsStunned => abnormalityManager != null && abnormalityManager.IsStunned; + /// + /// 다운 상태 여부 + /// + public bool IsDowned => hitReactionController != null && hitReactionController.IsDowned; + /// /// 침묵 상태 여부 /// @@ -68,17 +76,17 @@ namespace Colosseum.Player /// /// 플레이어가 직접 이동 입력을 사용할 수 있는지 여부 /// - public bool CanMove => CanReceiveInput && !IsStunned && !BlocksMovementForCurrentSkill(); + public bool CanMove => CanReceiveInput && !IsStunned && !IsDowned && !BlocksMovementForCurrentSkill(); /// /// 점프 가능 여부 /// - public bool CanJump => CanReceiveInput && !IsStunned && !BlocksJumpForCurrentSkill(); + public bool CanJump => CanReceiveInput && !IsStunned && !IsDowned && !BlocksJumpForCurrentSkill(); /// /// 일반 스킬 시작 가능 여부 /// - public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsSilenced && !BlocksSkillUseForCurrentSkill(); + public bool CanUseSkills => CanReceiveInput && !IsStunned && !IsDowned && !IsSilenced && !BlocksSkillUseForCurrentSkill(); /// /// 특정 스킬의 시작 가능 여부. @@ -89,7 +97,7 @@ namespace Colosseum.Player if (skill == null) return false; - if (!CanReceiveInput || IsStunned || IsSilenced) + if (!CanReceiveInput || IsStunned || IsDowned || IsSilenced) return false; return !BlocksSkillUseForCurrentSkill(); @@ -102,7 +110,7 @@ namespace Colosseum.Player { get { - if (!CanReceiveInput || IsStunned) + if (!CanReceiveInput || IsStunned || IsDowned) return 0f; return abnormalityManager != null ? abnormalityManager.MoveSpeedMultiplier : 1f; @@ -117,6 +125,8 @@ namespace Colosseum.Player abnormalityManager = GetComponent(); if (skillController == null) skillController = GetComponent(); + if (hitReactionController == null) + hitReactionController = GetOrCreateHitReactionController(); if (spectator == null) spectator = GetComponentInChildren(); } @@ -144,5 +154,14 @@ namespace Colosseum.Player return CurrentSkill == null || CurrentSkill.BlockOtherSkillsWhileCasting; } + + private HitReactionController GetOrCreateHitReactionController() + { + HitReactionController foundController = GetComponent(); + if (foundController != null) + return foundController; + + return gameObject.AddComponent(); + } } } diff --git a/Assets/_Game/Scripts/Player/PlayerMovement.cs b/Assets/_Game/Scripts/Player/PlayerMovement.cs index 03b406f5..cf10f556 100644 --- a/Assets/_Game/Scripts/Player/PlayerMovement.cs +++ b/Assets/_Game/Scripts/Player/PlayerMovement.cs @@ -34,6 +34,8 @@ namespace Colosseum.Player private InputSystem_Actions inputActions; private bool isJumping; private bool wasGrounded; + private Vector3 forcedMovementVelocity; + private float forcedMovementRemaining; // 클라이언트가 기록, 서버가 소비하는 월드 스페이스 이동 방향 private NetworkVariable netMoveInput = new NetworkVariable( @@ -48,6 +50,7 @@ namespace Colosseum.Player public float CurrentMoveSpeed => netMoveInput.Value.magnitude * moveSpeed * GetMoveSpeedMultiplier(); public bool IsGrounded => characterController != null ? characterController.isGrounded : false; public bool IsJumping => isJumping; + public bool IsForcedMoving => forcedMovementRemaining > 0f && forcedMovementVelocity.sqrMagnitude > 0.0001f; public override void OnNetworkSpawn() { @@ -115,6 +118,7 @@ namespace Colosseum.Player { CleanupInputActions(); moveInput = Vector2.zero; + ClearForcedMovement(); } private void OnEnable() @@ -143,6 +147,7 @@ namespace Colosseum.Player public override void OnNetworkDespawn() { CleanupInputActions(); + ClearForcedMovement(); } private void OnMovePerformed(InputAction.CallbackContext context) => moveInput = context.ReadValue(); @@ -259,10 +264,12 @@ namespace Colosseum.Player { if (characterController == null) return; + Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime); + if (skillController != null && skillController.IsPlayingAnimation) { if (!skillController.UsesRootMotion) - characterController.Move(velocity * Time.deltaTime); + characterController.Move(velocity * Time.deltaTime + forcedDelta); return; } @@ -278,7 +285,7 @@ namespace Colosseum.Player moveDirection = Vector3.zero; float actualMoveSpeed = moveSpeed * GetMoveSpeedMultiplier(); - characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime); + characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime + forcedDelta); if (moveDirection != Vector3.zero) { @@ -323,6 +330,33 @@ namespace Colosseum.Player return actionState.MoveSpeedMultiplier; } + /// + /// 넉백처럼 입력과 무관한 강제 이동을 적용합니다. + /// + public void ApplyForcedMovement(Vector3 worldVelocity, float duration) + { + if (!IsServer) + return; + + if (duration <= 0f || worldVelocity.sqrMagnitude <= 0.0001f) + { + ClearForcedMovement(); + return; + } + + forcedMovementVelocity = worldVelocity; + forcedMovementRemaining = duration; + } + + /// + /// 강제 이동 상태를 즉시 초기화합니다. + /// + public void ClearForcedMovement() + { + forcedMovementVelocity = Vector3.zero; + forcedMovementRemaining = 0f; + } + private PlayerActionState GetOrCreateActionState() { var foundState = GetComponent(); @@ -343,6 +377,7 @@ namespace Colosseum.Player if (!skillController.UsesRootMotion) return; Vector3 deltaPosition = animator.deltaPosition; + Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime); if (blockedDirection != Vector3.zero) { @@ -357,11 +392,11 @@ namespace Colosseum.Player if (skillController.IgnoreRootMotionY) { deltaPosition.y = 0f; - characterController.Move(deltaPosition + velocity * Time.deltaTime); + characterController.Move(deltaPosition + velocity * Time.deltaTime + forcedDelta); } else { - characterController.Move(deltaPosition); + characterController.Move(deltaPosition + forcedDelta); } if (animator.deltaRotation != Quaternion.identity) @@ -372,5 +407,22 @@ namespace Colosseum.Player wasGrounded = characterController.isGrounded; } + + private Vector3 ConsumeForcedMovementDelta(float deltaTime) + { + if (forcedMovementRemaining <= 0f || forcedMovementVelocity.sqrMagnitude <= 0.0001f) + return Vector3.zero; + + float appliedDeltaTime = Mathf.Min(deltaTime, forcedMovementRemaining); + forcedMovementRemaining = Mathf.Max(0f, forcedMovementRemaining - appliedDeltaTime); + + Vector3 delta = forcedMovementVelocity * appliedDeltaTime; + if (forcedMovementRemaining <= 0f) + { + forcedMovementVelocity = Vector3.zero; + } + + return delta; + } } } diff --git a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs index b43072f8..5c0a8e29 100644 --- a/Assets/_Game/Scripts/Player/PlayerNetworkController.cs +++ b/Assets/_Game/Scripts/Player/PlayerNetworkController.cs @@ -176,9 +176,16 @@ namespace Colosseum.Player var movement = GetComponent(); if (movement != null) { + movement.ClearForcedMovement(); movement.enabled = false; } + var hitReactionController = GetComponent(); + if (hitReactionController != null) + { + hitReactionController.ClearHitReactionState(); + } + // 스킬 입력 비활성화 var skillInput = GetComponent(); if (skillInput != null) @@ -190,7 +197,7 @@ namespace Colosseum.Player var skillController = GetComponent(); if (skillController != null) { - skillController.CancelSkill(); + skillController.CancelSkill(SkillCancelReason.Death); } // 모든 클라이언트에서 사망 애니메이션 재생 @@ -222,9 +229,16 @@ namespace Colosseum.Player var movement = GetComponent(); if (movement != null) { + movement.ClearForcedMovement(); movement.enabled = true; } + var hitReactionController = GetComponent(); + if (hitReactionController != null) + { + hitReactionController.ClearHitReactionState(); + } + // 스킬 입력 재활성화 var skillInput = GetComponent(); if (skillInput != null) @@ -239,6 +253,12 @@ namespace Colosseum.Player animator.Rebind(); } + var skillController = GetComponent(); + if (skillController != null) + { + skillController.CancelSkill(SkillCancelReason.Respawn); + } + OnRespawned?.Invoke(this); Debug.Log($"[Player] Player {OwnerClientId} respawned!"); diff --git a/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs b/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs new file mode 100644 index 00000000..68cbf901 --- /dev/null +++ b/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs @@ -0,0 +1,42 @@ +using UnityEngine; + +using Colosseum.Player; + +namespace Colosseum.Skills.Effects +{ + /// + /// 대상에게 다운 상태를 적용하는 스킬 효과입니다. + /// + [CreateAssetMenu(fileName = "DownEffect", menuName = "Colosseum/Skills/Effects/Down")] + public class DownEffect : SkillEffect + { + [Header("Settings")] + [Tooltip("다운 지속 시간")] + [Min(0f)] [SerializeField] private float duration = 1f; + + /// + /// 다운 지속 시간 + /// + public float Duration => duration; + + /// + /// 다운 효과를 적용합니다. + /// + protected override void ApplyEffect(GameObject source, GameObject target) + { + if (target == null) + { + Debug.LogWarning("[DownEffect] Target is null."); + return; + } + + if (!target.TryGetComponent(out HitReactionController hitReactionController)) + { + Debug.LogWarning($"[DownEffect] HitReactionController not found on target: {target.name}"); + return; + } + + hitReactionController.ApplyDown(duration); + } + } +} diff --git a/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs.meta b/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs.meta new file mode 100644 index 00000000..c78ba54f --- /dev/null +++ b/Assets/_Game/Scripts/Skills/Effects/DownEffect.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 41c96b54a96cdb84c9bda774775b0a1a \ No newline at end of file diff --git a/Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs b/Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs index b8bdf1e1..312ef20f 100644 --- a/Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs +++ b/Assets/_Game/Scripts/Skills/Effects/KnockbackEffect.cs @@ -1,5 +1,7 @@ using UnityEngine; +using Colosseum.Player; + namespace Colosseum.Skills.Effects { /// @@ -11,6 +13,7 @@ namespace Colosseum.Skills.Effects [Header("Knockback Settings")] [Min(0f)] [SerializeField] private float force = 5f; [SerializeField] private float upwardForce = 2f; + [Min(0.05f)] [SerializeField] private float duration = 0.2f; protected override void ApplyEffect(GameObject caster, GameObject target) { @@ -18,13 +21,23 @@ namespace Colosseum.Skills.Effects Vector3 direction = target.transform.position - caster.transform.position; direction.y = 0f; - direction.Normalize(); + if (direction.sqrMagnitude <= 0.0001f) + direction = caster.transform.forward; + else + direction.Normalize(); - Vector3 knockback = direction * force + Vector3.up * upwardForce; + Vector3 knockbackVelocity = direction * force + Vector3.up * upwardForce; - // TODO: 실제 물리 시스템 연동 - // if (target.TryGetComponent(out var rb)) - // rb.AddForce(knockback, ForceMode.Impulse); + if (target.TryGetComponent(out var hitReactionController)) + { + hitReactionController.ApplyKnockback(knockbackVelocity, duration); + return; + } + + if (target.TryGetComponent(out var playerMovement)) + { + playerMovement.ApplyForcedMovement(knockbackVelocity, duration); + } } } } diff --git a/Assets/_Game/Scripts/Skills/SkillController.cs b/Assets/_Game/Scripts/Skills/SkillController.cs index 1ef622c3..51e19739 100644 --- a/Assets/_Game/Scripts/Skills/SkillController.cs +++ b/Assets/_Game/Scripts/Skills/SkillController.cs @@ -4,6 +4,19 @@ using Unity.Netcode; namespace Colosseum.Skills { + /// + /// 스킬 강제 취소 이유 + /// + public enum SkillCancelReason + { + None, + Manual, + Death, + Stun, + HitReaction, + Respawn, + } + /// /// 스킬 실행을 관리하는 컴포넌트. /// 애니메이션 이벤트 기반으로 효과가 발동됩니다. @@ -31,6 +44,12 @@ namespace Colosseum.Skills [Tooltip("범위 표시 지속 시간")] [Min(0.1f)] [SerializeField] private float debugDrawDuration = 1f; + [Header("디버그")] + [Tooltip("마지막으로 강제 취소된 스킬 이름")] + [SerializeField] private string lastCancelledSkillName = string.Empty; + [Tooltip("마지막 강제 취소 이유")] + [SerializeField] private SkillCancelReason lastCancelReason = SkillCancelReason.None; + // 현재 실행 중인 스킬 private SkillData currentSkill; private bool skillEndRequested; // OnSkillEnd 이벤트 호출 여부 @@ -47,9 +66,14 @@ namespace Colosseum.Skills public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY; public SkillData CurrentSkill => currentSkill; public Animator Animator => animator; + public SkillCancelReason LastCancelReason => lastCancelReason; + public string LastCancelledSkillName => lastCancelledSkillName; private void Awake() { + lastCancelledSkillName = string.Empty; + lastCancelReason = SkillCancelReason.None; + if (animator == null) { animator = GetComponentInChildren(); @@ -135,6 +159,7 @@ namespace Colosseum.Skills currentSkill = skill; skillEndRequested = false; waitingForEndAnimation = false; + lastCancelReason = SkillCancelReason.None; if (debugMode) Debug.Log($"[Skill] Cast: {skill.SkillName}"); @@ -339,16 +364,24 @@ namespace Colosseum.Skills if (debugMode) Debug.Log($"[Skill] End requested: {currentSkill.SkillName} (will complete after animation)"); } - public void CancelSkill() + /// + /// 현재 스킬을 강제 취소합니다. + /// + public bool CancelSkill(SkillCancelReason reason = SkillCancelReason.Manual) { - if (currentSkill != null) - { - if (debugMode) Debug.Log($"Skill cancelled: {currentSkill.SkillName}"); - RestoreBaseController(); - currentSkill = null; - skillEndRequested = false; - waitingForEndAnimation = false; - } + if (currentSkill == null) + return false; + + lastCancelledSkillName = currentSkill.SkillName; + lastCancelReason = reason; + + Debug.Log($"[Skill] Cancelled: {currentSkill.SkillName} / reason={reason}"); + + RestoreBaseController(); + currentSkill = null; + skillEndRequested = false; + waitingForEndAnimation = false; + return true; } public bool IsOnCooldown(SkillData skill)