feat: 플레이어 다운 및 넉백 피격 반응 추가

- HitReactionController로 다운과 넉백 전용 로직을 분리
- 다운 시작, 루프, 회복 애니메이션과 DownEffect를 연결
- 행동 상태와 스킬 취소가 피격 반응과 연동되도록 정리
- 자동 검증 러너에 다운 및 넉백 검증을 추가
This commit is contained in:
2026-03-19 23:35:51 +09:00
parent a65ba77931
commit 9791b11d13
29 changed files with 7108 additions and 55 deletions

View File

@@ -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<PlayerSkillInput>();
if (skillController == null)
skillController = GetComponent<SkillController>();
if (playerMovement == null)
playerMovement = GetComponent<PlayerMovement>();
if (hitReactionController == null)
hitReactionController = GetComponent<HitReactionController>();
}
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<bool> predicate, float timeout)
{
float elapsed = 0f;