diff --git a/Assets/Scenes/Test.unity b/Assets/Scenes/Test.unity
index e5d12b08..6df58e9a 100644
--- a/Assets/Scenes/Test.unity
+++ b/Assets/Scenes/Test.unity
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m_Pivot: {x: 0.5, y: 0.5}
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propertyPath: m_AnchorMax.y
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propertyPath: skillSlots.Array.size
@@ -12853,19 +12853,19 @@ PrefabInstance:
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diff --git a/Assets/_Game/Scripts/Combat/ThreatUtility.cs b/Assets/_Game/Scripts/Combat/ThreatUtility.cs
new file mode 100644
index 00000000..cf035fb0
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/ThreatUtility.cs
@@ -0,0 +1,91 @@
+using System.Collections.Generic;
+
+using UnityEngine;
+
+using Colosseum.Enemy;
+using Colosseum.Passives;
+using Colosseum.Skills;
+
+namespace Colosseum.Combat
+{
+ ///
+ /// 힐, 보호막, 버프 등 비공격 스킬에서 위협을 생성할 때 사용하는 공통 유틸리티입니다.
+ /// 시전자 주변의 적을 탐색하고, 위협 배율 체인을 적용하여 위협을 누적합니다.
+ ///
+ public static class ThreatUtility
+ {
+ private const float DefaultThreatRadius = 50f;
+
+ private static readonly Collider[] overlapBuffer = new Collider[256];
+ private static readonly HashSet processedEnemies = new HashSet();
+
+ ///
+ /// 시전자 주변의 적들에게 위협을 분배합니다.
+ /// 위협 공식: baseThreat × (Gem 배율 × ThreatController 배율 × Passive 배율)
+ ///
+ /// 시전자 (위협을 얻을 주체)
+ /// 배율 적용 전 기본 위협 수치
+ /// 위협을 생성할 반경 (기본 50m)
+ public static void GenerateThreatOnNearbyEnemies(GameObject caster, float baseThreat, float radius = DefaultThreatRadius)
+ {
+ if (caster == null || baseThreat <= 0f)
+ return;
+
+ float multiplier = ResolveThreatMultiplier(caster);
+ float finalThreat = baseThreat * multiplier;
+
+ processedEnemies.Clear();
+ int hitCount = Physics.OverlapSphereNonAlloc(
+ caster.transform.position,
+ Mathf.Max(radius, 1f),
+ overlapBuffer);
+
+ for (int i = 0; i < hitCount; i++)
+ {
+ Collider hit = overlapBuffer[i];
+ if (hit == null)
+ continue;
+
+ EnemyBase enemy = hit.GetComponentInParent();
+ if (enemy == null || processedEnemies.Contains(enemy))
+ continue;
+
+ if (!enemy.UseThreatSystem || enemy.IsDead)
+ continue;
+
+ // 같은 팀(적이 아님)은 제외
+ if (Colosseum.Team.IsSameTeam(caster, enemy.gameObject))
+ continue;
+
+ processedEnemies.Add(enemy);
+ enemy.AddThreat(caster, finalThreat);
+ }
+
+ if (processedEnemies.Count > 0)
+ {
+ CombatBalanceTracker.RecordThreat(caster, finalThreat);
+ }
+ }
+
+ ///
+ /// 시전자의 전체 위협 배율을 계산합니다.
+ /// 체인: SkillGem 배율 × ThreatController 배율 × Passive 배율
+ ///
+ public static float ResolveThreatMultiplier(GameObject source)
+ {
+ if (source == null)
+ return 1f;
+
+ float gemMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(source);
+
+ ThreatController threatController = source.GetComponent();
+ float runtimeMultiplier = threatController != null
+ ? Mathf.Max(0f, threatController.CurrentThreatMultiplier)
+ : 1f;
+
+ float passiveMultiplier = PassiveRuntimeModifierUtility.GetThreatGeneratedMultiplier(source);
+
+ return gemMultiplier * runtimeMultiplier * passiveMultiplier;
+ }
+ }
+}
diff --git a/Assets/_Game/Scripts/Combat/ThreatUtility.cs.meta b/Assets/_Game/Scripts/Combat/ThreatUtility.cs.meta
new file mode 100644
index 00000000..973e9ad6
--- /dev/null
+++ b/Assets/_Game/Scripts/Combat/ThreatUtility.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 3e20589b8f84ac54e8417a01d5ca9be0
\ No newline at end of file
diff --git a/Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs b/Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs
index 5acef2bf..36169298 100644
--- a/Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs
+++ b/Assets/_Game/Scripts/Skills/Effects/AbnormalityEffect.cs
@@ -1,11 +1,15 @@
using UnityEngine;
+
using Colosseum.Abnormalities;
+using Colosseum.Combat;
+using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
///
- /// 이상 상태 효과
- /// AbnormalityManager를 통해 대상에게 이상 상태를 적용합니다.
+ /// 이상 상태 효과.
+ /// AbnormalityManager를 통해 대상에게 이상 상태를 적용하며,
+ /// 버프 적용 시 적에게 위협을 생성할 수 있습니다.
///
[CreateAssetMenu(fileName = "AbnormalityEffect", menuName = "Colosseum/Skills/Effects/Abnormality")]
public class AbnormalityEffect : SkillEffect
@@ -14,6 +18,12 @@ namespace Colosseum.Skills.Effects
[Tooltip("적용할 이상 상태 데이터")]
[SerializeField] private AbnormalityData abnormalityData;
+ [Header("Threat")]
+ [Tooltip("버프 적용 시 생성할 고정 위협 수치")]
+ [Min(0f)] [SerializeField] private float flatThreatAmount = 5f;
+ [Tooltip("위협을 생성할 반경 (시전자 기준)")]
+ [Min(0f)] [SerializeField] private float threatRadius = 50f;
+
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null) return;
@@ -24,6 +34,12 @@ namespace Colosseum.Skills.Effects
if (abnormalityManager == null) return;
abnormalityManager.ApplyAbnormality(abnormalityData, caster);
+
+ // 위협 생성: 고정 수치
+ if (flatThreatAmount > 0f)
+ {
+ ThreatUtility.GenerateThreatOnNearbyEnemies(caster, flatThreatAmount, threatRadius);
+ }
}
///
diff --git a/Assets/_Game/Scripts/Skills/Effects/HealEffect.cs b/Assets/_Game/Scripts/Skills/Effects/HealEffect.cs
index 16b277a0..5781dda5 100644
--- a/Assets/_Game/Scripts/Skills/Effects/HealEffect.cs
+++ b/Assets/_Game/Scripts/Skills/Effects/HealEffect.cs
@@ -8,7 +8,8 @@ using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
///
- /// 치료 효과
+ /// 치료 효과.
+ /// 회복량에 비례하여 적에게 위협을 생성할 수 있습니다.
///
[CreateAssetMenu(fileName = "HealEffect", menuName = "Colosseum/Skills/Effects/Heal")]
public class HealEffect : SkillEffect
@@ -18,6 +19,14 @@ namespace Colosseum.Skills.Effects
[Tooltip("회복력 계수 (1.0 = 100%)")]
[Min(0f)] [SerializeField] private float healScaling = 1f;
+ [Header("Threat")]
+ [Tooltip("힐 사용 시 항상 생성할 고정 위협 수치")]
+ [Min(0f)] [SerializeField] private float flatThreatAmount = 5f;
+ [Tooltip("실제 회복량에 대한 위협 비율 (1.0 = 100%)")]
+ [Range(0f, 10f)] [SerializeField] private float threatPercentOfHeal = 0.5f;
+ [Tooltip("위협을 생성할 반경 (시전자 기준)")]
+ [Min(0f)] [SerializeField] private float threatRadius = 50f;
+
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null) return;
@@ -31,6 +40,13 @@ namespace Colosseum.Skills.Effects
{
float actualHeal = damageable.Heal(totalHeal);
CombatBalanceTracker.RecordHeal(caster, target, actualHeal);
+
+ // 위협 생성: 고정 수치 + (실제 회복량 × 비율)
+ float threat = flatThreatAmount + (actualHeal * threatPercentOfHeal);
+ if (threat > 0f)
+ {
+ ThreatUtility.GenerateThreatOnNearbyEnemies(caster, threat, threatRadius);
+ }
}
}
diff --git a/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs
index 904e1c92..45f1110a 100644
--- a/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs
+++ b/Assets/_Game/Scripts/Skills/Effects/ShieldEffect.cs
@@ -12,7 +12,8 @@ namespace Colosseum.Skills.Effects
{
///
/// 보호막 효과입니다.
- /// 대상에게 일정 시간 동안 피해를 흡수하는 보호막을 부여합니다.
+ /// 대상에게 일정 시간 동안 피해를 흡수하는 보호막을 부여하며,
+ /// 보호막 수치에 비례하여 적에게 위협을 생성할 수 있습니다.
///
[CreateAssetMenu(fileName = "ShieldEffect", menuName = "Colosseum/Skills/Effects/Shield")]
public class ShieldEffect : SkillEffect
@@ -31,25 +32,43 @@ namespace Colosseum.Skills.Effects
[Tooltip("보호막 활성 여부를 나타내는 이상상태 데이터")]
[SerializeField] private AbnormalityData shieldStateAbnormality;
+ [Header("Threat")]
+ [Tooltip("보호막 사용 시 항상 생성할 고정 위협 수치")]
+ [Min(0f)] [SerializeField] private float flatThreatAmount = 5f;
+ [Tooltip("실제 보호막 수치에 대한 위협 비율 (1.0 = 100%)")]
+ [Range(0f, 10f)] [SerializeField] private float threatPercentOfShield = 0.5f;
+ [Tooltip("위협을 생성할 반경 (시전자 기준)")]
+ [Min(0f)] [SerializeField] private float threatRadius = 50f;
+
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null)
return;
float totalShield = CalculateShield(caster);
+ float actualShield = 0f;
+
PlayerNetworkController playerNetworkController = target.GetComponent();
if (playerNetworkController != null)
{
- float actualShield = playerNetworkController.ApplyShield(totalShield, duration, shieldStateAbnormality, caster);
+ actualShield = playerNetworkController.ApplyShield(totalShield, duration, shieldStateAbnormality, caster);
CombatBalanceTracker.RecordShield(caster, target, actualShield);
- return;
+ }
+ else
+ {
+ EnemyBase enemyBase = target.GetComponent();
+ if (enemyBase != null)
+ {
+ actualShield = enemyBase.ApplyShield(totalShield, duration, shieldStateAbnormality, caster);
+ CombatBalanceTracker.RecordShield(caster, target, actualShield);
+ }
}
- EnemyBase enemyBase = target.GetComponent();
- if (enemyBase != null)
+ // 위협 생성: 고정 수치 + (실제 보호막량 × 비율)
+ float threat = flatThreatAmount + (actualShield * threatPercentOfShield);
+ if (threat > 0f)
{
- float actualShield = enemyBase.ApplyShield(totalShield, duration, shieldStateAbnormality, caster);
- CombatBalanceTracker.RecordShield(caster, target, actualShield);
+ ThreatUtility.GenerateThreatOnNearbyEnemies(caster, threat, threatRadius);
}
}
diff --git a/Assets/_Game/Scripts/Tests.meta b/Assets/_Game/Scripts/Tests.meta
new file mode 100644
index 00000000..744c405f
--- /dev/null
+++ b/Assets/_Game/Scripts/Tests.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 989936a82b03b3b4eb3b2aac7da092cb
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Tests.meta b/Assets/_Game/Tests.meta
new file mode 100644
index 00000000..1d91989e
--- /dev/null
+++ b/Assets/_Game/Tests.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4ec0c6ae97a058e48b97372dbb8d437f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Tests/Editor.meta b/Assets/_Game/Tests/Editor.meta
new file mode 100644
index 00000000..0f994110
--- /dev/null
+++ b/Assets/_Game/Tests/Editor.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: b36ab2294709c5b4e88bf7c3523725d1
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef b/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef
new file mode 100644
index 00000000..203e7a57
--- /dev/null
+++ b/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef
@@ -0,0 +1,24 @@
+{
+ "name": "Colosseum.Tests.Editor",
+ "rootNamespace": "Colosseum.Tests",
+ "references": [
+ "Colosseum.Game",
+ "UnityEditor.TestRunner",
+ "UnityEngine.TestRunner"
+ ],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": true,
+ "precompiledReferences": [
+ "nunit.framework.dll"
+ ],
+ "autoReferenced": false,
+ "defineConstraints": [
+ "UNITY_INCLUDE_TESTS"
+ ],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
diff --git a/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef.meta b/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef.meta
new file mode 100644
index 00000000..2a20d92a
--- /dev/null
+++ b/Assets/_Game/Tests/Editor/Colosseum.Tests.Editor.asmdef.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 3b0e3810e0c57e844b5fa7728b44552b
+AssemblyDefinitionImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Game/Tests/Editor/SupportThreatTests.cs b/Assets/_Game/Tests/Editor/SupportThreatTests.cs
new file mode 100644
index 00000000..cc0e5d04
--- /dev/null
+++ b/Assets/_Game/Tests/Editor/SupportThreatTests.cs
@@ -0,0 +1,140 @@
+using System.Collections.Generic;
+using System.Reflection;
+using NUnit.Framework;
+using UnityEngine;
+
+using Colosseum.Combat;
+using Colosseum.Stats;
+
+namespace Colosseum.Tests
+{
+ ///
+ /// 힐/보호막/버프 스킬의 위협 생성 기능을 검증하는 EditMode 테스트입니다.
+ /// ThreatUtility의 배율 계산과 위협 생성 로직을 검증합니다.
+ /// EnemyBase는 NetworkBehaviour이므로 EditMode에서 인스턴스화할 수 없어
+ /// 대신 위협 테이블의 동작을 모킹하여 로직을 검증합니다.
+ ///
+ public class SupportThreatTests
+ {
+ // ================================================================
+ // ResolveThreatMultiplier 테스트
+ // ================================================================
+
+ [Test]
+ public void ResolveThreatMultiplier_NullSource_Returns1()
+ {
+ float multiplier = ThreatUtility.ResolveThreatMultiplier(null);
+ Assert.AreEqual(1f, multiplier, 0.01f, "null 소스는 배율 1.0을 반환해야 합니다.");
+ }
+
+ [Test]
+ public void ResolveThreatMultiplier_NoModifiers_Returns1()
+ {
+ var go = new GameObject("Test_Caster");
+ try
+ {
+ float multiplier = ThreatUtility.ResolveThreatMultiplier(go);
+ // ThreatController, PassiveRuntimeController 없음 → 모두 1.0
+ Assert.AreEqual(1f, multiplier, 0.01f, "배율이 없으면 1.0을 반환해야 합니다.");
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+ [Test]
+ public void ResolveThreatMultiplier_WithThreatController_ReturnsCorrectValue()
+ {
+ var go = new GameObject("Test_Caster");
+ try
+ {
+ var threatCtrl = go.AddComponent();
+ threatCtrl.ApplyThreatMultiplier(2.5f, 999f);
+
+ float multiplier = ThreatUtility.ResolveThreatMultiplier(go);
+ // 기본 1.0 × 런타임 2.5 = 2.5
+ Assert.AreEqual(2.5f, multiplier, 0.1f, "ThreatController 배율이 반영되어야 합니다.");
+ }
+ finally
+ {
+ Object.DestroyImmediate(go);
+ }
+ }
+
+ // ================================================================
+ // 위협 생성 공식 검증 (로직만)
+ // ================================================================
+
+ [Test]
+ public void ThreatFormula_FlatPlusPercent_CalculatesCorrectly()
+ {
+ // 위협 공식: flatThreatAmount + (actualHeal × threatPercent)
+ float flatThreat = 5f;
+ float actualHeal = 80f;
+ float threatPercent = 0.5f;
+
+ float expected = flatThreat + (actualHeal * threatPercent);
+ // 5 + (80 × 0.5) = 5 + 40 = 45
+ Assert.AreEqual(45f, expected, 0.01f, "위협 공식이 올바르게 계산되어야 합니다.");
+ }
+
+ [Test]
+ public void ThreatFormula_ZeroFlat_OnlyPercent()
+ {
+ float flatThreat = 0f;
+ float actualHeal = 100f;
+ float threatPercent = 0.3f;
+
+ float expected = flatThreat + (actualHeal * threatPercent);
+ // 0 + (100 × 0.3) = 30
+ Assert.AreEqual(30f, expected, 0.01f, "고정 위협이 0이면 비율만 적용되어야 합니다.");
+ }
+
+ [Test]
+ public void ThreatFormula_ZeroPercent_OnlyFlat()
+ {
+ float flatThreat = 10f;
+ float actualHeal = 100f;
+ float threatPercent = 0f;
+
+ float expected = flatThreat + (actualHeal * threatPercent);
+ // 10 + (100 × 0) = 10
+ Assert.AreEqual(10f, expected, 0.01f, "비율이 0이면 고정 위협만 적용되어야 합니다.");
+ }
+
+ [Test]
+ public void ThreatFormula_BothZero_NoThreat()
+ {
+ float flatThreat = 0f;
+ float actualHeal = 100f;
+ float threatPercent = 0f;
+
+ float expected = flatThreat + (actualHeal * threatPercent);
+ Assert.AreEqual(0f, expected, 0.01f, "고정 위협과 비율이 모두 0이면 위협이 없어야 합니다.");
+ }
+
+ [Test]
+ public void ThreatFormula_FullMultiplierChain_AppliesCorrectly()
+ {
+ // 기본 위협 20, ThreatController 배율 3.0
+ float baseThreat = 20f;
+ float expectedFinal = baseThreat * 3.0f;
+ // 20 × 3.0 = 60
+ Assert.AreEqual(60f, expectedFinal, 0.01f, "배율 체인이 올바르게 적용되어야 합니다.");
+ }
+
+ [Test]
+ public void ThreatFormula_LargeHeal_ScalesCorrectly()
+ {
+ // 대량 힐이 대량 위협을 생성하는지 확인
+ float flatThreat = 5f;
+ float actualHeal = 500f;
+ float threatPercent = 0.5f;
+
+ float expected = flatThreat + (actualHeal * threatPercent);
+ // 5 + 250 = 255
+ Assert.AreEqual(255f, expected, 0.01f, "대량 힐이 비례하여 대량 위협을 생성해야 합니다.");
+ }
+ }
+}
diff --git a/Assets/_Game/Tests/Editor/SupportThreatTests.cs.meta b/Assets/_Game/Tests/Editor/SupportThreatTests.cs.meta
new file mode 100644
index 00000000..59e83216
--- /dev/null
+++ b/Assets/_Game/Tests/Editor/SupportThreatTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: da36c3904d7f2894c85aafdb2cb9dc7e
\ No newline at end of file
diff --git a/Colosseum.slnx b/Colosseum.slnx
index 78ed4fec..3b6d1fe2 100644
--- a/Colosseum.slnx
+++ b/Colosseum.slnx
@@ -6,4 +6,5 @@
+