[Abnormality] 이상 상태 시스템 구현

- 이상 상태 데이터 (버프/디버프) ScriptableObject 정의
- 런타임임 활성 이상 상태 관리 (ActiveAbnormality)
- 캐릭터터별 AbnormalityManager 컴포넌트로 이상 상태 적용/제거
- 스킬 효과(AbnormalityEffect)로 스킬에 이상 상태 연동
- UI 슬롯 및 목록 표시 구현 (버프/디버프 구분)
- 테스트 코드 및 씬 설정 추가

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-11 01:35:02 +09:00
parent 8add066c3c
commit ec99e302ed
35 changed files with 2586 additions and 38 deletions

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"Bash(git fsck:*)",
"Bash(git commit:*)",
"Bash(git read-tree:*)",
"Bash(git push:*)"
"Bash(git push:*)",
"Bash(cd \"D:/Colosseum/Assets/Scripts/StatusEffects\" && sed -i 's/ActiveStatusEffect/ActiveStatusEffect/g' StatusEffectManager.cs)",
"Bash(cd \"D:/Colosseum/Assets/Scripts/UI\" && sed -i 's/ActiveStatusEffect/ActiveStatusEffect/g' StatusEffectUI.cs StatusEffectListUI.cs)",
"Bash(cd \"D:/Colosseum/Assets/Scripts\" && mv StatusEffects Abnormalities)",
"Bash(cd \"D:/Colosseum/Assets/Scripts/Abnormalities\" && mv StatusEffectData.cs AbnormalityData.cs && mv ActiveStatusEffect.cs ActiveAbnormality.cs && mv StatusEffectManager.cs AbnormalityManager.cs)",
"Bash(cd \"D:/Colosseum/Assets/Scripts/UI\" && mv StatusEffectUI.cs AbnormalitySlotUI.cs && mv StatusEffectListUI.cs AbnormalityListUI.cs)",
"Bash(git -C \"D:/Colosseum\" mv \"Assets/Scripts/Skills/Effects/BuffEffect.cs\" \"Assets/Scripts/Skills/Effects/AbnormalityEffect.cs\")"
]
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Colosseum.Stats;
namespace Colosseum.Abnormalities
{
/// <summary>
/// 제어 효과 타입
/// </summary>
public enum ControlType
{
None, // 제어 효과 없음
Stun, // 기절 (이동, 스킬 사용 불가)
Silence, // 침묵 (스킬 사용 불가)
Slow // 둔화 (이동 속도 감소)
}
/// <summary>
/// 스탯 수정자 엔트리
/// </summary>
[Serializable]
public class AbnormalityStatModifier
{
[Tooltip("수정할 스탯 타입")]
public StatType statType;
[Tooltip("수정값")]
public float value;
[Tooltip("수정 타입 (Flat: 고정값, PercentAdd: 퍼센트 합산, PercentMult: 퍼센트 곱셈)")]
public StatModType modType;
public AbnormalityStatModifier() { }
public AbnormalityStatModifier(StatType statType, float value, StatModType modType)
{
this.statType = statType;
this.value = value;
this.modType = modType;
}
}
/// <summary>
/// 이상 상태 정의 ScriptableObject
/// 버프/디버프의 데이터를 정의합니다.
/// </summary>
[CreateAssetMenu(fileName = "AbnormalityData", menuName = "Colosseum/Abnormalities/Abnormality")]
public class AbnormalityData : ScriptableObject
{
[Header("기본 정보")]
[Tooltip("이상 상태 이름")]
public string abnormalityName = "Abnormality";
[Tooltip("아이콘")]
public Sprite icon;
[Tooltip("지속 시간 (초, 0 이하면 영구)")]
public float duration = 5f;
[Tooltip("효과 레벨 (중복 처리용, 높으면 우선)")]
public int level = 1;
[Tooltip("디버프 여부")]
public bool isDebuff = false;
[Header("스탯 수정자")]
[Tooltip("스탯에 적용할 수정자 목록")]
public List<AbnormalityStatModifier> statModifiers = new List<AbnormalityStatModifier>();
[Header("주기적 효과 (DoT/HoT)")]
[Tooltip("주기적 효과 간격 (초, 0이면 비활성)")]
public float periodicInterval = 0f;
[Tooltip("주기적 효과값 (양수=힐, 음수=데미지)")]
public float periodicValue = 0f;
[Header("제어 효과 (CC)")]
[Tooltip("제어 효과 타입")]
public ControlType controlType = ControlType.None;
[Tooltip("둔화 배율 (Slow일 때, 0.5 = 50% 감소)")]
[Range(0f, 1f)]
public float slowMultiplier = 0.5f;
/// <summary>
/// 영구 효과인지 확인
/// </summary>
public bool IsPermanent => duration <= 0f;
/// <summary>
/// 주기적 효과가 있는지 확인
/// </summary>
public bool HasPeriodicEffect => periodicInterval > 0f && periodicValue != 0f;
/// <summary>
/// 제어 효과가 있는지 확인
/// </summary>
public bool HasControlEffect => controlType != ControlType.None;
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
using Colosseum.Player;
namespace Colosseum.Abnormalities
{
/// <summary>
/// 캐릭터에 부착되어 이상 상태를 관리하는 컴포넌트
/// 버프/디버프의 적용, 제거, 주기적 효과를 처리합니다.
/// </summary>
public class AbnormalityManager : NetworkBehaviour
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
[Tooltip("PlayerNetworkController 컴포넌트 (HP/MP 관리용)")]
[SerializeField] private PlayerNetworkController networkController;
// 활성화된 이상 상태 목록
private readonly List<ActiveAbnormality> activeAbnormalities = new List<ActiveAbnormality>();
// 제어 효과 상태
private int stunCount;
private int silenceCount;
private float slowMultiplier = 1f;
// 네트워크 동기화용 데이터
private NetworkList<AbnormalitySyncData> syncedAbnormalities;
/// <summary>
/// 기절 상태 여부
/// </summary>
public bool IsStunned => stunCount > 0;
/// <summary>
/// 침묵 상태 여부
/// </summary>
public bool IsSilenced => silenceCount > 0;
/// <summary>
/// 이동 속도 배율 (1.0 = 기본, 0.5 = 50% 감소)
/// </summary>
public float MoveSpeedMultiplier => slowMultiplier;
/// <summary>
/// 행동 가능 여부 (기절이 아닐 때)
/// </summary>
public bool CanAct => !IsStunned;
/// <summary>
/// 스킬 사용 가능 여부
/// </summary>
public bool CanUseSkills => !IsStunned && !IsSilenced;
/// <summary>
/// 활성화된 이상 상태 목록 (읽기 전용)
/// </summary>
public IReadOnlyList<ActiveAbnormality> ActiveAbnormalities => activeAbnormalities;
// 이벤트
public event Action<ActiveAbnormality> OnAbnormalityAdded;
public event Action<ActiveAbnormality> OnAbnormalityRemoved;
public event Action OnAbnormalitiesChanged;
/// <summary>
/// 네트워크 동기화용 이상 상태 데이터 구조체
/// </summary>
private struct AbnormalitySyncData : INetworkSerializable, IEquatable<AbnormalitySyncData>
{
public int AbnormalityId;
public float RemainingDuration;
public ulong SourceClientId;
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref AbnormalityId);
serializer.SerializeValue(ref RemainingDuration);
serializer.SerializeValue(ref SourceClientId);
}
public bool Equals(AbnormalitySyncData other)
{
return AbnormalityId == other.AbnormalityId;
}
}
private void Awake()
{
if (characterStats == null)
characterStats = GetComponent<CharacterStats>();
if (networkController == null)
networkController = GetComponent<PlayerNetworkController>();
syncedAbnormalities = new NetworkList<AbnormalitySyncData>();
}
public override void OnNetworkSpawn()
{
syncedAbnormalities.OnListChanged += OnSyncedAbnormalitiesChanged;
}
public override void OnNetworkDespawn()
{
syncedAbnormalities.OnListChanged -= OnSyncedAbnormalitiesChanged;
}
private void Update()
{
if (!IsServer) return;
UpdateAbnormalities(Time.deltaTime);
}
/// <summary>
/// 이상 상태 적용
/// </summary>
/// <param name="data">적용할 이상 상태 데이터</param>
/// <param name="source">효과 시전자</param>
public void ApplyAbnormality(AbnormalityData data, GameObject source)
{
if (data == null)
{
Debug.LogWarning("[Abnormality] ApplyAbnormality called with null data");
return;
}
if (IsServer)
{
ApplyAbnormalityInternal(data, source);
}
else
{
var sourceNetId = source != null && source.TryGetComponent<NetworkObject>(out var netObj) ? netObj.NetworkObjectId : 0UL;
ApplyAbnormalityServerRpc(data.GetInstanceID(), sourceNetId);
}
}
[Rpc(SendTo.Server)]
private void ApplyAbnormalityServerRpc(int dataId, ulong sourceNetworkId)
{
var data = FindAbnormalityDataById(dataId);
if (data == null)
{
Debug.LogWarning($"[Abnormality] Could not find data with ID: {dataId}");
return;
}
GameObject source = null;
if (sourceNetworkId != 0UL && NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(sourceNetworkId, out var netObj))
{
source = netObj.gameObject;
}
ApplyAbnormalityInternal(data, source);
}
private void ApplyAbnormalityInternal(AbnormalityData data, GameObject source)
{
var existing = FindExistingAbnormality(data);
if (existing != null)
{
if (existing.Data == data)
{
existing.RefreshDuration();
UpdateSyncedAbnormalityDuration(existing);
Debug.Log($"[Abnormality] Refreshed {data.abnormalityName} on {gameObject.name}");
return;
}
if (data.level > existing.Data.level)
{
RemoveAbnormalityInternal(existing);
}
else
{
Debug.Log($"[Abnormality] Ignored {data.abnormalityName} (level {data.level}) - existing level {existing.Data.level} is higher or equal");
return;
}
}
var newAbnormality = new ActiveAbnormality(data, source);
activeAbnormalities.Add(newAbnormality);
ApplyStatModifiers(newAbnormality);
ApplyControlEffect(data);
SyncAbnormalityAdd(newAbnormality, source);
OnAbnormalityAdded?.Invoke(newAbnormality);
OnAbnormalitiesChanged?.Invoke();
Debug.Log($"[Abnormality] Applied {data.abnormalityName} (level {data.level}) to {gameObject.name} for {data.duration}s");
}
/// <summary>
/// 이상 상태 제거
/// </summary>
/// <param name="data">제거할 이상 상태 데이터</param>
public void RemoveAbnormality(AbnormalityData data)
{
if (data == null) return;
if (IsServer)
{
var abnormality = FindExistingAbnormality(data);
if (abnormality != null)
{
RemoveAbnormalityInternal(abnormality);
}
}
else
{
RemoveAbnormalityServerRpc(data.GetInstanceID());
}
}
[Rpc(SendTo.Server)]
private void RemoveAbnormalityServerRpc(int dataId)
{
var abnormality = activeAbnormalities.Find(a => a.Data.GetInstanceID() == dataId);
if (abnormality != null)
{
RemoveAbnormalityInternal(abnormality);
}
}
private void RemoveAbnormalityInternal(ActiveAbnormality abnormality)
{
RemoveStatModifiers(abnormality);
RemoveControlEffect(abnormality.Data);
SyncAbnormalityRemove(abnormality);
activeAbnormalities.Remove(abnormality);
OnAbnormalityRemoved?.Invoke(abnormality);
OnAbnormalitiesChanged?.Invoke();
Debug.Log($"[Abnormality] Removed {abnormality.Data.abnormalityName} from {gameObject.name}");
}
/// <summary>
/// 모든 이상 상태 제거
/// </summary>
public void RemoveAllAbnormalities()
{
if (!IsServer)
{
RemoveAllAbnormalitiesServerRpc();
return;
}
while (activeAbnormalities.Count > 0)
{
RemoveAbnormalityInternal(activeAbnormalities[0]);
}
}
[Rpc(SendTo.Server)]
private void RemoveAllAbnormalitiesServerRpc()
{
RemoveAllAbnormalities();
}
/// <summary>
/// 특정 출처의 모든 이상 상태 제거
/// </summary>
public void RemoveAbnormalitiesFromSource(GameObject source)
{
if (!IsServer)
{
var sourceNetId = source != null && source.TryGetComponent<NetworkObject>(out var netObj) ? netObj.NetworkObjectId : 0UL;
RemoveAbnormalitiesFromSourceServerRpc(sourceNetId);
return;
}
for (int i = activeAbnormalities.Count - 1; i >= 0; i--)
{
if (activeAbnormalities[i].Source == source)
{
RemoveAbnormalityInternal(activeAbnormalities[i]);
}
}
}
[Rpc(SendTo.Server)]
private void RemoveAbnormalitiesFromSourceServerRpc(ulong sourceNetworkId)
{
for (int i = activeAbnormalities.Count - 1; i >= 0; i--)
{
var abnormality = activeAbnormalities[i];
var sourceNetId = abnormality.Source != null && abnormality.Source.TryGetComponent<NetworkObject>(out var netObj) ? netObj.NetworkObjectId : 0UL;
if (sourceNetId == sourceNetworkId)
{
RemoveAbnormalityInternal(abnormality);
}
}
}
private void UpdateAbnormalities(float deltaTime)
{
for (int i = activeAbnormalities.Count - 1; i >= 0; i--)
{
var abnormality = activeAbnormalities[i];
if (abnormality.CanTriggerPeriodic())
{
TriggerPeriodicEffect(abnormality);
}
if (abnormality.Tick(deltaTime))
{
RemoveAbnormalityInternal(abnormality);
}
}
}
private void TriggerPeriodicEffect(ActiveAbnormality abnormality)
{
if (networkController == null) return;
float value = abnormality.Data.periodicValue;
if (value > 0)
{
networkController.RestoreHealthRpc(value);
Debug.Log($"[Abnormality] Periodic heal: +{value} HP from {abnormality.Data.abnormalityName}");
}
else if (value < 0)
{
networkController.TakeDamageRpc(-value);
Debug.Log($"[Abnormality] Periodic damage: {-value} HP from {abnormality.Data.abnormalityName}");
}
}
private ActiveAbnormality FindExistingAbnormality(AbnormalityData data)
{
return activeAbnormalities.Find(a => a.Data.abnormalityName == data.abnormalityName);
}
private void ApplyStatModifiers(ActiveAbnormality abnormality)
{
if (characterStats == null) return;
foreach (var entry in abnormality.Data.statModifiers)
{
var stat = characterStats.GetStat(entry.statType);
if (stat != null)
{
var modifier = new StatModifier(entry.value, entry.modType, abnormality);
abnormality.AppliedModifiers.Add(modifier);
stat.AddModifier(modifier);
}
}
}
private void RemoveStatModifiers(ActiveAbnormality abnormality)
{
if (characterStats == null) return;
foreach (StatType statType in Enum.GetValues(typeof(StatType)))
{
var stat = characterStats.GetStat(statType);
stat?.RemoveAllModifiersFromSource(abnormality);
}
abnormality.AppliedModifiers.Clear();
}
private void ApplyControlEffect(AbnormalityData data)
{
switch (data.controlType)
{
case ControlType.Stun:
stunCount++;
break;
case ControlType.Silence:
silenceCount++;
break;
case ControlType.Slow:
slowMultiplier = Mathf.Min(slowMultiplier, data.slowMultiplier);
break;
}
}
private void RemoveControlEffect(AbnormalityData data)
{
switch (data.controlType)
{
case ControlType.Stun:
stunCount = Mathf.Max(0, stunCount - 1);
break;
case ControlType.Silence:
silenceCount = Mathf.Max(0, silenceCount - 1);
break;
case ControlType.Slow:
RecalculateSlowMultiplier();
break;
}
}
private void RecalculateSlowMultiplier()
{
slowMultiplier = 1f;
foreach (var abnormality in activeAbnormalities)
{
if (abnormality.Data.controlType == ControlType.Slow)
{
slowMultiplier = Mathf.Min(slowMultiplier, abnormality.Data.slowMultiplier);
}
}
}
private void SyncAbnormalityAdd(ActiveAbnormality abnormality, GameObject source)
{
var sourceClientId = source != null && source.TryGetComponent<NetworkObject>(out var netObj) ? netObj.OwnerClientId : 0UL;
var syncData = new AbnormalitySyncData
{
AbnormalityId = abnormality.Data.GetInstanceID(),
RemainingDuration = abnormality.RemainingDuration,
SourceClientId = sourceClientId
};
syncedAbnormalities.Add(syncData);
}
private void UpdateSyncedAbnormalityDuration(ActiveAbnormality abnormality)
{
for (int i = 0; i < syncedAbnormalities.Count; i++)
{
if (syncedAbnormalities[i].AbnormalityId == abnormality.Data.GetInstanceID())
{
var syncData = syncedAbnormalities[i];
syncData.RemainingDuration = abnormality.RemainingDuration;
syncedAbnormalities[i] = syncData;
break;
}
}
}
private void SyncAbnormalityRemove(ActiveAbnormality abnormality)
{
for (int i = 0; i < syncedAbnormalities.Count; i++)
{
if (syncedAbnormalities[i].AbnormalityId == abnormality.Data.GetInstanceID())
{
syncedAbnormalities.RemoveAt(i);
break;
}
}
}
private void OnSyncedAbnormalitiesChanged(NetworkListEvent<AbnormalitySyncData> changeEvent)
{
OnAbnormalitiesChanged?.Invoke();
}
private AbnormalityData FindAbnormalityDataById(int instanceId)
{
var allData = Resources.FindObjectsOfTypeAll<AbnormalityData>();
foreach (var data in allData)
{
if (data.GetInstanceID() == instanceId)
return data;
}
return null;
}
/// <summary>
/// 특정 이름의 이상 상태가 활성화되어 있는지 확인
/// </summary>
public bool HasAbnormality(string name)
{
return activeAbnormalities.Exists(a => a.Data.abnormalityName == name);
}
/// <summary>
/// 특정 데이터의 이상 상태가 활성화되어 있는지 확인
/// </summary>
public bool HasAbnormality(AbnormalityData data)
{
return activeAbnormalities.Exists(a => a.Data.abnormalityName == data.abnormalityName);
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using Colosseum.Stats;
namespace Colosseum.Abnormalities
{
/// <summary>
/// 런타임 활성 이상 상태 인스턴스
/// AbnormalityData의 인스턴스로, 실제 적용 중인 이상 상태를 관리합니다.
/// </summary>
public class ActiveAbnormality
{
/// <summary>
/// 이상 상태 데이터
/// </summary>
public AbnormalityData Data { get; }
/// <summary>
/// 효과를 건 대상 (버프/디버프 시전자)
/// </summary>
public GameObject Source { get; }
/// <summary>
/// 남은 지속 시간
/// </summary>
public float RemainingDuration { get; set; }
/// <summary>
/// 적용된 스탯 수정자 목록
/// </summary>
public List<StatModifier> AppliedModifiers { get; }
/// <summary>
/// 주기적 효과 타이머
/// </summary>
public float PeriodicTimer { get; set; }
/// <summary>
/// 고유 식별자 (네트워크 동기화용)
/// </summary>
public Guid Id { get; }
/// <summary>
/// 활성 이상 상태 생성
/// </summary>
/// <param name="data">이상 상태 데이터</param>
/// <param name="source">효과 시전자</param>
public ActiveAbnormality(AbnormalityData data, GameObject source)
{
Data = data;
Source = source;
RemainingDuration = data.duration;
PeriodicTimer = 0f;
Id = Guid.NewGuid();
AppliedModifiers = new List<StatModifier>();
}
/// <summary>
/// 지속 시간 갱신
/// </summary>
public void RefreshDuration()
{
RemainingDuration = Data.duration;
PeriodicTimer = 0f;
}
/// <summary>
/// 시간 경과 처리
/// </summary>
/// <param name="deltaTime">경과 시간</param>
/// <returns>효과가 만료되었으면 true</returns>
public bool Tick(float deltaTime)
{
// 영구 효과는 시간 감소 없음
if (Data.IsPermanent)
return false;
RemainingDuration -= deltaTime;
// 주기적 효과 타이머 업데이트
if (Data.HasPeriodicEffect)
{
PeriodicTimer += deltaTime;
}
return RemainingDuration <= 0f;
}
/// <summary>
/// 주기적 효과 발동 가능 여부 확인
/// </summary>
/// <returns>발동 가능하면 true</returns>
public bool CanTriggerPeriodic()
{
if (!Data.HasPeriodicEffect)
return false;
if (PeriodicTimer >= Data.periodicInterval)
{
PeriodicTimer -= Data.periodicInterval;
return true;
}
return false;
}
/// <summary>
/// 진행률 (0~1)
/// </summary>
public float Progress
{
get
{
if (Data.IsPermanent)
return 1f;
return Mathf.Clamp01(1f - (RemainingDuration / Data.duration));
}
}
/// <summary>
/// 남은 시간 비율 (1~0, UI 표시용)
/// </summary>
public float RemainingRatio
{
get
{
if (Data.IsPermanent)
return 1f;
return Mathf.Clamp01(RemainingDuration / Data.duration);
}
}
}
}

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using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.Skills.Effects
{
/// <summary>
/// 이상 상태 효과
/// AbnormalityManager를 통해 대상에게 이상 상태를 적용합니다.
/// </summary>
[CreateAssetMenu(fileName = "AbnormalityEffect", menuName = "Colosseum/Skills/Effects/Abnormality")]
public class AbnormalityEffect : SkillEffect
{
[Header("Abnormality")]
[Tooltip("적용할 이상 상태 데이터")]
[SerializeField] private AbnormalityData abnormalityData;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null) return;
if (abnormalityData == null)
{
Debug.LogWarning($"[AbnormalityEffect] AbnormalityData is not assigned");
return;
}
var abnormalityManager = target.GetComponent<AbnormalityManager>();
if (abnormalityManager == null)
{
Debug.LogWarning($"[AbnormalityEffect] Target {target.name} has no AbnormalityManager");
return;
}
abnormalityManager.ApplyAbnormality(abnormalityData, caster);
Debug.Log($"[AbnormalityEffect] Applied {abnormalityData.abnormalityName} to {target.name} from {caster?.name ?? "unknown"}");
}
/// <summary>
/// 이상 상태 데이터 설정 (런타임용)
/// </summary>
public void SetAbnormalityData(AbnormalityData data)
{
abnormalityData = data;
}
}
}

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using UnityEngine;
namespace Colosseum.Skills.Effects
{
/// <summary>
/// 버프/디버프 효과
/// </summary>
[CreateAssetMenu(fileName = "BuffEffect", menuName = "Colosseum/Skills/Effects/Buff")]
public class BuffEffect : SkillEffect
{
[Header("Buff Settings")]
[SerializeField] private string buffName = "Buff";
[Min(0f)] [SerializeField] private float duration = 5f;
[Header("Stat Modifiers")]
[Range(0f, 10f)] [SerializeField] private float moveSpeedMultiplier = 1f;
[Range(0f, 10f)] [SerializeField] private float attackPowerMultiplier = 1f;
[Range(0f, 10f)] [SerializeField] private float defenseMultiplier = 1f;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null) return;
// TODO: 실제 버프 시스템 연동
// var buffSystem = target.GetComponent<BuffSystem>();
// buffSystem?.ApplyBuff(new BuffData(buffName, duration, moveSpeedMultiplier, attackPowerMultiplier, defenseMultiplier));
Debug.Log($"[Buff] {buffName} on {target.name} for {duration}s " +
$"(Speed: {moveSpeedMultiplier}x, ATK: {attackPowerMultiplier}x, DEF: {defenseMultiplier}x)");
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.UI
{
/// <summary>
/// 이상 상태 목록 UI 관리자
/// 버프/디버프 목록을 표시하고 관리합니다.
/// </summary>
public class AbnormalityListUI : MonoBehaviour
{
[Header("Containers")]
[Tooltip("버프 컨테이너")]
[SerializeField] private Transform buffContainer;
[Tooltip("디버프 컨테이너")]
[SerializeField] private Transform debuffContainer;
[Header("Prefab")]
[Tooltip("이상 상태 슬롯 프리팹")]
[SerializeField] private AbnormalitySlotUI slotPrefab;
[Header("Settings")]
[Tooltip("최대 표시 개수")]
[SerializeField] private int maxSlots = 10;
[Tooltip("자동으로 플레이어 추적")]
[SerializeField] private bool autoFindPlayer = true;
// 추적 중인 AbnormalityManager
private AbnormalityManager targetManager;
// 생성된 슬롯 풀
private readonly List<AbnormalitySlotUI> slotPool = new List<AbnormalitySlotUI>();
// 현재 활성화된 슬롯 목록
private readonly List<AbnormalitySlotUI> activeSlots = new List<AbnormalitySlotUI>();
// 이전 프레임의 효과 수 (변경 감지용)
private int lastAbnormalityCount = -1;
private void Start()
{
if (autoFindPlayer)
{
// 로컬 플레이어 찾기
FindLocalPlayer();
}
// 슬롯 풀 초기화
InitializeSlotPool();
}
private void OnDestroy()
{
// 이벤트 구독 해제
if (targetManager != null)
{
targetManager.OnAbnormalityAdded -= OnAbnormalityAdded;
targetManager.OnAbnormalityRemoved -= OnAbnormalityRemoved;
targetManager.OnAbnormalitiesChanged -= OnAbnormalitiesChanged;
}
}
private void Update()
{
// 주기적으로 UI 갱신 (성능 최적화를 위해 매 프레임이 아닌 일정 간격으로)
if (Time.frameCount % 10 == 0) // 10프레임마다 한 번
{
RefreshUI();
}
}
/// <summary>
/// 로컬 플레이어 찾기
/// </summary>
private void FindLocalPlayer()
{
var playerObjects = FindObjectsByType<AbnormalityManager>(FindObjectsSortMode.None);
foreach (var manager in playerObjects)
{
// 네트워크 오브젝트인 경우 로컬 플레이어 확인
if (manager.TryGetComponent<Unity.Netcode.NetworkObject>(out var netObj) && netObj.IsOwner)
{
SetTarget(manager);
return;
}
}
// 네트워크 오브젝트가 없거나 로컬 플레이어를 찾지 못한 경우
// 첫 번째 플레이어 사용 (싱글플레이어용)
if (playerObjects.Length > 0)
{
SetTarget(playerObjects[0]);
}
}
/// <summary>
/// 추적 대상 설정
/// </summary>
/// <param name="manager">추적할 AbnormalityManager</param>
public void SetTarget(AbnormalityManager manager)
{
// 기존 구독 해제
if (targetManager != null)
{
targetManager.OnAbnormalityAdded -= OnAbnormalityAdded;
targetManager.OnAbnormalityRemoved -= OnAbnormalityRemoved;
targetManager.OnAbnormalitiesChanged -= OnAbnormalitiesChanged;
}
targetManager = manager;
// 새로운 대상 구독
if (targetManager != null)
{
targetManager.OnAbnormalityAdded += OnAbnormalityAdded;
targetManager.OnAbnormalityRemoved += OnAbnormalityRemoved;
targetManager.OnAbnormalitiesChanged += OnAbnormalitiesChanged;
}
// 즉시 UI 갱신
ForceRefreshUI();
}
/// <summary>
/// 슬롯 풀 초기화
/// </summary>
private void InitializeSlotPool()
{
if (slotPrefab == null)
{
Debug.LogWarning("[AbnormalityListUI] Slot prefab is not assigned");
return;
}
// 필요한 만큼 슬롯 미리 생성
for (int i = 0; i < maxSlots; i++)
{
var slot = CreateSlot();
slot.gameObject.SetActive(false);
slotPool.Add(slot);
}
}
/// <summary>
/// 새 슬롯 생성
/// </summary>
private AbnormalitySlotUI CreateSlot()
{
var go = Instantiate(slotPrefab.gameObject, transform);
return go.GetComponent<AbnormalitySlotUI>();
}
/// <summary>
/// 슬롯 가져오기 (풀에서 또는 새로 생성)
/// </summary>
private AbnormalitySlotUI GetSlot()
{
// 풀에서 비활성화된 슬롯 찾기
foreach (var slot in slotPool)
{
if (!slot.gameObject.activeSelf)
{
return slot;
}
}
// 풀에 없으면 새로 생성
if (slotPool.Count < maxSlots)
{
var newSlot = CreateSlot();
slotPool.Add(newSlot);
return newSlot;
}
return null;
}
/// <summary>
/// 슬롯 반환 (비활성화)
/// </summary>
private void ReturnSlot(AbnormalitySlotUI slot)
{
slot.gameObject.SetActive(false);
activeSlots.Remove(slot);
}
/// <summary>
/// 이상 상태 추가 시 호출
/// </summary>
private void OnAbnormalityAdded(ActiveAbnormality abnormality)
{
ForceRefreshUI();
}
/// <summary>
/// 이상 상태 제거 시 호출
/// </summary>
private void OnAbnormalityRemoved(ActiveAbnormality abnormality)
{
ForceRefreshUI();
}
/// <summary>
/// 이상 상태 변경 시 호출
/// </summary>
private void OnAbnormalitiesChanged()
{
ForceRefreshUI();
}
/// <summary>
/// UI 강제 갱신
/// </summary>
public void ForceRefreshUI()
{
if (targetManager == null) return;
// 모든 슬롯 반환
foreach (var slot in activeSlots.ToArray())
{
ReturnSlot(slot);
}
activeSlots.Clear();
// 활성화된 이상 상태 표시
var abnormalities = targetManager.ActiveAbnormalities;
foreach (var abnormality in abnormalities)
{
var slot = GetSlot();
if (slot == null) continue;
// 버프/디버프에 따라 적절한 컨테이너에 배치
Transform container = abnormality.Data.isDebuff ? debuffContainer : buffContainer;
if (container == null) container = transform;
slot.transform.SetParent(container, false);
slot.Initialize(abnormality);
slot.gameObject.SetActive(true);
activeSlots.Add(slot);
}
lastAbnormalityCount = abnormalities.Count;
}
/// <summary>
/// UI 주기적 갱신 (변경 감지 시에만)
/// </summary>
private void RefreshUI()
{
if (targetManager == null) return;
int currentCount = targetManager.ActiveAbnormalities.Count;
// 이상 상태 수가 변경되었으면 갱신
if (currentCount != lastAbnormalityCount)
{
ForceRefreshUI();
}
}
/// <summary>
/// 모든 슬롯 숨기기
/// </summary>
public void HideAll()
{
foreach (var slot in activeSlots.ToArray())
{
ReturnSlot(slot);
}
activeSlots.Clear();
}
}
}

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fileFormatVersion: 2
guid: 15447f4a4d271354fb52bbdf1a526c6e

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using UnityEngine;
using UnityEngine.UI;
using TMPro;
using Colosseum.Abnormalities;
namespace Colosseum.UI
{
/// <summary>
/// 개별 이상 상태 UI 슬롯
/// 버프/디버프 아이콘, 지속 시간 등을 표시합니다.
/// </summary>
public class AbnormalitySlotUI : MonoBehaviour
{
[Header("UI References")]
[Tooltip("이상 상태 아이콘")]
[SerializeField] private Image iconImage;
[Tooltip("지속 시간 채우기 이미지 (시계 방향)")]
[SerializeField] private Image durationFill;
[Tooltip("남은 시간 텍스트")]
[SerializeField] private TMP_Text durationText;
[Tooltip("효과 이름 텍스트")]
[SerializeField] private TMP_Text effectNameText;
[Tooltip("배경 이미지 (버프/디버프 구분용)")]
[SerializeField] private Image backgroundImage;
[Header("Colors")]
[Tooltip("버프 배경 색상")]
[SerializeField] private Color buffColor = new Color(0.2f, 0.6f, 0.2f, 0.8f);
[Tooltip("디버프 배경 색상")]
[SerializeField] private Color debuffColor = new Color(0.6f, 0.2f, 0.2f, 0.8f);
private ActiveAbnormality trackedAbnormality;
/// <summary>
/// 추적 중인 활성 이상 상태
/// </summary>
public ActiveAbnormality TrackedAbnormality => trackedAbnormality;
/// <summary>
/// UI 초기화
/// </summary>
/// <param name="abnormality">표시할 활성 이상 상태</param>
public void Initialize(ActiveAbnormality abnormality)
{
trackedAbnormality = abnormality;
if (abnormality?.Data == null)
{
Debug.LogWarning("[AbnormalitySlotUI] Initialize called with null abnormality or data");
return;
}
// 아이콘 설정
if (iconImage != null)
{
iconImage.sprite = abnormality.Data.icon;
iconImage.enabled = abnormality.Data.icon != null;
}
// 이름 설정
if (effectNameText != null)
{
effectNameText.text = abnormality.Data.abnormalityName;
}
// 배경 색상 설정 (버프/디버프 구분)
if (backgroundImage != null)
{
backgroundImage.color = abnormality.Data.isDebuff ? debuffColor : buffColor;
}
// 초기 상태 업데이트
UpdateDisplay(abnormality.RemainingDuration, abnormality.Data.duration);
}
/// <summary>
/// 화면 표시 업데이트
/// </summary>
/// <param name="remainingDuration">남은 시간</param>
/// <param name="totalDuration">전체 시간</param>
public void UpdateDisplay(float remainingDuration, float totalDuration)
{
// 지속 시간 채우기 업데이트
if (durationFill != null)
{
if (totalDuration > 0f)
{
float fillAmount = Mathf.Clamp01(remainingDuration / totalDuration);
durationFill.fillAmount = fillAmount;
durationFill.enabled = true;
}
else
{
// 영구 효과
durationFill.fillAmount = 1f;
}
}
// 남은 시간 텍스트 업데이트
if (durationText != null)
{
if (totalDuration > 0f)
{
if (remainingDuration >= 60f)
{
durationText.text = $"{remainingDuration / 60f:F0}m";
}
else if (remainingDuration >= 1f)
{
durationText.text = $"{remainingDuration:F0}s";
}
else
{
durationText.text = $"{remainingDuration:F1}s";
}
}
else
{
// 영구 효과
durationText.text = "∞";
}
}
}
/// <summary>
/// 프레임마다 호출하여 추적 중인 효과 업데이트
/// </summary>
private void Update()
{
if (trackedAbnormality == null)
{
gameObject.SetActive(false);
return;
}
UpdateDisplay(trackedAbnormality.RemainingDuration, trackedAbnormality.Data.duration);
}
/// <summary>
/// 툴팁 표시용 정보 반환
/// </summary>
public string GetTooltipText()
{
if (trackedAbnormality?.Data == null) return string.Empty;
var data = trackedAbnormality.Data;
string tooltip = $"<b>{data.abnormalityName}</b>\n";
if (!data.IsPermanent)
{
tooltip += $"지속 시간: {trackedAbnormality.RemainingDuration:F1}초\n";
}
else
{
tooltip += "영구 효과\n";
}
if (data.HasPeriodicEffect)
{
tooltip += $"주기적 효과: {data.periodicValue:+0}/ {data.periodicInterval}초\n";
}
if (data.HasControlEffect)
{
tooltip += $"제어 효과: {data.controlType}\n";
}
foreach (var mod in data.statModifiers)
{
string sign = mod.value >= 0 ? "+" : "";
tooltip += $"{mod.statType}: {sign}{mod.value}\n";
}
return tooltip;
}
}
}

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fileFormatVersion: 2
guid: 287a45a81e69cbf48845f88759cf7eb4

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using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.UI
{
/// <summary>
/// 이상 상태 시스템 테스트 스크립트
/// Q 키: 버프 적용, E 키: 디버프 적용
/// 로그를 통해 OnEffect 이벤트 호출 및 이상 상태 적용 과정을 추적합니다.
/// </summary>
public class AbnormalitySystemTest : MonoBehaviour
{
private AbnormalityManager abnormalityManager;
private AbnormalityData testBuff;
private AbnormalityData testDebuff;
private float testTimer;
void Start()
{
// 플레이어에서 AbnormalityManager 찾기
abnormalityManager = GetComponent<AbnormalityManager>();
if (abnormalityManager == null)
{
Debug.LogError("[AbnormalitySystemTest] AbnormalityManager not found on player!");
return;
}
// 테스트용 이상 상태 데이터 생성 (에셋 생성)
testBuff = ScriptableObject.CreateInstance<AbnormalityData>();
testBuff.abnormalityName = "Test Buff";
testBuff.duration = 5f;
testBuff.isDebuff = false;
testDebuff = ScriptableObject.CreateInstance<AbnormalityData>();
testDebuff.abnormalityName = "Test Debuff";
testDebuff.duration = 5f;
testDebuff.isDebuff = true;
// 이벤트 구독
abnormalityManager.OnAbnormalityAdded += OnAbnormalityAdded;
abnormalityManager.OnAbnormalityRemoved += OnAbnormalityRemoved;
Debug.Log("=== Abnormality System Test Started ===");
Debug.Log("Press Q to apply buff, Press E to apply debuff");
Debug.Log($"Initial Active Abnormalities Count: {abnormalityManager.ActiveAbnormalities.Count}");
}
void Update()
{
testTimer += Time.deltaTime;
// Q 키로 버프 적용 (3초마다 1회만)
if (Input.GetKeyDown(KeyCode.Q) && testTimer >= 3f)
{
testTimer = 0f;
ApplyTestBuff();
}
// E 키로 디버프 적용 (3초마다 1회만)
if (Input.GetKeyDown(KeyCode.E) && testTimer >= 3f)
{
testTimer = 0f;
ApplyTestDebuff();
}
}
private void ApplyTestBuff()
{
if (testBuff == null || abnormalityManager == null)
{
Debug.LogWarning("[AbnormalitySystemTest] Cannot apply buff - data or manager is null");
return;
}
Debug.Log($"[AbnormalitySystemTest] >>> Applying BUFF: {testBuff.abnormalityName} to {gameObject.name}");
abnormalityManager.ApplyAbnormality(testBuff, gameObject);
}
private void ApplyTestDebuff()
{
if (testDebuff == null || abnormalityManager == null)
{
Debug.LogWarning("[AbnormalitySystemTest] Cannot apply debuff - data or manager is null");
return;
}
Debug.Log($"[AbnormalitySystemTest] >>> Applying DEBUFF: {testDebuff.abnormalityName} to {gameObject.name}");
abnormalityManager.ApplyAbnormality(testDebuff, gameObject);
}
private void OnAbnormalityAdded(ActiveAbnormality abnormality)
{
Debug.Log($"[AbnormalitySystemTest] <<< ABNORMALITY ADDED: {abnormality.Data.abnormalityName} | isDebuff: {abnormality.Data.isDebuff} | Duration: {abnormality.Data.duration}s | Remaining: {abnormality.RemainingDuration:F1}s");
}
private void OnAbnormalityRemoved(ActiveAbnormality abnormality)
{
Debug.Log($"[AbnormalitySystemTest] <<< ABNORMALITY REMOVED: {abnormality.Data.abnormalityName}");
}
void OnDestroy()
{
// 이벤트 구독 해제
if (abnormalityManager != null)
{
abnormalityManager.OnAbnormalityAdded -= OnAbnormalityAdded;
abnormalityManager.OnAbnormalityRemoved -= OnAbnormalityRemoved;
}
// 정리
if (testBuff != null) Destroy(testBuff);
if (testDebuff != null) Destroy(testDebuff);
}
}
}

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