using UnityEngine; using Unity.Netcode; namespace Colosseum.Skills { /// /// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다. /// 서버에서만 이동/충돌을 처리하며, NetworkTransform으로 위치를 동기화합니다. /// [RequireComponent(typeof(Rigidbody))] public class SkillProjectile : NetworkBehaviour { [Header("이동 설정")] [Min(0f)] [SerializeField] private float speed = 15f; [Min(0f)] [SerializeField] private float lifetime = 5f; [Header("관통 설정")] [SerializeField] private bool penetrate = false; [SerializeField] private int maxPenetration = 1; [Header("충돌 이펙트")] [SerializeField] private GameObject hitEffect; [SerializeField] private float hitEffectDuration = 2f; private GameObject caster; private SkillEffect sourceEffect; private int penetrationCount; private Rigidbody rb; private bool initialized; /// /// 투사체 초기화 /// public void Initialize(GameObject caster, SkillEffect sourceEffect) { this.caster = caster; this.sourceEffect = sourceEffect; initialized = true; rb = GetComponent(); if (rb != null) { rb.useGravity = false; rb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; } // caster 및 자식 콜라이더와의 충돌 무시 var myColliders = GetComponents(); foreach (var cc in caster.GetComponentsInChildren()) foreach (var mc in myColliders) Physics.IgnoreCollision(mc, cc); } private void Start() { // 서버에서만 수명 관리 if (IsServer) Invoke(nameof(ServerDespawn), lifetime); } private void FixedUpdate() { // 서버에서만 이동 처리 if (!IsServer || !initialized || rb == null) return; rb.linearVelocity = transform.forward * speed; } private void OnTriggerEnter(Collider other) { // 서버에서만 충돌 처리 if (!IsServer || !initialized || sourceEffect == null) return; if (other.gameObject == caster) return; // 유효한 타겟인지 확인 if (!sourceEffect.IsValidTarget(caster, other.gameObject)) return; // 충돌 이펙트 (서버에서 스폰 → 클라이언트에도 표시되려면 NetworkObject여야 함) if (hitEffect != null) { var effect = Instantiate(hitEffect, transform.position, transform.rotation); Destroy(effect, hitEffectDuration); } // 효과 적용 sourceEffect.ExecuteOnHit(caster, other.gameObject); penetrationCount++; if (!penetrate || penetrationCount >= maxPenetration) { ServerDespawn(); } } private void ServerDespawn() { if (!IsServer || !IsSpawned) return; NetworkObject.Despawn(true); } public void SetDirection(Vector3 direction) { transform.rotation = Quaternion.LookRotation(direction.normalized); } } }