using UnityEngine; using Colosseum.Combat; using Colosseum.Player; using Colosseum.Stats; using Colosseum.Weapons; namespace Colosseum.Skills.Effects { /// /// 피격 제어 상태에 따라 추가 피해를 줄 수 있는 대미지 효과입니다. /// 현재는 다운 상태인 대상에게 추가 배율을 적용합니다. /// [CreateAssetMenu(fileName = "HitReactionDamageEffect", menuName = "Colosseum/Skills/Effects/HitReaction Damage")] public class HitReactionDamageEffect : SkillEffect { [Header("Damage Settings")] [Min(0f)] [SerializeField] private float baseDamage = 10f; [SerializeField] private DamageType damageType = DamageType.Physical; [Tooltip("스탯 계수 (1.0 = 100%)")] [Min(0f)] [SerializeField] private float statScaling = 1f; [Header("Hit Reaction Bonus")] [Tooltip("다운 상태인 대상에게 추가 배율을 적용할지 여부")] [SerializeField] private bool bonusAgainstDownedTarget = true; [Tooltip("다운 상태 대상에게 적용되는 추가 피해 배율")] [Min(1f)] [SerializeField] private float downedDamageMultiplier = 1.5f; protected override void ApplyEffect(GameObject caster, GameObject target) { if (target == null) return; IDamageable damageable = target.GetComponent(); if (damageable == null) return; float totalDamage = CalculateDamage(caster); HitReactionController hitReactionController = target.GetComponent(); if (hitReactionController == null) hitReactionController = target.GetComponentInParent(); if (bonusAgainstDownedTarget && hitReactionController != null && hitReactionController.IsDowned) { totalDamage *= downedDamageMultiplier; } damageable.TakeDamage(totalDamage, caster); } /// /// 시전자 스탯 기반 대미지 계산 /// 공식: baseDamage + (statDamage * scaling) /// private float CalculateDamage(GameObject caster) { if (damageType == DamageType.True) { return baseDamage; } CharacterStats stats = caster != null ? caster.GetComponent() : null; if (stats == null) { return baseDamage; } float statDamage = damageType switch { DamageType.Physical => stats.PhysicalDamage, DamageType.Magical => stats.MagicDamage, DamageType.Ranged => stats.Dexterity.FinalValue * 2f, _ => 0f, }; float baseTotal = baseDamage + (statDamage * statScaling); return baseTotal * GetDamageMultiplier(caster); } /// /// 시전자의 무기 데미지 배율 조회 /// private float GetDamageMultiplier(GameObject caster) { WeaponEquipment weaponEquipment = caster != null ? caster.GetComponent() : null; return weaponEquipment != null ? weaponEquipment.DamageMultiplier : 1f; } } }