using UnityEngine; using Colosseum.Stats; using Colosseum.Combat; using Colosseum.Passives; using Colosseum.Skills; namespace Colosseum.Skills.Effects { /// /// 치료 효과. /// 회복량에 비례하여 적에게 위협을 생성할 수 있습니다. /// [CreateAssetMenu(fileName = "HealEffect", menuName = "Colosseum/Skills/Effects/Heal")] public class HealEffect : SkillEffect { [Header("Heal Settings")] [Min(0f)] [SerializeField] private float baseHeal = 10f; [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; // 회복량 계산 float totalHeal = CalculateHeal(caster); // 타겟에 회복 적용 (IDamageable 인터페이스 사용) var damageable = target.GetComponent(); if (damageable != null) { 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); } } } /// /// 시전자 스탯 기반 회복량 계산 /// 공식: baseHeal + (healPower * healScaling) /// private float CalculateHeal(GameObject caster) { var stats = caster.GetComponent(); if (stats == null) { return baseHeal * SkillRuntimeModifierUtility.GetHealMultiplier(caster) * PassiveRuntimeModifierUtility.GetHealMultiplier(caster); } float resolvedHeal = baseHeal + (stats.HealPower * healScaling); return resolvedHeal * SkillRuntimeModifierUtility.GetHealMultiplier(caster) * PassiveRuntimeModifierUtility.GetHealMultiplier(caster); } } }