using System;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
using Colosseum.Combat;
namespace Colosseum.Player
{
///
/// 플레이어 네트워크 상태 관리 (HP, MP 등)
///
public class PlayerNetworkController : NetworkBehaviour, IDamageable
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
// 네트워크 동기화 변수
private NetworkVariable currentHealth = new NetworkVariable(100f);
private NetworkVariable currentMana = new NetworkVariable(50f);
public float Health => currentHealth.Value;
public float Mana => currentMana.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public CharacterStats Stats => characterStats;
// 체력/마나 변경 이벤트
public event Action OnHealthChanged; // (oldValue, newValue)
public event Action OnManaChanged; // (oldValue, newValue)
// IDamageable 구현
public float CurrentHealth => currentHealth.Value;
public bool IsDead => currentHealth.Value <= 0f;
public override void OnNetworkSpawn()
{
// CharacterStats 참조 확인
if (characterStats == null)
{
characterStats = GetComponent();
}
// 네트워크 변수 변경 콜백 등록
currentHealth.OnValueChanged += HandleHealthChanged;
currentMana.OnValueChanged += HandleManaChanged;
// 초기화
if (IsServer)
{
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
}
}
public override void OnNetworkDespawn()
{
// 콜백 해제
currentHealth.OnValueChanged -= HandleHealthChanged;
currentMana.OnValueChanged -= HandleManaChanged;
}
private void HandleHealthChanged(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(oldValue, newValue);
}
private void HandleManaChanged(float oldValue, float newValue)
{
OnManaChanged?.Invoke(oldValue, newValue);
}
///
/// 대미지 적용 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void TakeDamageRpc(float damage)
{
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
}
///
/// 마나 소모 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void UseManaRpc(float amount)
{
currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
}
///
/// 체력 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreHealthRpc(float amount)
{
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
}
///
/// 마나 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreManaRpc(float amount)
{
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
}
private void HandleDeath()
{
// TODO: 사망 처리 로직
Debug.Log($"Player {OwnerClientId} died!");
}
#region IDamageable
///
/// 대미지 적용 (서버에서만 호출)
///
public float TakeDamage(float damage, object source = null)
{
if (!IsServer) return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
return actualDamage;
}
///
/// 체력 회복 (서버에서만 호출)
///
public float Heal(float amount)
{
if (!IsServer) return 0f;
float actualHeal = Mathf.Min(amount, MaxHealth - currentHealth.Value);
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
return actualHeal;
}
#endregion
}
}