using UnityEngine;
using Unity.Netcode;
using Colosseum.Enemy;
namespace Colosseum.Skills.Effects
{
///
/// 프리팹 스폰 효과 (투사체, 파티클 등)
///
[CreateAssetMenu(fileName = "SpawnEffect", menuName = "Colosseum/Skills/Effects/Spawn")]
public class SpawnEffect : SkillEffect
{
[Header("Spawn Settings")]
[SerializeField] private GameObject prefab;
[SerializeField] private SpawnLocation spawnLocation = SpawnLocation.Caster;
[SerializeField] private Vector3 spawnOffset = Vector3.zero;
[SerializeField] private bool parentToCaster = false;
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
[Tooltip("전투 컨텍스트의 현재 타겟을 스폰 방향 계산에 사용할지 여부")]
[SerializeField] private bool useCombatContextTarget = false;
[Header("Hit Settings")]
[Tooltip("투사체가 대상에 명중했을 때 적용할 효과. 미설정 시 명중 효과 없음.")]
[SerializeField] private SkillEffect hitEffect;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (prefab == null || caster == null) return;
GameObject resolvedTarget = ResolveTarget(caster, target);
Vector3 spawnPos = GetSpawnPosition(caster, resolvedTarget) + spawnOffset;
Quaternion spawnRot = GetSpawnRotation(caster, resolvedTarget);
var networkObject = prefab.GetComponent();
if (networkObject != null)
{
// 네트워크 오브젝트: 서버에서 스폰 후 전파
// (OnEffect 가드에 의해 이미 서버에서만 호출됨)
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot);
var spawnedNet = instance.GetComponent();
spawnedNet.Spawn(destroyWithScene: true);
var projectile = instance.GetComponent();
if (projectile != null)
projectile.Initialize(caster, hitEffect);
}
else
{
// 로컬 오브젝트 (파티클 등): 기존 방식 유지
Transform parent = parentToCaster ? caster.transform : null;
GameObject instance = Object.Instantiate(prefab, spawnPos, spawnRot, parent);
var projectile = instance.GetComponent();
if (projectile != null)
projectile.Initialize(caster, hitEffect);
if (autoDestroyTime > 0f)
Object.Destroy(instance, autoDestroyTime);
}
}
private GameObject ResolveTarget(GameObject caster, GameObject target)
{
if (!useCombatContextTarget)
return target;
if (target != null && target != caster)
return target;
BossCombatBehaviorContext context = caster.GetComponent();
return context != null && context.CurrentTarget != null
? context.CurrentTarget
: target;
}
private Vector3 GetSpawnPosition(GameObject caster, GameObject target)
{
return spawnLocation switch
{
SpawnLocation.Caster => caster.transform.position,
SpawnLocation.CasterForward => caster.transform.position + caster.transform.forward * 2f,
SpawnLocation.Target => target != null ? target.transform.position : caster.transform.position,
_ => caster.transform.position
};
}
private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
{
// target이 있으면 항상 target 방향 우선 (SingleAlly 타게팅 지원)
if (target != null && target != caster)
{
Vector3 lookDirection = target.transform.position - caster.transform.position;
if (lookDirection.sqrMagnitude > 0.0001f)
return Quaternion.LookRotation(lookDirection);
}
// target이 없으면 spawnLocation 기준
if (spawnLocation == SpawnLocation.Target)
return caster.transform.rotation;
return caster.transform.rotation;
}
}
public enum SpawnLocation
{
Caster,
CasterForward,
Target
}
}