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);
}
}
}