using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
using Colosseum.Skills;
namespace Colosseum.Player
{
///
/// 플레이어 스킬 입력 처리.
/// 논타겟 방식: 입력 시 즉시 스킬 시전
///
public class PlayerSkillInput : NetworkBehaviour
{
[Header("Skill Slots")]
[Tooltip("각 슬롯에 등록할 스킬 데이터 (6개)")]
[SerializeField] private SkillData[] skillSlots = new SkillData[6];
[Header("References")]
[Tooltip("SkillController (없으면 자동 검색)")]
[SerializeField] private SkillController skillController;
[Tooltip("PlayerNetworkController (없으면 자동 검색)")]
[SerializeField] private PlayerNetworkController networkController;
private InputSystem_Actions inputActions;
public SkillData[] SkillSlots => skillSlots;
public override void OnNetworkSpawn()
{
if (!IsOwner)
{
enabled = false;
return;
}
// SkillController 참조 확인
if (skillController == null)
{
skillController = GetComponent();
if (skillController == null)
{
Debug.LogError("PlayerSkillInput: SkillController not found!");
enabled = false;
return;
}
}
// PlayerNetworkController 참조 확인
if (networkController == null)
{
networkController = GetComponent();
}
InitializeInputActions();
}
private void InitializeInputActions()
{
inputActions = new InputSystem_Actions();
inputActions.Player.Enable();
// 스킬 액션 콜백 등록
inputActions.Player.Skill1.performed += _ => OnSkillInput(0);
inputActions.Player.Skill2.performed += _ => OnSkillInput(1);
inputActions.Player.Skill3.performed += _ => OnSkillInput(2);
inputActions.Player.Skill4.performed += _ => OnSkillInput(3);
inputActions.Player.Skill5.performed += _ => OnSkillInput(4);
inputActions.Player.Skill6.performed += _ => OnSkillInput(5);
}
public override void OnNetworkDespawn()
{
if (inputActions != null)
{
inputActions.Player.Skill1.performed -= _ => OnSkillInput(0);
inputActions.Player.Skill2.performed -= _ => OnSkillInput(1);
inputActions.Player.Skill3.performed -= _ => OnSkillInput(2);
inputActions.Player.Skill4.performed -= _ => OnSkillInput(3);
inputActions.Player.Skill5.performed -= _ => OnSkillInput(4);
inputActions.Player.Skill6.performed -= _ => OnSkillInput(5);
inputActions.Disable();
}
}
///
/// 스킬 입력 처리
///
private void OnSkillInput(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
SkillData skill = skillSlots[slotIndex];
if (skill == null)
{
Debug.Log($"Skill slot {slotIndex + 1} is empty");
return;
}
// 마나 비용 체크
if (networkController != null && networkController.Mana < skill.ManaCost)
{
Debug.Log($"Not enough mana for skill: {skill.SkillName} (Required: {skill.ManaCost}, Current: {networkController.Mana})");
return;
}
// 논타겟: 타겟 없이 스킬 시전
bool success = skillController.ExecuteSkill(skill);
if (!success)
{
Debug.Log($"Cannot execute skill: {skill.SkillName}");
return;
}
// 스킬 성공 시 마나 소모
if (networkController != null && skill.ManaCost > 0)
{
networkController.UseManaRpc(skill.ManaCost);
}
}
///
/// 스킬 슬롯 접근자
///
public SkillData GetSkill(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return null;
return skillSlots[slotIndex];
}
///
/// 스킬 슬롯 변경
///
public void SetSkill(int slotIndex, SkillData skill)
{
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
skillSlots[slotIndex] = skill;
}
///
/// 남은 쿨타임 조회
///
public float GetRemainingCooldown(int slotIndex)
{
SkillData skill = GetSkill(slotIndex);
if (skill == null) return 0f;
return skillController.GetRemainingCooldown(skill);
}
///
/// 스킬 사용 가능 여부
///
public bool CanUseSkill(int slotIndex)
{
SkillData skill = GetSkill(slotIndex);
if (skill == null) return false;
return !skillController.IsOnCooldown(skill) && !skillController.IsExecutingSkill;
}
}
}