using UnityEngine;
namespace Colosseum.Skills
{
///
/// 스킬 투사체. 충돌 시 연결된 효과를 적용합니다.
///
[RequireComponent(typeof(Rigidbody))]
public class SkillProjectile : MonoBehaviour
{
[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;
}
}
private void Start()
{
Destroy(gameObject, lifetime);
}
private void FixedUpdate()
{
if (!initialized || rb == null) return;
rb.linearVelocity = transform.forward * speed;
}
private void OnTriggerEnter(Collider other)
{
if (!initialized || sourceEffect == null) return;
if (other.gameObject == caster) return;
// 유효한 타겟인지 확인
if (!sourceEffect.IsValidTarget(caster, other.gameObject))
return;
// 충돌 이펙트
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)
{
Destroy(gameObject);
}
}
public void SetDirection(Vector3 direction)
{
transform.rotation = Quaternion.LookRotation(direction.normalized);
}
}
}