using UnityEngine; using Colosseum.Abnormalities; using Colosseum.Enemy; using Colosseum.Player; using Colosseum.Stats; using Colosseum.Combat; using Colosseum.Passives; using Colosseum.Skills; namespace Colosseum.Skills.Effects { /// /// 보호막 효과입니다. /// 대상에게 일정 시간 동안 피해를 흡수하는 보호막을 부여하며, /// 보호막 수치에 비례하여 적에게 위협을 생성할 수 있습니다. /// [CreateAssetMenu(fileName = "ShieldEffect", menuName = "Colosseum/Skills/Effects/Shield")] public class ShieldEffect : SkillEffect { [Header("Shield")] [Tooltip("기본 보호막 수치")] [Min(0f)] [SerializeField] private float baseShield = 100f; [Tooltip("회복력 계수")] [Min(0f)] [SerializeField] private float shieldScaling = 0.5f; [Tooltip("보호막 지속 시간")] [Min(0f)] [SerializeField] private float duration = 5f; [Header("Abnormality")] [Tooltip("보호막 활성 여부를 나타내는 이상상태 데이터")] [SerializeField] private AbnormalityData shieldStateAbnormality; [Header("Threat")] [Tooltip("보호막 사용 시 항상 생성할 고정 위협 수치")] [Min(0f)] [SerializeField] private float flatThreatAmount = 5f; [Tooltip("실제 보호막 수치에 대한 위협 비율 (1.0 = 100%)")] [Range(0f, 10f)] [SerializeField] private float threatPercentOfShield = 0.5f; [Tooltip("위협을 생성할 반경 (시전자 기준)")] [Min(0f)] [SerializeField] private float threatRadius = 50f; protected override void ApplyEffect(GameObject caster, GameObject target) { if (target == null) return; float totalShield = CalculateShield(caster); float actualShield = 0f; PlayerNetworkController playerNetworkController = target.GetComponent(); if (playerNetworkController != null) { actualShield = playerNetworkController.ApplyShield(totalShield, duration, shieldStateAbnormality, caster); CombatBalanceTracker.RecordShield(caster, target, actualShield); } else { EnemyBase enemyBase = target.GetComponent(); if (enemyBase != null) { actualShield = enemyBase.ApplyShield(totalShield, duration, shieldStateAbnormality, caster); CombatBalanceTracker.RecordShield(caster, target, actualShield); } } // 위협 생성: 고정 수치 + (실제 보호막량 × 비율) float threat = flatThreatAmount + (actualShield * threatPercentOfShield); if (threat > 0f) { ThreatUtility.GenerateThreatOnNearbyEnemies(caster, threat, threatRadius); } } private float CalculateShield(GameObject caster) { CharacterStats stats = caster != null ? caster.GetComponent() : null; if (stats == null) { return baseShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster) * PassiveRuntimeModifierUtility.GetShieldDoneMultiplier(caster); } float resolvedShield = baseShield + (stats.HealPower * shieldScaling); return resolvedShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster) * PassiveRuntimeModifierUtility.GetShieldDoneMultiplier(caster); } } }