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);
}
}
}