using System;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Abnormalities;
using Colosseum.Stats;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Player
{
///
/// 플레이어 네트워크 상태 관리 (HP, MP 등)
///
public class PlayerNetworkController : NetworkBehaviour, IDamageable
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
[Tooltip("이상상태 관리자 (없으면 자동 검색)")]
[SerializeField] private AbnormalityManager abnormalityManager;
// 네트워크 동기화 변수
private NetworkVariable currentHealth = new NetworkVariable(100f);
private NetworkVariable currentMana = new NetworkVariable(50f);
private NetworkVariable isDead = new NetworkVariable(false);
public float Health => currentHealth.Value;
public float Mana => currentMana.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public CharacterStats Stats => characterStats;
// 체력/마나 변경 이벤트
public event Action OnHealthChanged; // (oldValue, newValue)
public event Action OnManaChanged; // (oldValue, newValue)
// 사망 이벤트
public event Action OnDeath;
public event Action OnDeathStateChanged; // (isDead)
public event Action OnRespawned;
// IDamageable 구현
public float CurrentHealth => currentHealth.Value;
public bool IsDead => isDead.Value;
public override void OnNetworkSpawn()
{
// CharacterStats 참조 확인
if (characterStats == null)
{
characterStats = GetComponent();
}
if (abnormalityManager == null)
{
abnormalityManager = GetComponent();
}
// 네트워크 변수 변경 콜백 등록
currentHealth.OnValueChanged += HandleHealthChanged;
currentMana.OnValueChanged += HandleManaChanged;
isDead.OnValueChanged += HandleDeathStateChanged;
// 초기화
if (IsServer)
{
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
isDead.Value = false;
}
}
public override void OnNetworkDespawn()
{
// 콜백 해제
currentHealth.OnValueChanged -= HandleHealthChanged;
currentMana.OnValueChanged -= HandleManaChanged;
isDead.OnValueChanged -= HandleDeathStateChanged;
}
private void HandleHealthChanged(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(oldValue, newValue);
}
private void HandleManaChanged(float oldValue, float newValue)
{
OnManaChanged?.Invoke(oldValue, newValue);
}
private void HandleDeathStateChanged(bool oldValue, bool newValue)
{
OnDeathStateChanged?.Invoke(newValue);
}
///
/// 대미지 적용 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void TakeDamageRpc(float damage)
{
if (isDead.Value || IsDamageImmune()) return;
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
}
///
/// 마나 소모 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void UseManaRpc(float amount)
{
if (isDead.Value) return;
currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
}
///
/// 체력 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreHealthRpc(float amount)
{
if (isDead.Value) return;
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
}
///
/// 마나 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreManaRpc(float amount)
{
if (isDead.Value) return;
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
}
///
/// 사망 애니메이션 재생 (모든 클라이언트에서 실행)
///
[Rpc(SendTo.Everyone)]
private void PlayDeathAnimationRpc()
{
var animator = GetComponentInChildren();
if (animator != null)
{
animator.SetTrigger("Die");
}
}
///
/// 사망 처리 (서버에서만 실행)
///
private void HandleDeath()
{
if (isDead.Value) return;
isDead.Value = true;
// 사망 시 활성 이상 상태를 정리해 리스폰 시 잔존하지 않게 합니다.
if (abnormalityManager != null)
{
abnormalityManager.RemoveAllAbnormalities();
}
// 이동 비활성화
var movement = GetComponent();
if (movement != null)
{
movement.enabled = false;
}
// 스킬 입력 비활성화
var skillInput = GetComponent();
if (skillInput != null)
{
skillInput.enabled = false;
}
// 실행 중인 스킬 즉시 취소
var skillController = GetComponent();
if (skillController != null)
{
skillController.CancelSkill();
}
// 모든 클라이언트에서 사망 애니메이션 재생
PlayDeathAnimationRpc();
// 사망 이벤트 발생
OnDeath?.Invoke(this);
Debug.Log($"[Player] Player {OwnerClientId} died!");
}
///
/// 리스폰 (서버에서만 실행)
///
public void Respawn()
{
if (!IsServer) return;
if (abnormalityManager != null)
{
abnormalityManager.RemoveAllAbnormalities();
}
isDead.Value = false;
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
// 이동 재활성화
var movement = GetComponent();
if (movement != null)
{
movement.enabled = true;
}
// 스킬 입력 재활성화
var skillInput = GetComponent();
if (skillInput != null)
{
skillInput.enabled = true;
}
// 애니메이션 리셋
var animator = GetComponentInChildren();
if (animator != null)
{
animator.Rebind();
}
OnRespawned?.Invoke(this);
Debug.Log($"[Player] Player {OwnerClientId} respawned!");
}
#region IDamageable
///
/// 대미지 적용 (서버에서만 호출)
///
public float TakeDamage(float damage, object source = null)
{
if (!IsServer || isDead.Value || IsDamageImmune()) return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
return actualDamage;
}
///
/// 체력 회복 (서버에서만 호출)
///
public float Heal(float amount)
{
if (!IsServer || isDead.Value) return 0f;
float actualHeal = Mathf.Min(amount, MaxHealth - currentHealth.Value);
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
return actualHeal;
}
private bool IsDamageImmune()
{
return abnormalityManager != null && abnormalityManager.IsInvincible;
}
#endregion
}
}