using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Netcode;
using Colosseum.Skills;
using Colosseum.Weapons;
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 + 긴급회피)")]
[SerializeField] private SkillData[] skillSlots = new SkillData[7];
[Header("References")]
[Tooltip("SkillController (없으면 자동 검색)")]
[SerializeField] private SkillController skillController;
[Tooltip("PlayerNetworkController (없으면 자동 검색)")]
[SerializeField] private PlayerNetworkController networkController;
[Tooltip("WeaponEquipment (없으면 자동 검색)")]
[SerializeField] private WeaponEquipment weaponEquipment;
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();
}
// WeaponEquipment 참조 확인
if (weaponEquipment == null)
{
weaponEquipment = 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);
inputActions.Player.Evade.performed += _ => OnSkillInput(6);
}
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.Player.Evade.performed -= _ => OnSkillInput(6);
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($"Skill slot {slotIndex + 1} is empty");
return;
}
// 사망 상태 체크
if (networkController != null && networkController.IsDead)
return;
// 로컬 체크 (빠른 피드백용)
if (skillController.IsExecutingSkill)
{
Debug.Log($"Already executing skill");
return;
}
if (skillController.IsOnCooldown(skill))
{
Debug.Log($"Skill {skill.SkillName} is on cooldown");
return;
}
// 마나 비용 체크 (무기 배율 적용)
float actualManaCost = GetActualManaCost(skill);
if (networkController != null && networkController.Mana < actualManaCost)
{
Debug.Log($"Not enough mana for skill: {skill.SkillName}");
return;
}
// 서버에 스킬 실행 요청
RequestSkillExecutionRpc(slotIndex);
}
///
/// 서버에 스킬 실행 요청
///
[Rpc(SendTo.Server)]
private void RequestSkillExecutionRpc(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
SkillData skill = skillSlots[slotIndex];
if (skill == null) return;
// 서버에서 다시 검증
// 사망 상태 체크
if (networkController != null && networkController.IsDead)
return;
if (skillController.IsExecutingSkill || skillController.IsOnCooldown(skill))
return;
// 마나 비용 체크 (무기 배율 적용)
float actualManaCost = GetActualManaCost(skill);
if (networkController != null && networkController.Mana < actualManaCost)
return;
// 마나 소모 (무기 배율 적용)
if (networkController != null && actualManaCost > 0)
{
networkController.UseManaRpc(actualManaCost);
}
// 모든 클라이언트에 스킬 실행 전파
BroadcastSkillExecutionRpc(slotIndex);
}
///
/// 모든 클라이언트에 스킬 실행 전파
///
[Rpc(SendTo.ClientsAndHost)]
private void BroadcastSkillExecutionRpc(int slotIndex)
{
if (slotIndex < 0 || slotIndex >= skillSlots.Length)
return;
SkillData skill = skillSlots[slotIndex];
if (skill == null) return;
// 모든 클라이언트에서 스킬 실행 (애니메이션 포함)
skillController.ExecuteSkill(skill);
}
///
/// 무기 마나 배율이 적용된 실제 마나 비용 계산
///
private float GetActualManaCost(SkillData skill)
{
if (skill == null) return 0f;
float baseCost = skill.ManaCost;
float multiplier = weaponEquipment != null ? weaponEquipment.ManaCostMultiplier : 1f;
return baseCost * multiplier;
}
///
/// 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;
}
}
}