using UnityEngine;
using Colosseum.Stats;
using Colosseum.Combat;
namespace Colosseum.Skills.Effects
{
///
/// 치료 효과
///
[CreateAssetMenu(fileName = "HealEffect", menuName = "Colosseum/Skills/Effects/Heal")]
public class HealEffect : SkillEffect
{
[Header("Heal Settings")]
[Min(0f)] [SerializeField] private float baseHeal = 10f;
[Tooltip("회복력 계수 (1.0 = 100%)")]
[Min(0f)] [SerializeField] private float healScaling = 1f;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null) return;
// 회복량 계산
float totalHeal = CalculateHeal(caster);
// 타겟에 회복 적용 (IDamageable 인터페이스 사용)
var damageable = target.GetComponent();
if (damageable != null)
{
float actualHeal = damageable.Heal(totalHeal);
CombatBalanceTracker.RecordHeal(caster, target, actualHeal);
}
}
///
/// 시전자 스탯 기반 회복량 계산
/// 공식: baseHeal + (healPower * healScaling)
///
private float CalculateHeal(GameObject caster)
{
var stats = caster.GetComponent();
if (stats == null)
{
return baseHeal;
}
return baseHeal + (stats.HealPower * healScaling);
}
}
}