using UnityEngine;
using System.Collections.Generic;
using Unity.Netcode;
namespace Colosseum.Skills
{
///
/// 스킬 강제 취소 이유
///
public enum SkillCancelReason
{
None,
Manual,
Interrupt,
Death,
Stun,
HitReaction,
Respawn,
}
///
/// 스킬 실행을 관리하는 컴포넌트.
/// 애니메이션 이벤트 기반으로 효과가 발동됩니다.
///
public class SkillController : NetworkBehaviour
{
private const string SKILL_STATE_NAME = "Skill";
private const string END_STATE_NAME = "SkillEnd";
[Header("애니메이션")]
[SerializeField] private Animator animator;
[Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")]
[SerializeField] private RuntimeAnimatorController baseController;
[Tooltip("Skill 상태에 연결된 기본 클립 (Override용)")]
[SerializeField] private AnimationClip baseSkillClip;
[Header("네트워크 동기화")]
[Tooltip("이 SkillController가 사용하는 모든 스킬/엔드 클립 (순서대로 인덱스 부여). 서버→클라이언트 클립 동기화에 사용됩니다.")]
[SerializeField] private List registeredClips = new();
[Header("설정")]
[SerializeField] private bool debugMode = false;
[Tooltip("공격 범위 시각화 (Scene 뷰에서 확인)")]
[SerializeField] private bool showAreaDebug = true;
[Tooltip("범위 표시 지속 시간")]
[Min(0.1f)] [SerializeField] private float debugDrawDuration = 1f;
[Header("디버그")]
[Tooltip("마지막으로 강제 취소된 스킬 이름")]
[SerializeField] private string lastCancelledSkillName = string.Empty;
[Tooltip("마지막 강제 취소 이유")]
[SerializeField] private SkillCancelReason lastCancelReason = SkillCancelReason.None;
// 현재 실행 중인 스킬
private SkillData currentSkill;
private SkillLoadoutEntry currentLoadoutEntry;
private readonly List currentCastStartEffects = new();
private readonly Dictionary> currentTriggeredEffects = new();
private bool waitingForEndAnimation; // EndAnimation 종료 대기 중
private int currentRepeatCount = 1;
private int currentIterationIndex = 0;
// 쿨타임 추적
private Dictionary cooldownTracker = new Dictionary();
public bool IsExecutingSkill => currentSkill != null;
public bool IsPlayingAnimation => currentSkill != null;
public bool IsInEndAnimation => waitingForEndAnimation;
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
public SkillData CurrentSkill => currentSkill;
public SkillLoadoutEntry CurrentLoadoutEntry => currentLoadoutEntry;
public Animator Animator => animator;
public SkillCancelReason LastCancelReason => lastCancelReason;
public string LastCancelledSkillName => lastCancelledSkillName;
private void Awake()
{
lastCancelledSkillName = string.Empty;
lastCancelReason = SkillCancelReason.None;
if (animator == null)
{
animator = GetComponentInChildren();
}
// 기본 컨트롤러 저장
if (baseController == null && animator != null)
{
baseController = animator.runtimeAnimatorController;
}
}
private void Update()
{
if (currentSkill == null || animator == null) return;
var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// EndAnimation 종료 감지
if (waitingForEndAnimation)
{
if (stateInfo.normalizedTime >= 1f)
{
if (debugMode) Debug.Log($"[Skill] EndAnimation complete: {currentSkill.SkillName}");
RestoreBaseController();
ClearCurrentSkillState();
}
return;
}
// 애니메이션 종료 시 처리 (OnSkillEnd 여부와 관계없이 애니메이션 끝까지 재생)
if (stateInfo.normalizedTime >= 1f)
{
if (TryStartNextIteration())
return;
if (currentSkill.EndClip != null)
{
// EndAnimation 재생 후 종료 대기
if (debugMode) Debug.Log($"[Skill] SkillAnimation done, playing EndAnimation: {currentSkill.SkillName}");
PlayEndClip(currentSkill.EndClip);
waitingForEndAnimation = true;
}
else
{
// EndAnimation 없으면 바로 종료
if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
RestoreBaseController();
ClearCurrentSkillState();
}
}
}
///
/// 스킬 시전
///
public bool ExecuteSkill(SkillData skill)
{
return ExecuteSkill(SkillLoadoutEntry.CreateTemporary(skill));
}
///
/// 슬롯 엔트리 기준으로 스킬 시전
///
public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry)
{
SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
if (skill == null)
{
Debug.LogWarning("Skill is null!");
return false;
}
// 사망 상태면 스킬 사용 불가
var damageable = GetComponent();
if (damageable != null && damageable.IsDead)
{
if (debugMode) Debug.Log($"[Skill] Cannot execute skill - owner is dead");
return false;
}
if (IsExecutingSkill)
{
if (debugMode) Debug.Log($"Already executing skill: {currentSkill.SkillName}");
return false;
}
if (IsOnCooldown(skill))
{
if (debugMode) Debug.Log($"Skill {skill.SkillName} is on cooldown");
return false;
}
currentLoadoutEntry = loadoutEntry != null ? loadoutEntry.CreateCopy() : SkillLoadoutEntry.CreateTemporary(skill);
currentSkill = skill;
waitingForEndAnimation = false;
lastCancelReason = SkillCancelReason.None;
BuildResolvedEffects(currentLoadoutEntry);
currentRepeatCount = currentLoadoutEntry.GetResolvedRepeatCount();
currentIterationIndex = 0;
if (debugMode) Debug.Log($"[Skill] Cast: {skill.SkillName}");
// 쿨타임 시작
StartCooldown(skill, currentLoadoutEntry.GetResolvedCooldown());
StartCurrentIteration();
return true;
}
///
/// 시전 시작 즉시 발동하는 효과를 실행합니다.
/// 서버 권한으로만 처리해 실제 게임플레이 효과가 한 번만 적용되게 합니다.
///
private void TriggerCastStartEffects()
{
if (currentSkill == null || currentCastStartEffects.Count == 0)
return;
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
return;
for (int i = 0; i < currentCastStartEffects.Count; i++)
{
SkillEffect effect = currentCastStartEffects[i];
if (effect == null)
continue;
if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject);
}
}
///
/// 애니메이션 이벤트가 없는 자기 자신 대상 효과는 시전 즉시 발동합니다.
/// 버프/무적 같은 자기 강화 스킬이 이벤트 누락으로 동작하지 않는 상황을 막기 위한 보정입니다.
///
private void TriggerImmediateSelfEffectsIfNeeded()
{
if (currentSkill == null || currentTriggeredEffects.Count == 0)
return;
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
return;
if (currentSkill.SkillClip != null && currentSkill.SkillClip.events != null && currentSkill.SkillClip.events.Length > 0)
return;
if (!currentTriggeredEffects.TryGetValue(0, out List effectsAtZero))
return;
for (int i = 0; i < effectsAtZero.Count; i++)
{
SkillEffect effect = effectsAtZero[i];
if (effect == null || effect.TargetType != TargetType.Self)
continue;
if (debugMode) Debug.Log($"[Skill] Immediate self effect: {effect.name} (index {i})");
effect.ExecuteOnCast(gameObject);
}
}
///
/// 현재 슬롯 엔트리 기준으로 시전 시작/트리거 효과를 합성합니다.
///
private void BuildResolvedEffects(SkillLoadoutEntry loadoutEntry)
{
currentCastStartEffects.Clear();
currentTriggeredEffects.Clear();
if (loadoutEntry == null)
return;
loadoutEntry.CollectCastStartEffects(currentCastStartEffects);
loadoutEntry.CollectTriggeredEffects(currentTriggeredEffects);
}
///
/// 현재 스킬의 반복 차수 하나를 시작합니다.
///
private void StartCurrentIteration()
{
if (currentSkill == null)
return;
currentIterationIndex++;
waitingForEndAnimation = false;
if (debugMode && currentRepeatCount > 1)
{
Debug.Log($"[Skill] Iteration {currentIterationIndex}/{currentRepeatCount}: {currentSkill.SkillName}");
}
TriggerCastStartEffects();
if (currentSkill.SkillClip != null && animator != null)
{
float resolvedAnimationSpeed = currentLoadoutEntry != null
? currentLoadoutEntry.GetResolvedAnimationSpeed()
: currentSkill.AnimationSpeed;
animator.speed = resolvedAnimationSpeed;
PlaySkillClip(currentSkill.SkillClip);
}
TriggerImmediateSelfEffectsIfNeeded();
}
///
/// 반복 시전이 남아 있으면 다음 차수를 시작합니다.
///
private bool TryStartNextIteration()
{
if (currentSkill == null)
return false;
if (currentIterationIndex >= currentRepeatCount)
return false;
StartCurrentIteration();
return true;
}
///
/// 스킬 클립으로 Override Controller 생성 후 재생
///
private void PlaySkillClip(AnimationClip clip)
{
if (baseSkillClip == null)
{
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
return;
}
if (debugMode)
{
Debug.Log($"[Skill] PlaySkillClip: {clip.name}, BaseClip: {baseSkillClip.name}");
}
var overrideController = new AnimatorOverrideController(baseController);
overrideController[baseSkillClip] = clip;
animator.runtimeAnimatorController = overrideController;
// 애니메이터 완전 리셋 후 재생
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
// 클라이언트에 클립 동기화
if (IsServer && IsSpawned)
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
}
///
/// 종료 클립 재생
///
private void PlayEndClip(AnimationClip clip)
{
if (baseSkillClip == null)
{
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
return;
}
var overrideController = new AnimatorOverrideController(baseController);
overrideController[baseSkillClip] = clip;
animator.runtimeAnimatorController = overrideController;
// 애니메이터 완전 리셋 후 재생
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
// 클라이언트에 클립 동기화
if (IsServer && IsSpawned)
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
}
///
/// 기본 컨트롤러로 복원
///
private void RestoreBaseController()
{
if (animator != null && baseController != null)
{
animator.runtimeAnimatorController = baseController;
animator.speed = 1f;
}
// 클라이언트에 복원 동기화
if (IsServer && IsSpawned)
RestoreBaseControllerClientRpc();
}
///
/// 클라이언트: override 컨트롤러 적용 + 스킬 상태 재생 (원자적 실행으로 타이밍 문제 해결)
///
[Rpc(SendTo.NotServer)]
private void PlaySkillClipClientRpc(int clipIndex)
{
if (baseSkillClip == null || animator == null || baseController == null) return;
if (clipIndex < 0 || clipIndex >= registeredClips.Count || registeredClips[clipIndex] == null)
{
if (debugMode) Debug.LogWarning($"[SkillController] Clip index {clipIndex} not found in registeredClips. Add it to sync to clients.");
return;
}
var overrideController = new AnimatorOverrideController(baseController);
overrideController[baseSkillClip] = registeredClips[clipIndex];
animator.runtimeAnimatorController = overrideController;
animator.Rebind();
animator.Update(0f);
animator.Play(SKILL_STATE_NAME, 0, 0f);
}
///
/// 클라이언트: 기본 컨트롤러 복원
///
[Rpc(SendTo.NotServer)]
private void RestoreBaseControllerClientRpc()
{
if (animator != null && baseController != null)
animator.runtimeAnimatorController = baseController;
}
///
/// 애니메이션 이벤트에서 호출. Effect 리스트의 index번째 효과를 발동합니다.
/// Animation Event: Function = OnEffect, Int Parameter = effect index (0-based)
///
public void OnEffect(int index)
{
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
if (currentSkill == null)
{
if (debugMode) Debug.LogWarning("[Effect] No skill executing");
return;
}
// 사망 상태면 효과 발동 중단
var damageable = GetComponent();
if (damageable != null && damageable.IsDead)
{
if (debugMode) Debug.Log($"[Effect] Cancelled - owner is dead");
return;
}
if (!currentTriggeredEffects.TryGetValue(index, out List effects) || effects == null || effects.Count == 0)
{
if (debugMode) Debug.LogWarning($"[Effect] Invalid index: {index}");
return;
}
for (int i = 0; i < effects.Count; i++)
{
SkillEffect effect = effects[i];
if (effect == null)
continue;
if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
// 공격 범위 시각화
if (showAreaDebug)
{
effect.DrawDebugRange(gameObject, debugDrawDuration);
}
effect.ExecuteOnCast(gameObject);
}
}
///
/// 애니메이션 이벤트에서 호출. 스킬 종료를 요청합니다.
/// 애니메이션은 끝까지 재생된 후 종료됩니다.
/// Animation Event: Function = OnSkillEnd
///
public void OnSkillEnd()
{
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
if (currentSkill == null)
{
if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");
return;
}
if (debugMode) Debug.Log($"[Skill] End event received: {currentSkill.SkillName}");
}
///
/// 현재 스킬을 강제 취소합니다.
///
public bool CancelSkill(SkillCancelReason reason = SkillCancelReason.Manual)
{
if (currentSkill == null)
return false;
lastCancelledSkillName = currentSkill.SkillName;
lastCancelReason = reason;
Debug.Log($"[Skill] Cancelled: {currentSkill.SkillName} / reason={reason}");
RestoreBaseController();
ClearCurrentSkillState();
return true;
}
public bool IsOnCooldown(SkillData skill)
{
if (!cooldownTracker.ContainsKey(skill))
return false;
return Time.time < cooldownTracker[skill];
}
public float GetRemainingCooldown(SkillData skill)
{
if (!cooldownTracker.ContainsKey(skill))
return 0f;
float remaining = cooldownTracker[skill] - Time.time;
return Mathf.Max(0f, remaining);
}
private void StartCooldown(SkillData skill, float cooldownDuration)
{
cooldownTracker[skill] = Time.time + cooldownDuration;
}
public void ResetCooldown(SkillData skill)
{
cooldownTracker.Remove(skill);
}
public void ResetAllCooldowns()
{
cooldownTracker.Clear();
}
///
/// 현재 실행 중인 스킬 상태를 정리합니다.
///
private void ClearCurrentSkillState()
{
currentSkill = null;
currentLoadoutEntry = null;
currentCastStartEffects.Clear();
currentTriggeredEffects.Clear();
waitingForEndAnimation = false;
currentRepeatCount = 1;
currentIterationIndex = 0;
}
}
}