using UnityEngine;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Skills;
namespace Colosseum.Skills.Effects
{
///
/// 이상상태와 위협 생성 배율을 함께 적용하는 자기 강화 효과입니다.
/// 탱킹 스킬의 방어/위협 유지 용도로 사용합니다.
///
[CreateAssetMenu(fileName = "CombatBuffEffect", menuName = "Colosseum/Skills/Effects/Combat Buff")]
public class CombatBuffEffect : SkillEffect
{
[Header("Buff")]
[Tooltip("적용할 이상상태 데이터")]
[SerializeField] private AbnormalityData abnormalityData;
[Tooltip("함께 적용할 위협 생성 배율")]
[Min(0f)] [SerializeField] private float threatMultiplier = 1f;
[Tooltip("위협 생성 배율 지속 시간")]
[Min(0f)] [SerializeField] private float threatMultiplierDuration = 0f;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null)
return;
ApplyAbnormality(target, caster);
ApplyThreatMultiplier(target, caster);
}
private void ApplyAbnormality(GameObject target, GameObject caster)
{
if (abnormalityData == null)
return;
AbnormalityManager abnormalityManager = target.GetComponent();
if (abnormalityManager == null)
return;
abnormalityManager.ApplyAbnormality(abnormalityData, caster);
}
private void ApplyThreatMultiplier(GameObject target, GameObject caster)
{
if (threatMultiplier <= 0f || threatMultiplierDuration <= 0f)
return;
ThreatController threatController = target.GetComponent();
if (threatController == null)
{
threatController = target.AddComponent();
}
float resolvedThreatMultiplier = SkillRuntimeModifierUtility.GetThreatMultiplier(caster);
threatController.ApplyThreatMultiplier(threatMultiplier * resolvedThreatMultiplier, threatMultiplierDuration);
}
}
}