using UnityEngine; using Colosseum.Abnormalities; using Colosseum.Enemy; using Colosseum.Player; using Colosseum.Stats; using Colosseum.Combat; using Colosseum.Skills; namespace Colosseum.Skills.Effects { /// /// 보호막 효과입니다. /// 대상에게 일정 시간 동안 피해를 흡수하는 보호막을 부여합니다. /// [CreateAssetMenu(fileName = "ShieldEffect", menuName = "Colosseum/Skills/Effects/Shield")] public class ShieldEffect : SkillEffect { [Header("Shield")] [Tooltip("기본 보호막 수치")] [Min(0f)] [SerializeField] private float baseShield = 100f; [Tooltip("회복력 계수")] [Min(0f)] [SerializeField] private float shieldScaling = 0.5f; [Tooltip("보호막 지속 시간")] [Min(0f)] [SerializeField] private float duration = 5f; [Header("Abnormality")] [Tooltip("보호막 활성 여부를 나타내는 이상상태 데이터")] [SerializeField] private AbnormalityData shieldStateAbnormality; protected override void ApplyEffect(GameObject caster, GameObject target) { if (target == null) return; float totalShield = CalculateShield(caster); PlayerNetworkController playerNetworkController = target.GetComponent(); if (playerNetworkController != null) { float actualShield = playerNetworkController.ApplyShield(totalShield, duration, shieldStateAbnormality, caster); CombatBalanceTracker.RecordShield(caster, target, actualShield); return; } EnemyBase enemyBase = target.GetComponent(); if (enemyBase != null) { float actualShield = enemyBase.ApplyShield(totalShield, duration, shieldStateAbnormality, caster); CombatBalanceTracker.RecordShield(caster, target, actualShield); } } private float CalculateShield(GameObject caster) { CharacterStats stats = caster != null ? caster.GetComponent() : null; if (stats == null) return baseShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster); float resolvedShield = baseShield + (stats.HealPower * shieldScaling); return resolvedShield * SkillRuntimeModifierUtility.GetShieldMultiplier(caster); } } }