using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
namespace Colosseum.Player
{
///
/// 플레이어 네트워크 상태 관리 (HP, MP 등)
///
public class PlayerNetworkController : NetworkBehaviour
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] private CharacterStats characterStats;
// 네트워크 동기화 변수
private NetworkVariable currentHealth = new NetworkVariable(100f);
private NetworkVariable currentMana = new NetworkVariable(50f);
public float Health => currentHealth.Value;
public float Mana => currentMana.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public CharacterStats Stats => characterStats;
public override void OnNetworkSpawn()
{
// CharacterStats 참조 확인
if (characterStats == null)
{
characterStats = GetComponent();
}
// 초기화
if (IsServer)
{
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
}
}
///
/// 대미지 적용 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void TakeDamageRpc(float damage)
{
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
}
///
/// 마나 소모 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void UseManaRpc(float amount)
{
currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
}
///
/// 체력 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreHealthRpc(float amount)
{
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
}
///
/// 마나 회복 (서버에서만 실행)
///
[Rpc(SendTo.Server)]
public void RestoreManaRpc(float amount)
{
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
}
private void HandleDeath()
{
// TODO: 사망 처리 로직
Debug.Log($"Player {OwnerClientId} died!");
}
}
}