using System;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
using Colosseum.Combat;
namespace Colosseum.Enemy
{
///
/// 적 캐릭터 기본 클래스.
/// 네트워크 동기화, 스탯 관리, 대미지 처리를 담당합니다.
///
public class EnemyBase : NetworkBehaviour, IDamageable
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] protected CharacterStats characterStats;
[Tooltip("Animator 컴포넌트")]
[SerializeField] protected Animator animator;
[Tooltip("NavMeshAgent 또는 이동 컴포넌트")]
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[Header("Data")]
[SerializeField] protected EnemyData enemyData;
// 네트워크 동기화 변수
protected NetworkVariable currentHealth = new NetworkVariable(100f);
protected NetworkVariable currentMana = new NetworkVariable(50f);
protected NetworkVariable isDead = new NetworkVariable(false);
// 이벤트
public event Action OnHealthChanged; // currentHealth, maxHealth
public event Action OnDamageTaken; // damage
public event Action OnDeath;
// Properties
public float CurrentHealth => currentHealth.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float CurrentMana => currentMana.Value;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public bool IsDead => isDead.Value;
public CharacterStats Stats => characterStats;
public EnemyData Data => enemyData;
public Animator Animator => animator;
public override void OnNetworkSpawn()
{
// 컴포넌트 참조 확인
if (characterStats == null)
characterStats = GetComponent();
if (animator == null)
animator = GetComponentInChildren();
if (navMeshAgent == null)
navMeshAgent = GetComponent();
// 서버에서 초기화
if (IsServer)
{
InitializeStats();
}
// 클라이언트에서 체력 변화 감지
currentHealth.OnValueChanged += OnHealthChangedInternal;
}
public override void OnNetworkDespawn()
{
currentHealth.OnValueChanged -= OnHealthChangedInternal;
}
///
/// 스탯 초기화 (서버에서만 실행)
///
protected virtual void InitializeStats()
{
if (enemyData != null && characterStats != null)
{
enemyData.ApplyBaseStats(characterStats);
}
// NavMeshAgent 속도 설정
if (navMeshAgent != null && enemyData != null)
{
navMeshAgent.speed = enemyData.MoveSpeed;
navMeshAgent.angularSpeed = enemyData.RotationSpeed;
}
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
isDead.Value = false;
}
///
/// 대미지 적용 (서버에서 실행)
///
public virtual float TakeDamage(float damage, object source = null)
{
if (!IsServer || isDead.Value)
return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
OnDamageTaken?.Invoke(actualDamage);
// 대미지 피드백 (애니메이션, 이펙트 등)
OnTakeDamageFeedback(actualDamage, source);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
return actualDamage;
}
///
/// 대미지 피드백 (애니메이션, 이펙트)
///
protected virtual void OnTakeDamageFeedback(float damage, object source)
{
if (animator != null)
{
animator.SetTrigger("Hit");
}
}
///
/// 체력 회복 (서버에서 실행)
///
public virtual float Heal(float amount)
{
if (!IsServer || isDead.Value)
return 0f;
float oldHealth = currentHealth.Value;
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
float actualHeal = currentHealth.Value - oldHealth;
return actualHeal;
}
///
/// 사망 처리 (서버에서 실행)
///
protected virtual void HandleDeath()
{
isDead.Value = true;
if (animator != null)
{
animator.SetTrigger("Die");
}
if (navMeshAgent != null)
{
navMeshAgent.isStopped = true;
}
OnDeath?.Invoke();
Debug.Log($"[Enemy] {name} died!");
}
///
/// 리스폰
///
public virtual void Respawn()
{
if (!IsServer) return;
isDead.Value = false;
InitializeStats();
if (navMeshAgent != null)
{
navMeshAgent.isStopped = false;
}
if (animator != null)
{
animator.Rebind();
}
}
// 체력 변화 이벤트 전파
private void OnHealthChangedInternal(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(newValue, MaxHealth);
}
}
}