PlayDeathAnimationRpc로 모든 클라이언트에 사망 애니메이션 동기화 Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
243 lines
7.4 KiB
C#
243 lines
7.4 KiB
C#
using System;
|
|
using UnityEngine;
|
|
using Unity.Netcode;
|
|
using Colosseum.Stats;
|
|
using Colosseum.Combat;
|
|
|
|
namespace Colosseum.Player
|
|
{
|
|
/// <summary>
|
|
/// 플레이어 네트워크 상태 관리 (HP, MP 등)
|
|
/// </summary>
|
|
public class PlayerNetworkController : NetworkBehaviour, IDamageable
|
|
{
|
|
[Header("References")]
|
|
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
|
|
[SerializeField] private CharacterStats characterStats;
|
|
|
|
// 네트워크 동기화 변수
|
|
private NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
|
|
private NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
|
|
private NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
|
|
|
|
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;
|
|
|
|
// 체력/마나 변경 이벤트
|
|
public event Action<float, float> OnHealthChanged; // (oldValue, newValue)
|
|
public event Action<float, float> OnManaChanged; // (oldValue, newValue)
|
|
|
|
// 사망 이벤트
|
|
public event Action<PlayerNetworkController> OnDeath;
|
|
public event Action<bool> OnDeathStateChanged; // (isDead)
|
|
|
|
// IDamageable 구현
|
|
public float CurrentHealth => currentHealth.Value;
|
|
public bool IsDead => isDead.Value;
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
// CharacterStats 참조 확인
|
|
if (characterStats == null)
|
|
{
|
|
characterStats = GetComponent<CharacterStats>();
|
|
}
|
|
|
|
// 네트워크 변수 변경 콜백 등록
|
|
currentHealth.OnValueChanged += HandleHealthChanged;
|
|
currentMana.OnValueChanged += HandleManaChanged;
|
|
isDead.OnValueChanged += HandleDeathStateChanged;
|
|
|
|
// 초기화
|
|
if (IsServer)
|
|
{
|
|
currentHealth.Value = MaxHealth;
|
|
currentMana.Value = MaxMana;
|
|
isDead.Value = false;
|
|
}
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
// 콜백 해제
|
|
currentHealth.OnValueChanged -= HandleHealthChanged;
|
|
currentMana.OnValueChanged -= HandleManaChanged;
|
|
isDead.OnValueChanged -= HandleDeathStateChanged;
|
|
}
|
|
|
|
private void HandleHealthChanged(float oldValue, float newValue)
|
|
{
|
|
OnHealthChanged?.Invoke(oldValue, newValue);
|
|
}
|
|
|
|
private void HandleManaChanged(float oldValue, float newValue)
|
|
{
|
|
OnManaChanged?.Invoke(oldValue, newValue);
|
|
}
|
|
|
|
private void HandleDeathStateChanged(bool oldValue, bool newValue)
|
|
{
|
|
OnDeathStateChanged?.Invoke(newValue);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 대미지 적용 (서버에서만 실행)
|
|
/// </summary>
|
|
[Rpc(SendTo.Server)]
|
|
public void TakeDamageRpc(float damage)
|
|
{
|
|
if (isDead.Value) return;
|
|
|
|
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
|
|
|
|
if (currentHealth.Value <= 0f)
|
|
{
|
|
HandleDeath();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 마나 소모 (서버에서만 실행)
|
|
/// </summary>
|
|
[Rpc(SendTo.Server)]
|
|
public void UseManaRpc(float amount)
|
|
{
|
|
currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 체력 회복 (서버에서만 실행)
|
|
/// </summary>
|
|
[Rpc(SendTo.Server)]
|
|
public void RestoreHealthRpc(float amount)
|
|
{
|
|
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 마나 회복 (서버에서만 실행)
|
|
/// </summary>
|
|
[Rpc(SendTo.Server)]
|
|
public void RestoreManaRpc(float amount)
|
|
{
|
|
currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 사망 애니메이션 재생 (모든 클라이언트에서 실행)
|
|
/// </summary>
|
|
[Rpc(SendTo.Everyone)]
|
|
private void PlayDeathAnimationRpc()
|
|
{
|
|
var animator = GetComponentInChildren<Animator>();
|
|
if (animator != null)
|
|
{
|
|
animator.SetTrigger("Die");
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 사망 처리 (서버에서만 실행)
|
|
/// </summary>
|
|
private void HandleDeath()
|
|
{
|
|
if (isDead.Value) return;
|
|
|
|
isDead.Value = true;
|
|
|
|
// 이동 비활성화
|
|
var movement = GetComponent<PlayerMovement>();
|
|
if (movement != null)
|
|
{
|
|
movement.enabled = false;
|
|
}
|
|
|
|
// 스킬 입력 비활성화
|
|
var skillInput = GetComponent<PlayerSkillInput>();
|
|
if (skillInput != null)
|
|
{
|
|
skillInput.enabled = false;
|
|
}
|
|
|
|
// 모든 클라이언트에서 사망 애니메이션 재생
|
|
PlayDeathAnimationRpc();
|
|
|
|
// 사망 이벤트 발생
|
|
OnDeath?.Invoke(this);
|
|
|
|
Debug.Log($"[Player] Player {OwnerClientId} died!");
|
|
}
|
|
|
|
/// <summary>
|
|
/// 리스폰 (서버에서만 실행)
|
|
/// </summary>
|
|
public void Respawn()
|
|
{
|
|
if (!IsServer) return;
|
|
|
|
isDead.Value = false;
|
|
currentHealth.Value = MaxHealth;
|
|
currentMana.Value = MaxMana;
|
|
|
|
// 이동 재활성화
|
|
var movement = GetComponent<PlayerMovement>();
|
|
if (movement != null)
|
|
{
|
|
movement.enabled = true;
|
|
}
|
|
|
|
// 스킬 입력 재활성화
|
|
var skillInput = GetComponent<PlayerSkillInput>();
|
|
if (skillInput != null)
|
|
{
|
|
skillInput.enabled = true;
|
|
}
|
|
|
|
// 애니메이션 리셋
|
|
var animator = GetComponentInChildren<Animator>();
|
|
if (animator != null)
|
|
{
|
|
animator.Rebind();
|
|
}
|
|
|
|
Debug.Log($"[Player] Player {OwnerClientId} respawned!");
|
|
}
|
|
|
|
#region IDamageable
|
|
/// <summary>
|
|
/// 대미지 적용 (서버에서만 호출)
|
|
/// </summary>
|
|
public 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 - damage);
|
|
|
|
if (currentHealth.Value <= 0f)
|
|
{
|
|
HandleDeath();
|
|
}
|
|
|
|
return actualDamage;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 체력 회복 (서버에서만 호출)
|
|
/// </summary>
|
|
public float Heal(float amount)
|
|
{
|
|
if (!IsServer || isDead.Value) return 0f;
|
|
|
|
float actualHeal = Mathf.Min(amount, MaxHealth - currentHealth.Value);
|
|
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
|
|
|
|
return actualHeal;
|
|
}
|
|
#endregion
|
|
}
|
|
}
|