- 패시브 트리/노드/프리셋 데이터와 카탈로그 참조 구조를 추가하고 Resources 의존을 Data/Passives 자산 구조로 정리 - 플레이어 런타임, 전투 계수, 프리셋 적용, 멀티플레이 동기화 경로에 패시브 적용 로직 연결 - 프리팹 기반 패시브 트리 UI와 노드 아이콘/프리셋/상세 패널 흐름을 추가하고 HUD에 연동 - 패시브 디버그/부트스트랩 메뉴와 UI 프리팹 재생성 경로를 추가
329 lines
11 KiB
C#
329 lines
11 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEngine;
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using Colosseum.Skills;
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using Colosseum.Stats;
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namespace Colosseum.Passives
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{
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/// <summary>
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/// 선택된 패시브 노드를 실제 전투 수치에 적용합니다.
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/// </summary>
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[DisallowMultipleComponent]
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public class PassiveRuntimeController : MonoBehaviour
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{
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[Header("References")]
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[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
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[SerializeField] private CharacterStats characterStats;
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[Header("Debug")]
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[Tooltip("현재 적용된 패시브 프리셋 이름")]
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[SerializeField] private string currentPresetName = string.Empty;
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[Tooltip("현재 적용된 노드 ID 목록")]
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[SerializeField] private string currentSelectionSummary = string.Empty;
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[Tooltip("현재 사용한 패시브 포인트")]
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[Min(0)] [SerializeField] private int usedPoints = 0;
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private readonly List<PassiveEffectEntry> activeEffects = new List<PassiveEffectEntry>();
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private readonly List<string> selectedNodeIds = new List<string>();
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private PassiveTreeData currentTree;
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public string CurrentPresetName => currentPresetName;
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public int UsedPoints => usedPoints;
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public int RemainingPoints => currentTree != null ? Mathf.Max(0, currentTree.InitialPoints - usedPoints) : 0;
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public IReadOnlyList<string> SelectedNodeIds => selectedNodeIds;
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private void Awake()
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{
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if (characterStats == null)
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{
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characterStats = GetComponent<CharacterStats>();
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}
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}
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/// <summary>
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/// 외부에서 참조를 보정합니다.
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/// </summary>
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public void Initialize(CharacterStats stats)
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{
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if (stats != null)
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{
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characterStats = stats;
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}
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else if (characterStats == null)
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{
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characterStats = GetComponent<CharacterStats>();
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}
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}
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/// <summary>
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/// 선택된 노드 구성을 적용합니다.
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/// </summary>
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public bool TryApplySelection(PassiveTreeData tree, IReadOnlyList<string> nodeIds, string presetName, out string reason)
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{
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Initialize(characterStats);
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ClearAppliedState();
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currentTree = tree;
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currentPresetName = presetName ?? string.Empty;
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if (currentTree == null)
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{
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reason = "패시브 트리 데이터가 없습니다.";
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return false;
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}
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if (!currentTree.TryResolveSelection(nodeIds, out List<PassiveNodeData> resolvedNodes, out reason))
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{
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return false;
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}
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usedPoints = currentTree.CalculateUsedPoints(resolvedNodes);
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for (int i = 0; i < resolvedNodes.Count; i++)
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{
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PassiveNodeData node = resolvedNodes[i];
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if (node == null)
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continue;
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selectedNodeIds.Add(node.NodeId);
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IReadOnlyList<PassiveEffectEntry> effects = node.Effects;
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if (effects == null)
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continue;
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for (int j = 0; j < effects.Count; j++)
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{
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PassiveEffectEntry effect = effects[j];
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if (effect == null)
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continue;
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ApplyEffect(effect);
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}
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}
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currentSelectionSummary = BuildSelectionSummary();
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reason = string.Empty;
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return true;
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}
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/// <summary>
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/// 현재 선택 상태를 해제합니다.
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/// </summary>
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public void ClearSelection()
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{
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ClearAppliedState();
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currentTree = null;
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currentPresetName = string.Empty;
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currentSelectionSummary = string.Empty;
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}
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public float GetDamageMultiplier(SkillData skill = null)
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{
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return GetScalarMultiplier(PassiveEffectType.DamageMultiplier, skill);
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}
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public float GetHealMultiplier(SkillData skill = null)
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{
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return GetScalarMultiplier(PassiveEffectType.HealMultiplier, skill);
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}
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public float GetShieldDoneMultiplier(SkillData skill = null)
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{
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return GetScalarMultiplier(PassiveEffectType.ShieldDoneMultiplier, skill);
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}
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public float GetShieldReceivedMultiplier()
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{
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return GetScalarMultiplier(PassiveEffectType.ShieldReceivedMultiplier, null);
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}
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public float GetThreatGeneratedMultiplier()
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{
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return GetScalarMultiplier(PassiveEffectType.ThreatGeneratedMultiplier, null);
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}
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public float GetIncomingDamageMultiplier()
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{
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return GetScalarMultiplier(PassiveEffectType.IncomingDamageMultiplier, null);
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}
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public float GetManaCostMultiplier(SkillData skill = null)
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{
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return GetScalarMultiplier(PassiveEffectType.ManaCostMultiplier, skill);
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}
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public string BuildSummary()
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{
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StringBuilder builder = new StringBuilder();
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builder.Append("[Passive] ");
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builder.Append(string.IsNullOrWhiteSpace(currentPresetName) ? "미적용" : currentPresetName);
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builder.Append(" | Used=");
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builder.Append(usedPoints);
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if (currentTree != null)
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{
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builder.Append('/');
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builder.Append(currentTree.InitialPoints);
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}
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if (selectedNodeIds.Count > 0)
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{
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builder.Append(" | Nodes=");
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builder.Append(currentSelectionSummary);
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}
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return builder.ToString();
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}
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private void ApplyEffect(PassiveEffectEntry effect)
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{
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if (effect.EffectType == PassiveEffectType.StatModifier)
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{
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ApplyStatModifier(effect);
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return;
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}
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activeEffects.Add(effect);
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}
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private void ApplyStatModifier(PassiveEffectEntry effect)
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{
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if (characterStats == null || effect == null)
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return;
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CharacterStat stat = characterStats.GetStat(effect.StatType);
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if (stat == null)
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return;
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stat.AddModifier(new StatModifier(effect.Value, effect.ModType, this));
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}
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private float GetScalarMultiplier(PassiveEffectType effectType, SkillData skill)
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{
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float result = 1f;
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for (int i = 0; i < activeEffects.Count; i++)
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{
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PassiveEffectEntry effect = activeEffects[i];
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if (effect == null || effect.EffectType != effectType)
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continue;
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if (!effect.AppliesToSkill(skill))
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continue;
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result *= Mathf.Max(0f, effect.Value);
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}
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return result;
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}
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private void ClearAppliedState()
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{
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RemoveAllPassiveStatModifiers();
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activeEffects.Clear();
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selectedNodeIds.Clear();
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usedPoints = 0;
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}
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private void RemoveAllPassiveStatModifiers()
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{
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if (characterStats == null)
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return;
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foreach (StatType statType in Enum.GetValues(typeof(StatType)))
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{
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CharacterStat stat = characterStats.GetStat(statType);
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stat?.RemoveAllModifiersFromSource(this);
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}
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}
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private string BuildSelectionSummary()
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{
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if (selectedNodeIds.Count <= 0)
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return string.Empty;
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return string.Join(", ", selectedNodeIds);
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}
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}
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/// <summary>
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/// 패시브 전투 배율을 안전하게 조회하는 유틸리티입니다.
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/// </summary>
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public static class PassiveRuntimeModifierUtility
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{
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public static float GetDamageMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetDamageMultiplier(GetCurrentSkill(actor)) : 1f;
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}
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public static float GetHealMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetHealMultiplier(GetCurrentSkill(actor)) : 1f;
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}
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public static float GetShieldDoneMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetShieldDoneMultiplier(GetCurrentSkill(actor)) : 1f;
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}
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public static float GetShieldReceivedMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetShieldReceivedMultiplier() : 1f;
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}
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public static float GetThreatGeneratedMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetThreatGeneratedMultiplier() : 1f;
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}
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public static float GetIncomingDamageMultiplier(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetIncomingDamageMultiplier() : 1f;
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}
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public static float GetManaCostMultiplier(GameObject actor, SkillData skill)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.GetManaCostMultiplier(skill) : 1f;
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}
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public static string GetCurrentPresetName(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.CurrentPresetName : string.Empty;
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}
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public static string BuildSummary(GameObject actor)
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{
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PassiveRuntimeController controller = GetController(actor);
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return controller != null ? controller.BuildSummary() : "[Passive] 미적용";
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}
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private static PassiveRuntimeController GetController(GameObject actor)
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{
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if (actor == null)
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return null;
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return actor.GetComponent<PassiveRuntimeController>() ?? actor.GetComponentInParent<PassiveRuntimeController>();
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}
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private static SkillData GetCurrentSkill(GameObject actor)
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{
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if (actor == null)
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return null;
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SkillController skillController = actor.GetComponent<SkillController>() ?? actor.GetComponentInParent<SkillController>();
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return skillController != null ? skillController.CurrentSkill : null;
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}
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}
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}
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