Files
Colosseum/Assets/Scripts/Player/PlayerNetworkController.cs
dal4segno 62306a34a2 feat: 플레이어 사망 및 리스폰 시스템 구현
- isDead 네트워크 변수 추가로 사망 상태 동기화
- 사망 시 이동/스킬 비활성화 및 사망 애니메이션 재생
- Respawn() 메서드로 체력/마나 회복 및 컴포넌트 재활성화
- 스킬 입력에서 사망 상태 체크 추가

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-03-14 15:08:03 +09:00

234 lines
7.1 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 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;
}
// 사망 애니메이션 재생
var animator = GetComponentInChildren<Animator>();
if (animator != null)
{
animator.SetTrigger("Die");
}
// 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
}
}