- HitReactionController로 다운과 넉백 전용 로직을 분리 - 다운 시작, 루프, 회복 애니메이션과 DownEffect를 연결 - 행동 상태와 스킬 취소가 피격 반응과 연동되도록 정리 - 자동 검증 러너에 다운 및 넉백 검증을 추가
432 lines
17 KiB
C#
432 lines
17 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Unity.Netcode;
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using Colosseum.Abnormalities;
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using Colosseum.Skills;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Colosseum.Player
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{
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/// <summary>
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/// 플레이어 이상상태와 행동 제어 연동을 자동 검증하는 디버그 러너.
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/// 기절, 침묵, 사망, 리스폰 순으로 상태를 검사합니다.
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/// </summary>
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[DisallowMultipleComponent]
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public class PlayerAbnormalityVerificationRunner : NetworkBehaviour
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{
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[Header("References")]
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[SerializeField] private AbnormalityManager abnormalityManager;
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[SerializeField] private PlayerActionState actionState;
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[SerializeField] private PlayerNetworkController networkController;
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[SerializeField] private PlayerSkillInput skillInput;
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[SerializeField] private SkillController skillController;
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[SerializeField] private PlayerMovement playerMovement;
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[SerializeField] private HitReactionController hitReactionController;
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[Header("Test Data")]
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[SerializeField] private AbnormalityData stunData;
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[SerializeField] private AbnormalityData silenceData;
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[Header("Execution")]
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[Tooltip("에디터 플레이 시작 시 자동 검증 실행")]
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[SerializeField] private bool runOnStartInEditor = false;
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[Tooltip("각 검증 단계 사이 대기 시간")]
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[Min(0.05f)]
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[SerializeField] private float settleDelay = 0.2f;
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[Header("Result")]
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[SerializeField] private bool isRunning;
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[SerializeField] private bool lastRunPassed;
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[SerializeField] private int totalChecks;
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[SerializeField] private int failedChecks;
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[TextArea(5, 12)]
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[SerializeField] private string lastReport = string.Empty;
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private readonly System.Text.StringBuilder reportBuilder = new System.Text.StringBuilder();
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public override void OnNetworkSpawn()
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{
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if (!IsOwner || !ShouldEnableRunner())
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{
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enabled = false;
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return;
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}
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ResolveReferences();
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LoadDefaultAssetsIfNeeded();
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if (runOnStartInEditor)
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{
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StartCoroutine(RunVerificationRoutine());
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}
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}
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[ContextMenu("Run Verification")]
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public void RunVerification()
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{
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if (!Application.isPlaying || !IsOwner || isRunning)
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return;
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StartCoroutine(RunVerificationRoutine());
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}
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private IEnumerator RunVerificationRoutine()
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{
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if (isRunning)
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yield break;
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ResolveReferences();
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LoadDefaultAssetsIfNeeded();
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if (abnormalityManager == null || actionState == null || networkController == null || playerMovement == null || hitReactionController == null || stunData == null || silenceData == null)
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{
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Debug.LogWarning("[AbnormalityVerification] Missing references or test data.");
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yield break;
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}
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isRunning = true;
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totalChecks = 0;
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failedChecks = 0;
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lastRunPassed = false;
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reportBuilder.Clear();
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AppendLine("=== Player Abnormality Verification Start ===");
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abnormalityManager.RemoveAllAbnormalities();
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RequestRespawnRpc();
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yield return new WaitForSeconds(settleDelay);
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Verify("초기 상태: 사망 아님", !networkController.IsDead);
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Verify("초기 상태: 이동 가능", actionState.CanMove);
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Verify("초기 상태: 스킬 사용 가능", actionState.CanUseSkills);
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Verify("초기 상태: 무적 상태 아님", !actionState.IsDamageImmune);
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Verify("초기 상태: 마지막 취소 이유 없음", skillController == null || skillController.LastCancelReason == SkillCancelReason.None);
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yield return RunInvincibilitySkillVerification();
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yield return RunStunCancellationVerification();
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yield return RunDownVerification();
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yield return RunKnockbackVerification();
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abnormalityManager.ApplyAbnormality(stunData, gameObject);
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yield return new WaitForSeconds(settleDelay);
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Verify("기절 적용: IsStunned", abnormalityManager.IsStunned);
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Verify("기절 적용: ActionState.IsStunned", actionState.IsStunned);
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Verify("기절 적용: 이동 불가", !actionState.CanMove);
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Verify("기절 적용: 점프 불가", !actionState.CanJump);
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Verify("기절 적용: 스킬 사용 불가", !actionState.CanUseSkills);
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Verify("기절 적용: 이동속도 0", Mathf.Approximately(actionState.MoveSpeedMultiplier, 0f));
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yield return new WaitForSeconds(stunData.duration + settleDelay);
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Verify("기절 해제: IsStunned false", !abnormalityManager.IsStunned);
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Verify("기절 해제: 이동 가능 복구", actionState.CanMove);
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Verify("기절 해제: 스킬 사용 가능 복구", actionState.CanUseSkills);
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abnormalityManager.ApplyAbnormality(silenceData, gameObject);
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yield return new WaitForSeconds(settleDelay);
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Verify("침묵 적용: IsSilenced", abnormalityManager.IsSilenced);
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Verify("침묵 적용: 이동 가능 유지", actionState.CanMove);
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Verify("침묵 적용: 점프 가능 유지", actionState.CanJump);
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Verify("침묵 적용: 스킬 사용 불가", !actionState.CanUseSkills);
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yield return new WaitForSeconds(silenceData.duration + settleDelay);
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Verify("침묵 해제: IsSilenced false", !abnormalityManager.IsSilenced);
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Verify("침묵 해제: 스킬 사용 가능 복구", actionState.CanUseSkills);
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abnormalityManager.ApplyAbnormality(stunData, gameObject);
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yield return new WaitForSeconds(settleDelay);
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networkController.TakeDamageRpc(networkController.Health + 1f);
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yield return new WaitForSeconds(settleDelay);
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Verify("사망 처리: IsDead", networkController.IsDead);
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Verify("사망 처리: 입력 불가", !actionState.CanReceiveInput);
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Verify("사망 처리: 이동 불가", !actionState.CanMove);
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Verify("사망 처리: 스킬 사용 불가", !actionState.CanUseSkills);
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Verify("사망 처리: 활성 이상상태 제거", abnormalityManager.ActiveAbnormalities.Count == 0);
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RequestRespawnRpc();
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yield return new WaitForSeconds(settleDelay);
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Verify("리스폰: IsDead false", !networkController.IsDead);
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Verify("리스폰: 활성 이상상태 없음", abnormalityManager.ActiveAbnormalities.Count == 0);
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Verify("리스폰: 이동 가능", actionState.CanMove);
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Verify("리스폰: 스킬 사용 가능", actionState.CanUseSkills);
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lastRunPassed = failedChecks == 0;
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AppendLine(lastRunPassed
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? "=== Verification Passed ==="
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: $"=== Verification Failed: {failedChecks}/{totalChecks} checks failed ===");
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lastReport = reportBuilder.ToString();
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Debug.Log(lastReport);
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isRunning = false;
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}
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[Rpc(SendTo.Server)]
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private void RequestRespawnRpc()
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{
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if (networkController == null)
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return;
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networkController.Respawn();
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}
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private void ResolveReferences()
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{
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if (abnormalityManager == null)
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abnormalityManager = GetComponent<AbnormalityManager>();
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if (actionState == null)
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actionState = GetComponent<PlayerActionState>();
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if (networkController == null)
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networkController = GetComponent<PlayerNetworkController>();
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if (skillInput == null)
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skillInput = GetComponent<PlayerSkillInput>();
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if (skillController == null)
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skillController = GetComponent<SkillController>();
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if (playerMovement == null)
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playerMovement = GetComponent<PlayerMovement>();
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if (hitReactionController == null)
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hitReactionController = GetComponent<HitReactionController>();
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}
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private void LoadDefaultAssetsIfNeeded()
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{
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#if UNITY_EDITOR
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if (stunData == null)
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{
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stunData = AssetDatabase.LoadAssetAtPath<AbnormalityData>("Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset");
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}
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if (silenceData == null)
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{
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silenceData = AssetDatabase.LoadAssetAtPath<AbnormalityData>("Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset");
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}
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#endif
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}
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private void Verify(string label, bool condition)
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{
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totalChecks++;
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if (!condition)
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{
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failedChecks++;
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}
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AppendLine($"{(condition ? "[PASS]" : "[FAIL]")} {label}");
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}
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private void AppendLine(string text)
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{
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if (reportBuilder.Length > 0)
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{
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reportBuilder.AppendLine();
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}
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reportBuilder.Append(text);
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}
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private bool ShouldEnableRunner()
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{
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#if UNITY_EDITOR
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return true;
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#else
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return Debug.isDebugBuild;
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#endif
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}
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private IEnumerator RunInvincibilitySkillVerification()
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{
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SkillData invincibilitySkill = skillInput != null ? skillInput.GetSkill(6) : null;
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if (invincibilitySkill == null)
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{
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AppendLine("[SKIP] 무적 스킬 검증: 7번 슬롯 스킬이 없습니다.");
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yield break;
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}
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if (skillController == null || !skillController.ExecuteSkill(invincibilitySkill))
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{
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Verify("무적 스킬 검증: 스킬 실행 성공", false);
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yield break;
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}
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yield return WaitForConditionOrTimeout(() => actionState.IsDamageImmune, GetSkillDuration(invincibilitySkill) + 0.5f);
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float healthBeforeDamage = networkController.Health;
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Verify("무적 적용: IsDamageImmune", actionState.IsDamageImmune);
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networkController.TakeDamageRpc(15f);
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yield return new WaitForSeconds(settleDelay);
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Verify("무적 적용: 대미지 무시", Mathf.Approximately(networkController.Health, healthBeforeDamage));
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if (silenceData != null)
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{
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abnormalityManager.ApplyAbnormality(silenceData, gameObject);
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yield return WaitForConditionOrTimeout(() => actionState.IsSilenced, settleDelay + 0.5f);
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Verify("무적 중 침묵 적용: IsSilenced", actionState.IsSilenced);
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Verify("무적 중 침묵 적용: 무적 상태 유지", actionState.IsDamageImmune);
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Verify("무적 중 침묵 적용: 스킬 신규 사용 불가", !actionState.CanStartSkill(invincibilitySkill));
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abnormalityManager.RemoveAbnormality(silenceData);
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yield return new WaitForSeconds(settleDelay);
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}
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yield return WaitForConditionOrTimeout(() => !actionState.IsDamageImmune, GetSkillDuration(invincibilitySkill) + 1.5f);
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Verify("무적 해제: IsDamageImmune false", !actionState.IsDamageImmune);
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}
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private IEnumerator RunStunCancellationVerification()
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{
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SkillData cancellableSkill = FindCancellableSkill();
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if (cancellableSkill == null)
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{
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AppendLine("[SKIP] 기절 강제 취소 검증: 테스트용 스킬이 없습니다.");
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yield break;
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}
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if (skillController != null)
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{
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yield return WaitForConditionOrTimeout(() => !skillController.IsPlayingAnimation, 1.5f);
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}
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if (skillController == null || !skillController.ExecuteSkill(cancellableSkill))
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{
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Verify("기절 강제 취소 검증: 스킬 실행 성공", false);
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yield break;
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}
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yield return new WaitForSeconds(0.05f);
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abnormalityManager.ApplyAbnormality(stunData, gameObject);
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yield return WaitForConditionOrTimeout(() => abnormalityManager.IsStunned, settleDelay + 0.5f);
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yield return new WaitForSeconds(0.05f);
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Verify("기절 강제 취소: 스킬 애니메이션 중단", !skillController.IsPlayingAnimation);
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Verify("기절 강제 취소: 취소 이유 기록", skillController.LastCancelReason == SkillCancelReason.Stun);
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yield return new WaitForSeconds(stunData.duration + settleDelay);
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}
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private IEnumerator RunKnockbackVerification()
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{
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abnormalityManager.RemoveAllAbnormalities();
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hitReactionController.ClearHitReactionState();
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yield return new WaitForSeconds(settleDelay);
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Vector3 startPosition = transform.position;
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Vector3 knockbackVelocity = Vector3.back * 6f;
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RequestKnockbackRpc(knockbackVelocity, 0.2f);
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yield return new WaitForSeconds(0.3f);
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float movedDistance = Vector3.Distance(startPosition, transform.position);
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Verify("넉백 적용: 위치 이동 발생", movedDistance > 0.2f);
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Verify("넉백 적용: 강제 이동 종료", !playerMovement.IsForcedMoving);
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}
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private IEnumerator RunDownVerification()
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{
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SkillData cancellableSkill = FindCancellableSkill();
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if (cancellableSkill == null)
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{
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AppendLine("[SKIP] 다운 검증: 테스트용 스킬이 없습니다.");
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yield break;
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}
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if (skillController != null)
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{
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yield return WaitForConditionOrTimeout(() => !skillController.IsPlayingAnimation, 1.5f);
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}
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if (skillController == null || !skillController.ExecuteSkill(cancellableSkill))
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{
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Verify("다운 강제 취소 검증: 스킬 실행 성공", false);
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yield break;
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}
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yield return new WaitForSeconds(0.05f);
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RequestDownRpc(0.6f);
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yield return WaitForConditionOrTimeout(() => hitReactionController.IsDowned, settleDelay + 0.5f);
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yield return new WaitForSeconds(0.05f);
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Verify("다운 적용: IsDowned", hitReactionController.IsDowned);
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Verify("다운 적용: ActionState.IsDowned", actionState.IsDowned);
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Verify("다운 강제 취소: 스킬 애니메이션 중단", !skillController.IsPlayingAnimation);
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Verify("다운 강제 취소: 취소 이유 기록", skillController.LastCancelReason == SkillCancelReason.HitReaction);
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Verify("다운 적용: 이동 불가", !actionState.CanMove);
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Verify("다운 적용: 점프 불가", !actionState.CanJump);
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Verify("다운 적용: 스킬 사용 불가", !actionState.CanUseSkills);
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Verify("다운 적용: 이동속도 0", Mathf.Approximately(actionState.MoveSpeedMultiplier, 0f));
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yield return WaitForConditionOrTimeout(() => !hitReactionController.IsDowned, 1.5f);
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Verify("다운 해제: IsDowned false", !hitReactionController.IsDowned);
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Verify("다운 해제: 이동 가능 복구", actionState.CanMove);
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Verify("다운 해제: 스킬 사용 가능 복구", actionState.CanUseSkills);
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}
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[Rpc(SendTo.Server)]
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private void RequestDownRpc(float duration)
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{
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hitReactionController?.ApplyDown(duration);
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}
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[Rpc(SendTo.Server)]
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private void RequestKnockbackRpc(Vector3 velocity, float duration)
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{
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hitReactionController?.ApplyKnockback(velocity, duration, false);
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}
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private float GetSkillDuration(SkillData skill)
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{
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if (skill == null || skill.SkillClip == null)
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return settleDelay;
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return Mathf.Max(settleDelay, skill.SkillClip.length / Mathf.Max(0.1f, skill.AnimationSpeed));
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}
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private SkillData FindCancellableSkill()
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{
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if (skillInput == null)
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return null;
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for (int i = 0; i < 6; i++)
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{
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SkillData skill = skillInput.GetSkill(i);
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if (skill != null)
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return skill;
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}
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return null;
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}
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private IEnumerator WaitForConditionOrTimeout(Func<bool> predicate, float timeout)
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{
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float elapsed = 0f;
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while (elapsed < timeout)
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{
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if (predicate())
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yield break;
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elapsed += Time.deltaTime;
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yield return null;
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}
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}
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}
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}
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