73 lines
2.0 KiB
C#
73 lines
2.0 KiB
C#
using UnityEngine;
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using Unity.Netcode;
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namespace Colosseum.Player
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{
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/// <summary>
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/// 플레이어 네트워크 상태 관리 (HP, MP 등)
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/// </summary>
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public class PlayerNetworkController : NetworkBehaviour
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{
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[Header("Stats")]
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[SerializeField] private float maxHealth = 100f;
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[SerializeField] private float maxMana = 50f;
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// 네트워크 동기화 변수
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private NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
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private NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
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public float Health => currentHealth.Value;
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public float MaxHealth => maxHealth;
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public float Mana => currentMana.Value;
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public float MaxMana => maxMana;
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public override void OnNetworkSpawn()
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{
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// 초기화
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if (IsServer)
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{
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currentHealth.Value = maxHealth;
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currentMana.Value = maxMana;
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}
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}
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/// <summary>
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/// 대미지 적용 (서버에서만 실행)
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/// </summary>
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[Rpc(SendTo.Server)]
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public void TakeDamageRpc(float damage)
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{
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currentHealth.Value = Mathf.Max(0f, currentHealth.Value - damage);
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if (currentHealth.Value <= 0f)
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{
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HandleDeath();
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}
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}
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/// <summary>
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/// 마나 소모 (서버에서만 실행)
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/// </summary>
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[Rpc(SendTo.Server)]
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public void UseManaRpc(float amount)
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{
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currentMana.Value = Mathf.Max(0f, currentMana.Value - amount);
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}
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/// <summary>
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/// 마나 회복 (서버에서만 실행)
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/// </summary>
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[Rpc(SendTo.Server)]
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public void RestoreManaRpc(float amount)
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{
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currentMana.Value = Mathf.Min(maxMana, currentMana.Value + amount);
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}
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private void HandleDeath()
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{
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// TODO: 사망 처리 로직
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Debug.Log($"Player {OwnerClientId} died!");
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}
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}
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}
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