- 애니메이션 이벤트 기반 방어/유지/해제 흐름과 HUD 피드백, 방어 디버그 로그를 추가했다. - 드로그 기본기1 테스트 패턴을 정리하고 공격 판정을 OnEffect 기반으로 옮기며 드로그 범위 효과의 타겟 레이어를 정상화했다. - 플레이어 퀵슬롯 테스트 세팅과 적-플레이어 겹침 방지 로직을 조정해 충돌 시 적이 수평 이동을 멈추고 최소 분리만 수행하게 했다.
1365 lines
50 KiB
C#
1365 lines
50 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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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.Player;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Colosseum.Skills
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{
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/// <summary>
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/// 스킬 강제 취소 이유
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/// </summary>
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public enum SkillCancelReason
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{
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None,
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Manual,
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Interrupt,
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Death,
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Stun,
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Stagger,
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HitReaction,
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ResourceExhausted,
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Respawn,
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Revive,
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}
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/// <summary>
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/// 마지막 스킬 실행 결과입니다.
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/// </summary>
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public enum SkillExecutionResult
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{
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None,
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Running,
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Completed,
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Cancelled,
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}
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/// <summary>
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/// 스킬 실행을 관리하는 컴포넌트.
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/// 애니메이션 이벤트 기반으로 효과가 발동됩니다.
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/// </summary>
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public class SkillController : NetworkBehaviour
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{
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private const string SKILL_STATE_NAME = "Skill";
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[Header("애니메이션")]
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[SerializeField] private Animator animator;
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[Tooltip("기본 Animator Controller (스킬 종료 후 복원용)")]
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[SerializeField] private RuntimeAnimatorController baseController;
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[Tooltip("Skill 상태에 연결된 기본 클립 (Override용). baseController의 Skill state에서 자동 발견됩니다.")]
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[SerializeField] private AnimationClip baseSkillClip;
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[Header("네트워크 동기화")]
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[Tooltip("이 이름이 포함된 클립이 자동 등록됩니다. 서버→클라이언트 클립 동기화에 사용됩니다.")]
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[SerializeField] private string clipAutoRegisterFilter = "_Player_";
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[Tooltip("자동 등록된 클립 목록 (서버→클라이언트 클립 인덱스 동기화용)")]
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[SerializeField] private List<AnimationClip> registeredClips = new();
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[Header("설정")]
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[SerializeField] private bool debugMode = false;
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[Tooltip("공격 범위 시각화 (Scene 뷰에서 확인)")]
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[SerializeField] private bool showAreaDebug = true;
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[Tooltip("범위 표시 지속 시간")]
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[Min(0.1f)] [SerializeField] private float debugDrawDuration = 1f;
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[Header("디버그")]
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[Tooltip("마지막으로 강제 취소된 스킬 이름")]
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[SerializeField] private string lastCancelledSkillName = string.Empty;
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[Tooltip("마지막 강제 취소 이유")]
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[SerializeField] private SkillCancelReason lastCancelReason = SkillCancelReason.None;
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[Tooltip("마지막 스킬 실행 결과")]
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[SerializeField] private SkillExecutionResult lastExecutionResult = SkillExecutionResult.None;
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// 현재 실행 중인 스킬
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private SkillData currentSkill;
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private SkillLoadoutEntry currentLoadoutEntry;
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private readonly List<SkillEffect> currentCastStartEffects = new();
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private readonly Dictionary<int, List<SkillEffect>> currentTriggeredEffects = new();
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private readonly List<AbnormalityData> currentCastStartAbnormalities = new();
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private readonly Dictionary<int, List<AbnormalityData>> currentTriggeredAbnormalities = new();
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private readonly List<GameObject> currentTriggeredTargetsBuffer = new();
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private int currentClipSequenceIndex; // 현재 재생 중인 클립 순서 (animationClips 내 인덱스)
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private int currentRepeatCount = 1;
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private int currentIterationIndex = 0;
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private GameObject currentTargetOverride;
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private Vector3? currentGroundTargetPosition;
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private IReadOnlyList<AnimationClip> currentPhaseAnimationClips = Array.Empty<AnimationClip>();
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private bool isPlayingReleasePhase = false;
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// 반복 유지 단계 상태
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private bool isLoopPhaseActive = false;
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private float loopElapsedTime = 0f;
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private float loopTickAccumulator = 0f;
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private GameObject loopVfxInstance;
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private readonly List<SkillEffect> currentLoopTickEffects = new();
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private readonly List<SkillEffect> currentLoopExitEffects = new();
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private readonly List<SkillEffect> currentReleaseStartEffects = new();
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private bool loopHoldRequested = false;
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// 쿨타임 추적
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private Dictionary<SkillData, float> cooldownTracker = new Dictionary<SkillData, float>();
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public bool IsExecutingSkill => currentSkill != null;
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public bool IsPlayingAnimation => currentSkill != null;
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public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
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public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
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public SkillData CurrentSkill => currentSkill;
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public SkillLoadoutEntry CurrentLoadoutEntry => currentLoadoutEntry;
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public Animator Animator => animator;
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public SkillCancelReason LastCancelReason => lastCancelReason;
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public string LastCancelledSkillName => lastCancelledSkillName;
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public SkillExecutionResult LastExecutionResult => lastExecutionResult;
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public GameObject CurrentTargetOverride => currentTargetOverride;
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public bool IsChannelingActive => isLoopPhaseActive;
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public bool IsLoopPhaseActive => isLoopPhaseActive;
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private void Awake()
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{
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lastCancelledSkillName = string.Empty;
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lastCancelReason = SkillCancelReason.None;
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if (animator == null)
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{
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animator = GetComponentInChildren<Animator>();
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}
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// 기본 컨트롤러 저장
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if (baseController == null && animator != null)
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{
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baseController = animator.runtimeAnimatorController;
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}
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}
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#if UNITY_EDITOR
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private void OnValidate()
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{
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AutoDiscoverBaseSkillClip();
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AutoRegisterClips();
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}
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/// <summary>
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/// baseController의 Skill 상태에 연결된 클립을 baseSkillClip으로 자동 발견합니다.
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/// </summary>
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private void AutoDiscoverBaseSkillClip()
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{
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if (baseSkillClip != null) return;
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if (baseController == null) return;
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var ac = baseController as UnityEditor.Animations.AnimatorController;
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if (ac == null) return;
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AnimationClip foundClip = FindClipInState(ac, SKILL_STATE_NAME);
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if (foundClip != null)
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{
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baseSkillClip = foundClip;
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UnityEditor.EditorUtility.SetDirty(this);
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}
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}
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/// <summary>
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/// AnimatorController의 지정한 상태에 연결된 AnimationClip을 찾습니다.
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/// </summary>
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private static AnimationClip FindClipInState(UnityEditor.Animations.AnimatorController ac, string stateName)
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{
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for (int i = 0; i < ac.layers.Length; i++)
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{
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AnimationClip clip = FindClipInStateMachine(ac.layers[i].stateMachine, stateName);
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if (clip != null) return clip;
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}
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return null;
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}
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/// <summary>
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/// StateMachine을 재귀적으로 탐색하여 지정한 이름의 상태에서 클립을 찾습니다.
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/// </summary>
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private static AnimationClip FindClipInStateMachine(UnityEditor.Animations.AnimatorStateMachine sm, string stateName)
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{
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for (int i = 0; i < sm.states.Length; i++)
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{
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if (sm.states[i].state.name == stateName && sm.states[i].state.motion is AnimationClip clip)
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return clip;
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}
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for (int i = 0; i < sm.stateMachines.Length; i++)
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{
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AnimationClip clip = FindClipInStateMachine(sm.stateMachines[i].stateMachine, stateName);
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if (clip != null) return clip;
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}
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return null;
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}
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/// <summary>
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/// clipAutoRegisterFilter 이름이 포함된 모든 AnimationClip을 registeredClips에 자동 등록합니다.
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/// 서버→클라이언트 클립 동기화 인덱스의 일관성을 위해 이름순으로 정렬합니다.
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/// </summary>
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private void AutoRegisterClips()
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{
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string trimmedFilter = clipAutoRegisterFilter.Trim('_');
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if (string.IsNullOrEmpty(trimmedFilter))
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return;
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string[] guids = AssetDatabase.FindAssets("t:AnimationClip", new[] { "Assets/_Game/Animations" });
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var clips = new List<AnimationClip>();
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foreach (string guid in guids)
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{
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string path = AssetDatabase.GUIDToAssetPath(guid);
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string clipName = Path.GetFileNameWithoutExtension(path);
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if (clipName.IndexOf(trimmedFilter, StringComparison.OrdinalIgnoreCase) >= 0)
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{
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AnimationClip clip = AssetDatabase.LoadAssetAtPath<AnimationClip>(path);
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if (clip != null)
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clips.Add(clip);
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}
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}
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clips.Sort((a, b) => string.Compare(a.name, b.name, StringComparison.Ordinal));
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// 변경이 있는 경우만 갱신 (무한 루프 방지)
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bool changed = registeredClips.Count != clips.Count;
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if (!changed)
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{
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for (int i = 0; i < clips.Count; i++)
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{
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if (registeredClips[i] != clips[i])
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{
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changed = true;
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break;
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}
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}
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}
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if (changed)
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{
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registeredClips.Clear();
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registeredClips.AddRange(clips);
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Debug.Log($"[SkillController] 자동 등록: {clips.Count}개 클립 (필터: {clipAutoRegisterFilter})", this);
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}
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}
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#endif
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private void Update()
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{
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if (currentSkill == null || animator == null) return;
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UpdateCastTargetTracking();
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// 반복 유지 단계 중일 때
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if (isLoopPhaseActive)
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{
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UpdateLoopPhase();
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return;
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}
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var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
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// 애니메이션 종료 시 처리
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if (stateInfo.normalizedTime >= 1f)
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{
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// 같은 반복 차수 내에서 다음 클립이 있으면 재생
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if (TryPlayNextClipInSequence())
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return;
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if (!isPlayingReleasePhase)
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{
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// 다음 반복 차수가 있으면 시작
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if (TryStartNextIteration())
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return;
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// 반복 유지 단계가 있으면 시작
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if (TryStartLoopPhase())
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return;
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}
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// 모든 클립과 단계가 끝나면 종료
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if (debugMode) Debug.Log($"[Skill] Animation complete: {currentSkill.SkillName}");
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RestoreBaseController();
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CompleteCurrentSkillExecution(SkillExecutionResult.Completed);
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}
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}
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/// <summary>
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/// 스킬 시전
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/// </summary>
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public bool ExecuteSkill(SkillData skill)
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{
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return ExecuteSkill(SkillLoadoutEntry.CreateTemporary(skill));
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}
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/// <summary>
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/// 타겟 오버라이드와 함께 스킬 시전
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/// </summary>
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public bool ExecuteSkill(SkillData skill, GameObject targetOverride)
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{
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return ExecuteSkill(SkillLoadoutEntry.CreateTemporary(skill), targetOverride);
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}
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/// <summary>
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/// 슬롯 엔트리 기준으로 스킬 시전
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/// </summary>
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public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry)
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{
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currentTargetOverride = null;
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return ExecuteSkillInternal(loadoutEntry);
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}
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/// <summary>
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/// 타겟 오버라이드와 함께 스킬 시전.
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/// SingleAlly 타입 효과에서 외부 타겟을 사용할 때 호출합니다.
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/// </summary>
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public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry, GameObject targetOverride)
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{
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currentTargetOverride = targetOverride;
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return ExecuteSkillInternal(loadoutEntry);
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}
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/// <summary>
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/// 지면 타겟 위치와 함께 스킬 시전.
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/// Ground Target 스킬에서 사용합니다.
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/// </summary>
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public bool ExecuteSkill(SkillLoadoutEntry loadoutEntry, GameObject targetOverride, Vector3 groundTargetPosition)
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{
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currentTargetOverride = targetOverride;
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currentGroundTargetPosition = groundTargetPosition;
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return ExecuteSkillInternal(loadoutEntry);
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}
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/// <summary>
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/// 스킬 시전 공통 로직
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/// </summary>
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private bool ExecuteSkillInternal(SkillLoadoutEntry loadoutEntry)
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{
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SkillData skill = loadoutEntry != null ? loadoutEntry.BaseSkill : null;
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if (skill == null)
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{
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Debug.LogWarning("Skill is null!");
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return false;
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}
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// 사망 상태면 스킬 사용 불가
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var damageable = GetComponent<Colosseum.Combat.IDamageable>();
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if (damageable != null && damageable.IsDead)
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{
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if (debugMode) Debug.Log($"[Skill] Cannot execute skill - owner is dead");
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return false;
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}
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if (IsExecutingSkill)
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{
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if (debugMode) Debug.Log($"Already executing skill: {currentSkill.SkillName}");
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return false;
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}
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if (IsOnCooldown(skill))
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{
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if (debugMode) Debug.Log($"Skill {skill.SkillName} is on cooldown");
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return false;
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}
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if (skill.IsEvadeSkill)
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{
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HitReactionController hitReactionController = GetComponent<HitReactionController>();
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hitReactionController?.TryConsumeDownRecoverableEvade();
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}
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currentLoadoutEntry = loadoutEntry != null ? loadoutEntry.CreateCopy() : SkillLoadoutEntry.CreateTemporary(skill);
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currentSkill = skill;
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lastCancelReason = SkillCancelReason.None;
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lastExecutionResult = SkillExecutionResult.Running;
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BuildResolvedEffects(currentLoadoutEntry);
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currentRepeatCount = currentLoadoutEntry.GetResolvedRepeatCount();
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currentIterationIndex = 0;
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loopHoldRequested = skill.RequiresLoopHold;
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if (debugMode) Debug.Log($"[Skill] Cast: {skill.SkillName}");
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// 쿨타임 시작
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StartCooldown(skill, currentLoadoutEntry.GetResolvedCooldown());
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StartCurrentIteration();
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return true;
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}
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/// <summary>
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/// 시전 시작 즉시 발동하는 효과를 실행합니다.
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/// 서버 권한으로만 처리해 실제 게임플레이 효과가 한 번만 적용되게 합니다.
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/// </summary>
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private void TriggerCastStartEffects()
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{
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if (currentSkill == null)
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return;
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// VFX는 모든 클라이언트에서 로컬 생성 (서버 가드 무시)
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for (int i = 0; i < currentCastStartEffects.Count; i++)
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{
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SkillEffect effect = currentCastStartEffects[i];
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if (effect != null && effect.IsVisualOnly)
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{
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if (debugMode) Debug.Log($"[Skill] Cast start VFX: {effect.name} (index {i})");
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effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
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}
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}
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// 게임플레이 효과는 서버에서만 실행
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if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
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return;
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for (int i = 0; i < currentCastStartEffects.Count; i++)
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{
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SkillEffect effect = currentCastStartEffects[i];
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if (effect == null || effect.IsVisualOnly)
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continue;
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if (debugMode) Debug.Log($"[Skill] Cast start effect: {effect.name} (index {i})");
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effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
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}
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if (currentCastStartAbnormalities.Count <= 0)
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return;
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AbnormalityManager abnormalityManager = GetComponent<AbnormalityManager>();
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if (abnormalityManager == null)
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{
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if (debugMode) Debug.LogWarning("[Skill] Cast start abnormality skipped - no AbnormalityManager");
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return;
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}
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for (int i = 0; i < currentCastStartAbnormalities.Count; i++)
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{
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AbnormalityData abnormality = currentCastStartAbnormalities[i];
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if (abnormality == null)
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continue;
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if (debugMode) Debug.Log($"[Skill] Cast start abnormality: {abnormality.abnormalityName} (index {i})");
|
|
abnormalityManager.ApplyAbnormality(abnormality, gameObject);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트가 없는 자기 자신 대상 효과는 시전 즉시 발동합니다.
|
|
/// 버프/무적 같은 자기 강화 스킬이 이벤트 누락으로 동작하지 않는 상황을 막기 위한 보정입니다.
|
|
/// </summary>
|
|
private void TriggerImmediateSelfEffectsIfNeeded()
|
|
{
|
|
if (currentSkill == null || currentTriggeredEffects.Count == 0)
|
|
return;
|
|
|
|
if (currentSkill.SkillClip != null && currentSkill.SkillClip.events != null && currentSkill.SkillClip.events.Length > 0)
|
|
return;
|
|
|
|
if (!currentTriggeredEffects.TryGetValue(0, out List<SkillEffect> effectsAtZero))
|
|
return;
|
|
|
|
// VFX는 모든 클라이언트에서 로컬 생성 (서버 가드 무시)
|
|
for (int i = 0; i < effectsAtZero.Count; i++)
|
|
{
|
|
SkillEffect effect = effectsAtZero[i];
|
|
if (effect != null && effect.IsVisualOnly && effect.TargetType == TargetType.Self)
|
|
{
|
|
if (debugMode) Debug.Log($"[Skill] Immediate self VFX: {effect.name} (index {i})");
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
// 게임플레이 효과는 서버에서만 실행
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
|
|
return;
|
|
|
|
for (int i = 0; i < effectsAtZero.Count; i++)
|
|
{
|
|
SkillEffect effect = effectsAtZero[i];
|
|
if (effect == null || effect.TargetType != TargetType.Self || effect.IsVisualOnly)
|
|
continue;
|
|
|
|
if (debugMode) Debug.Log($"[Skill] Immediate self effect: {effect.name} (index {i})");
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 슬롯 엔트리 기준으로 시전 시작/트리거 효과를 합성합니다.
|
|
/// </summary>
|
|
private void BuildResolvedEffects(SkillLoadoutEntry loadoutEntry)
|
|
{
|
|
currentCastStartEffects.Clear();
|
|
currentTriggeredEffects.Clear();
|
|
currentCastStartAbnormalities.Clear();
|
|
currentTriggeredAbnormalities.Clear();
|
|
currentLoopTickEffects.Clear();
|
|
currentLoopExitEffects.Clear();
|
|
currentReleaseStartEffects.Clear();
|
|
|
|
if (loadoutEntry == null)
|
|
return;
|
|
|
|
loadoutEntry.CollectCastStartEffects(currentCastStartEffects);
|
|
loadoutEntry.CollectTriggeredEffects(currentTriggeredEffects);
|
|
loadoutEntry.CollectCastStartAbnormalities(currentCastStartAbnormalities);
|
|
loadoutEntry.CollectTriggeredAbnormalities(currentTriggeredAbnormalities);
|
|
loadoutEntry.CollectLoopTickEffects(currentLoopTickEffects);
|
|
loadoutEntry.CollectLoopExitEffects(currentLoopExitEffects);
|
|
loadoutEntry.CollectReleaseStartEffects(currentReleaseStartEffects);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 스킬의 반복 차수 하나를 시작합니다.
|
|
/// </summary>
|
|
private void StartCurrentIteration()
|
|
{
|
|
if (currentSkill == null)
|
|
return;
|
|
|
|
currentIterationIndex++;
|
|
currentClipSequenceIndex = 0;
|
|
isPlayingReleasePhase = false;
|
|
currentPhaseAnimationClips = currentSkill.AnimationClips;
|
|
|
|
if (debugMode && currentRepeatCount > 1)
|
|
{
|
|
Debug.Log($"[Skill] Iteration {currentIterationIndex}/{currentRepeatCount}: {currentSkill.SkillName}");
|
|
}
|
|
|
|
TriggerCastStartEffects();
|
|
|
|
if (currentPhaseAnimationClips.Count > 0 && animator != null)
|
|
{
|
|
float resolvedAnimationSpeed = currentLoadoutEntry != null
|
|
? currentLoadoutEntry.GetResolvedAnimationSpeed()
|
|
: currentSkill.AnimationSpeed;
|
|
animator.speed = resolvedAnimationSpeed;
|
|
PlaySkillClip(currentPhaseAnimationClips[0]);
|
|
}
|
|
|
|
TriggerImmediateSelfEffectsIfNeeded();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 시퀀스 내 다음 클립이 있으면 재생합니다.
|
|
/// </summary>
|
|
private bool TryPlayNextClipInSequence()
|
|
{
|
|
if (currentSkill == null)
|
|
return false;
|
|
|
|
if (currentPhaseAnimationClips == null)
|
|
return false;
|
|
|
|
int nextIndex = currentClipSequenceIndex + 1;
|
|
if (nextIndex >= currentPhaseAnimationClips.Count)
|
|
return false;
|
|
|
|
currentClipSequenceIndex = nextIndex;
|
|
PlaySkillClip(currentPhaseAnimationClips[currentClipSequenceIndex]);
|
|
|
|
if (debugMode)
|
|
{
|
|
Debug.Log($"[Skill] Playing clip {currentClipSequenceIndex + 1}/{currentPhaseAnimationClips.Count}: {currentPhaseAnimationClips[currentClipSequenceIndex].name}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 시전이 남아 있으면 다음 차수를 시작합니다.
|
|
/// </summary>
|
|
private bool TryStartNextIteration()
|
|
{
|
|
if (currentSkill == null)
|
|
return false;
|
|
|
|
if (currentIterationIndex >= currentRepeatCount)
|
|
return false;
|
|
|
|
StartCurrentIteration();
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 스킬 클립으로 Override Controller 생성 후 재생
|
|
/// </summary>
|
|
private void PlaySkillClip(AnimationClip clip)
|
|
{
|
|
if (baseSkillClip == null)
|
|
{
|
|
Debug.LogError("[SkillController] Base Skill Clip is not assigned!");
|
|
return;
|
|
}
|
|
|
|
if (debugMode)
|
|
{
|
|
Debug.Log($"[Skill] PlaySkillClip: {clip.name}, BaseClip: {baseSkillClip.name}");
|
|
}
|
|
|
|
var overrideController = new AnimatorOverrideController(baseController);
|
|
overrideController[baseSkillClip] = clip;
|
|
animator.runtimeAnimatorController = overrideController;
|
|
|
|
// 애니메이터 완전 리셋 후 재생
|
|
animator.Rebind();
|
|
animator.Update(0f);
|
|
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
|
|
|
// 클라이언트에 클립 동기화
|
|
if (IsServer && IsSpawned)
|
|
PlaySkillClipClientRpc(registeredClips.IndexOf(clip));
|
|
}
|
|
|
|
/// <summary>
|
|
/// 기본 컨트롤러로 복원
|
|
/// </summary>
|
|
private void RestoreBaseController()
|
|
{
|
|
if (animator != null && baseController != null)
|
|
{
|
|
animator.runtimeAnimatorController = baseController;
|
|
animator.speed = 1f;
|
|
}
|
|
|
|
// 클라이언트에 복원 동기화
|
|
if (IsServer && IsSpawned)
|
|
RestoreBaseControllerClientRpc();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 클라이언트: override 컨트롤러 적용 + 스킬 상태 재생 (원자적 실행으로 타이밍 문제 해결)
|
|
/// </summary>
|
|
[Rpc(SendTo.NotServer)]
|
|
private void PlaySkillClipClientRpc(int clipIndex)
|
|
{
|
|
if (baseSkillClip == null || animator == null || baseController == null) return;
|
|
if (clipIndex < 0 || clipIndex >= registeredClips.Count || registeredClips[clipIndex] == null)
|
|
{
|
|
if (debugMode) Debug.LogWarning($"[SkillController] Clip index {clipIndex} not found in registeredClips. Add it to sync to clients.");
|
|
return;
|
|
}
|
|
|
|
var overrideController = new AnimatorOverrideController(baseController);
|
|
overrideController[baseSkillClip] = registeredClips[clipIndex];
|
|
animator.runtimeAnimatorController = overrideController;
|
|
animator.Rebind();
|
|
animator.Update(0f);
|
|
animator.Play(SKILL_STATE_NAME, 0, 0f);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 클라이언트: 기본 컨트롤러 복원
|
|
/// </summary>
|
|
[Rpc(SendTo.NotServer)]
|
|
private void RestoreBaseControllerClientRpc()
|
|
{
|
|
if (animator != null && baseController != null)
|
|
animator.runtimeAnimatorController = baseController;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. Effect 리스트의 index번째 효과를 발동합니다.
|
|
/// Animation Event: Function = OnEffect, Int Parameter = effect index (0-based)
|
|
/// </summary>
|
|
public void OnEffect(int index)
|
|
{
|
|
if (currentSkill == null)
|
|
{
|
|
if (debugMode) Debug.LogWarning("[Effect] No skill executing");
|
|
return;
|
|
}
|
|
|
|
// 사망 상태면 효과 발동 중단
|
|
var damageable = GetComponent<Colosseum.Combat.IDamageable>();
|
|
if (damageable != null && damageable.IsDead)
|
|
{
|
|
if (debugMode) Debug.Log($"[Effect] Cancelled - owner is dead");
|
|
return;
|
|
}
|
|
|
|
if (!currentTriggeredEffects.TryGetValue(index, out List<SkillEffect> effects) || effects == null || effects.Count == 0)
|
|
{
|
|
if (debugMode) Debug.LogWarning($"[Effect] Invalid index: {index}");
|
|
return;
|
|
}
|
|
|
|
// VFX는 모든 클라이언트에서 로컬 생성 (서버 가드 무시)
|
|
for (int i = 0; i < effects.Count; i++)
|
|
{
|
|
SkillEffect effect = effects[i];
|
|
if (effect != null && effect.IsVisualOnly)
|
|
{
|
|
if (debugMode) Debug.Log($"[Effect] VFX: {effect.name} (index {index})");
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
// 게임플레이 효과는 서버에서만 실행
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
|
|
|
|
for (int i = 0; i < effects.Count; i++)
|
|
{
|
|
SkillEffect effect = effects[i];
|
|
if (effect == null || effect.IsVisualOnly)
|
|
continue;
|
|
|
|
if (debugMode) Debug.Log($"[Effect] {effect.name} (index {index})");
|
|
|
|
// 공격 범위 시각화
|
|
if (showAreaDebug)
|
|
{
|
|
effect.DrawDebugRange(gameObject, debugDrawDuration, currentGroundTargetPosition);
|
|
}
|
|
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. 스킬 종료를 요청합니다.
|
|
/// 애니메이션은 끝까지 재생된 후 종료됩니다.
|
|
/// Animation Event: Function = OnSkillEnd
|
|
/// </summary>
|
|
public void OnSkillEnd()
|
|
{
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer) return;
|
|
|
|
if (currentSkill == null)
|
|
{
|
|
if (debugMode) Debug.LogWarning("[SkillEnd] No skill executing");
|
|
return;
|
|
}
|
|
|
|
if (debugMode) Debug.Log($"[Skill] End event received: {currentSkill.SkillName}");
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. 방어 상태를 시작합니다.
|
|
/// </summary>
|
|
public void OnDefenseStateEnter()
|
|
{
|
|
PlayerDefenseController defenseController = GetComponent<PlayerDefenseController>();
|
|
defenseController?.EnterDefenseState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. 방어 상태를 종료합니다.
|
|
/// </summary>
|
|
public void OnDefenseStateExit()
|
|
{
|
|
PlayerDefenseController defenseController = GetComponent<PlayerDefenseController>();
|
|
defenseController?.ExitDefenseState();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. 방어 유지 자원 소모를 시작합니다.
|
|
/// </summary>
|
|
public void OnDefenseSustainEnter()
|
|
{
|
|
PlayerDefenseSustainController sustainController = GetComponent<PlayerDefenseSustainController>();
|
|
if (sustainController == null)
|
|
sustainController = gameObject.AddComponent<PlayerDefenseSustainController>();
|
|
|
|
sustainController.BeginSustain();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 애니메이션 이벤트에서 호출. 방어 유지 자원 소모를 종료합니다.
|
|
/// </summary>
|
|
public void OnDefenseSustainExit()
|
|
{
|
|
PlayerDefenseSustainController sustainController = GetComponent<PlayerDefenseSustainController>();
|
|
sustainController?.EndSustain();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 스킬을 강제 취소합니다.
|
|
/// </summary>
|
|
public bool CancelSkill(SkillCancelReason reason = SkillCancelReason.Manual)
|
|
{
|
|
if (currentSkill == null)
|
|
return false;
|
|
|
|
lastCancelledSkillName = currentSkill.SkillName;
|
|
lastCancelReason = reason;
|
|
|
|
Debug.Log($"[Skill] Cancelled: {currentSkill.SkillName} / reason={reason}");
|
|
|
|
RestoreBaseController();
|
|
CompleteCurrentSkillExecution(SkillExecutionResult.Cancelled);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 서버에서 현재 스킬 취소를 확정하고 클라이언트에 동기화합니다.
|
|
/// </summary>
|
|
public bool CancelSkillFromServer(SkillCancelReason reason)
|
|
{
|
|
bool cancelled = CancelSkill(reason);
|
|
if (!cancelled)
|
|
return false;
|
|
|
|
if (NetworkManager.Singleton != null && NetworkManager.Singleton.IsServer)
|
|
{
|
|
SyncCancelledSkillClientRpc((int)reason);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
[Rpc(SendTo.NotServer)]
|
|
private void SyncCancelledSkillClientRpc(int reasonValue)
|
|
{
|
|
SkillCancelReason reason = System.Enum.IsDefined(typeof(SkillCancelReason), reasonValue)
|
|
? (SkillCancelReason)reasonValue
|
|
: SkillCancelReason.Manual;
|
|
|
|
CancelSkill(reason);
|
|
}
|
|
|
|
public bool IsOnCooldown(SkillData skill)
|
|
{
|
|
if (!cooldownTracker.ContainsKey(skill))
|
|
return false;
|
|
|
|
return Time.time < cooldownTracker[skill];
|
|
}
|
|
|
|
public float GetRemainingCooldown(SkillData skill)
|
|
{
|
|
if (!cooldownTracker.ContainsKey(skill))
|
|
return 0f;
|
|
|
|
float remaining = cooldownTracker[skill] - Time.time;
|
|
return Mathf.Max(0f, remaining);
|
|
}
|
|
|
|
private void StartCooldown(SkillData skill, float cooldownDuration)
|
|
{
|
|
cooldownTracker[skill] = Time.time + cooldownDuration;
|
|
}
|
|
|
|
public void ResetCooldown(SkillData skill)
|
|
{
|
|
cooldownTracker.Remove(skill);
|
|
}
|
|
|
|
public void ResetAllCooldowns()
|
|
{
|
|
cooldownTracker.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 단계를 시작합니다. 캐스트 애니메이션 종료 후 호출됩니다.
|
|
/// </summary>
|
|
private bool TryStartLoopPhase()
|
|
{
|
|
if (currentSkill == null || !currentSkill.HasLoopPhase)
|
|
return false;
|
|
|
|
if (currentSkill.RequiresLoopHold && !loopHoldRequested)
|
|
{
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 진입 전 버튼 해제됨: {currentSkill.SkillName}");
|
|
|
|
if (TryStartReleasePhase())
|
|
return true;
|
|
|
|
RestoreBaseController();
|
|
CompleteCurrentSkillExecution(SkillExecutionResult.Cancelled);
|
|
return true;
|
|
}
|
|
|
|
isLoopPhaseActive = true;
|
|
loopElapsedTime = 0f;
|
|
loopTickAccumulator = 0f;
|
|
|
|
SpawnLoopVfx();
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 시작: {currentSkill.SkillName} (duration={currentSkill.LoopMaxDuration}s, tick={currentSkill.LoopTickInterval}s)");
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 VFX를 시전자 위치에 생성합니다.
|
|
/// </summary>
|
|
private void SpawnLoopVfx()
|
|
{
|
|
if (currentSkill == null || currentSkill.LoopVfxPrefab == null)
|
|
return;
|
|
|
|
Transform mount = ResolveLoopVfxMount();
|
|
Vector3 spawnPos = mount != null ? mount.position : transform.position;
|
|
|
|
loopVfxInstance = UnityEngine.Object.Instantiate(
|
|
currentSkill.LoopVfxPrefab,
|
|
spawnPos,
|
|
transform.rotation);
|
|
|
|
if (mount != null)
|
|
loopVfxInstance.transform.SetParent(mount);
|
|
|
|
loopVfxInstance.transform.localScale = new Vector3(
|
|
currentSkill.LoopVfxWidthScale,
|
|
currentSkill.LoopVfxWidthScale,
|
|
currentSkill.LoopVfxLengthScale);
|
|
|
|
// 모든 파티클을 루핑 모드로 설정
|
|
ForceLoopParticleSystems(loopVfxInstance);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 하위 모든 ParticleSystem을 루핑 모드로 강제 설정하고 충돌을 비활성화합니다.
|
|
/// 채널링 종료 시 파괴되므로 자연 종료 및 충돌 반응 방지용.
|
|
/// </summary>
|
|
private static void ForceLoopParticleSystems(GameObject instance)
|
|
{
|
|
if (instance == null) return;
|
|
|
|
ParticleSystem[] particles = instance.GetComponentsInChildren<ParticleSystem>(true);
|
|
for (int i = 0; i < particles.Length; i++)
|
|
{
|
|
var main = particles[i].main;
|
|
main.loop = true;
|
|
main.stopAction = ParticleSystemStopAction.None;
|
|
|
|
var collision = particles[i].collision;
|
|
collision.enabled = false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// loopVfxMountPath에서 VFX 장착 위치를 찾습니다.
|
|
/// </summary>
|
|
private Transform ResolveLoopVfxMount()
|
|
{
|
|
if (currentSkill == null || string.IsNullOrEmpty(currentSkill.LoopVfxMountPath))
|
|
return null;
|
|
|
|
// Animator 하위에서 이름으로 재귀 검색
|
|
Animator animator = GetComponentInChildren<Animator>();
|
|
if (animator != null)
|
|
{
|
|
Transform found = FindTransformRecursive(animator.transform, currentSkill.LoopVfxMountPath);
|
|
if (found != null)
|
|
return found;
|
|
}
|
|
|
|
// 자식 GameObject에서 경로 검색
|
|
return transform.Find(currentSkill.LoopVfxMountPath);
|
|
}
|
|
|
|
private static Transform FindTransformRecursive(Transform parent, string name)
|
|
{
|
|
for (int i = 0; i < parent.childCount; i++)
|
|
{
|
|
Transform child = parent.GetChild(i);
|
|
if (child.name == name)
|
|
return child;
|
|
|
|
Transform found = FindTransformRecursive(child, name);
|
|
if (found != null)
|
|
return found;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 VFX를 파괴합니다.
|
|
/// </summary>
|
|
private void DestroyLoopVfx()
|
|
{
|
|
if (loopVfxInstance != null)
|
|
{
|
|
UnityEngine.Object.Destroy(loopVfxInstance);
|
|
loopVfxInstance = null;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 단계를 매 프레임 업데이트합니다. 틱 효과를 주기적으로 발동합니다.
|
|
/// </summary>
|
|
private void UpdateLoopPhase()
|
|
{
|
|
if (!isLoopPhaseActive || currentSkill == null)
|
|
return;
|
|
|
|
loopElapsedTime += Time.deltaTime;
|
|
loopTickAccumulator += Time.deltaTime;
|
|
|
|
// 틱 효과 발동
|
|
float tickInterval = currentSkill.LoopTickInterval;
|
|
while (loopTickAccumulator >= tickInterval)
|
|
{
|
|
loopTickAccumulator -= tickInterval;
|
|
TriggerLoopTick();
|
|
}
|
|
|
|
// 지속 시간 초과 → 반복 유지 종료
|
|
if (currentSkill.UsesLoopMaxDuration && loopElapsedTime >= currentSkill.LoopMaxDuration)
|
|
{
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 지속 시간 만료: {currentSkill.SkillName}");
|
|
EndLoopPhase();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 틱 효과를 발동합니다.
|
|
/// </summary>
|
|
private void TriggerLoopTick()
|
|
{
|
|
if (currentLoopTickEffects.Count == 0)
|
|
return;
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 틱 발동: {currentSkill.SkillName} (elapsed={loopElapsedTime:F1}s)");
|
|
|
|
// VFX는 모든 클라이언트에서 로컬 실행
|
|
for (int i = 0; i < currentLoopTickEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentLoopTickEffects[i];
|
|
if (effect != null && effect.IsVisualOnly)
|
|
{
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
// 게임플레이 효과는 서버에서만 실행
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
|
|
return;
|
|
|
|
for (int i = 0; i < currentLoopTickEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentLoopTickEffects[i];
|
|
if (effect == null || effect.IsVisualOnly)
|
|
continue;
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 틱 효과: {effect.name}");
|
|
|
|
if (showAreaDebug)
|
|
effect.DrawDebugRange(gameObject, debugDrawDuration, currentGroundTargetPosition);
|
|
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 단계를 종료합니다. 종료 효과를 발동하고 다음 단계를 시작합니다.
|
|
/// </summary>
|
|
private void EndLoopPhase()
|
|
{
|
|
if (!isLoopPhaseActive)
|
|
return;
|
|
|
|
// 반복 유지 종료 효과 발동
|
|
TriggerLoopExitEffects();
|
|
DestroyLoopVfx();
|
|
|
|
isLoopPhaseActive = false;
|
|
loopElapsedTime = 0f;
|
|
loopTickAccumulator = 0f;
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 종료: {currentSkill?.SkillName}");
|
|
|
|
if (TryStartReleasePhase())
|
|
return;
|
|
|
|
RestoreBaseController();
|
|
CompleteCurrentSkillExecution(SkillExecutionResult.Completed);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 반복 유지 종료 효과를 발동합니다.
|
|
/// </summary>
|
|
private void TriggerLoopExitEffects()
|
|
{
|
|
if (currentLoopExitEffects.Count == 0)
|
|
return;
|
|
|
|
// VFX는 모든 클라이언트에서 로컬 실행
|
|
for (int i = 0; i < currentLoopExitEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentLoopExitEffects[i];
|
|
if (effect != null && effect.IsVisualOnly)
|
|
{
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
// 게임플레이 효과는 서버에서만 실행
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
|
|
return;
|
|
|
|
for (int i = 0; i < currentLoopExitEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentLoopExitEffects[i];
|
|
if (effect == null || effect.IsVisualOnly)
|
|
continue;
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 종료 효과: {effect.name}");
|
|
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 해제 단계를 시작합니다.
|
|
/// </summary>
|
|
private bool TryStartReleasePhase()
|
|
{
|
|
if (currentSkill == null || !currentSkill.HasReleasePhase)
|
|
return false;
|
|
|
|
currentClipSequenceIndex = 0;
|
|
isPlayingReleasePhase = true;
|
|
currentPhaseAnimationClips = currentSkill.ReleaseAnimationClips;
|
|
|
|
TriggerReleaseStartEffects();
|
|
|
|
if (currentPhaseAnimationClips.Count <= 0 || animator == null)
|
|
return false;
|
|
|
|
float resolvedAnimationSpeed = currentLoadoutEntry != null
|
|
? currentLoadoutEntry.GetResolvedAnimationSpeed()
|
|
: currentSkill.AnimationSpeed;
|
|
animator.speed = resolvedAnimationSpeed;
|
|
PlaySkillClip(currentPhaseAnimationClips[0]);
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 해제 단계 시작: {currentSkill.SkillName}");
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 해제 단계 시작 효과를 발동합니다.
|
|
/// </summary>
|
|
private void TriggerReleaseStartEffects()
|
|
{
|
|
if (currentReleaseStartEffects.Count == 0)
|
|
return;
|
|
|
|
for (int i = 0; i < currentReleaseStartEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentReleaseStartEffects[i];
|
|
if (effect != null && effect.IsVisualOnly)
|
|
{
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
if (NetworkManager.Singleton != null && !NetworkManager.Singleton.IsServer)
|
|
return;
|
|
|
|
for (int i = 0; i < currentReleaseStartEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = currentReleaseStartEffects[i];
|
|
if (effect == null || effect.IsVisualOnly)
|
|
continue;
|
|
|
|
effect.ExecuteOnCast(gameObject, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 플레이어가 버튼을 놓았을 때 반복 유지 단계를 중단합니다.
|
|
/// PlayerSkillInput에서 호출됩니다.
|
|
/// </summary>
|
|
public void NotifyLoopHoldReleased()
|
|
{
|
|
if (currentSkill == null || !currentSkill.RequiresLoopHold)
|
|
return;
|
|
|
|
loopHoldRequested = false;
|
|
|
|
if (!isLoopPhaseActive)
|
|
return;
|
|
|
|
if (debugMode)
|
|
Debug.Log($"[Skill] 반복 유지 버튼 해제로 중단: {currentSkill?.SkillName}");
|
|
|
|
EndLoopPhase();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 레거시 채널링 입력 해제 경로 호환 메서드입니다.
|
|
/// </summary>
|
|
public void NotifyChannelHoldReleased()
|
|
{
|
|
NotifyLoopHoldReleased();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 실행 중인 스킬 상태를 정리합니다.
|
|
/// </summary>
|
|
private void ClearCurrentSkillState()
|
|
{
|
|
currentSkill = null;
|
|
currentLoadoutEntry = null;
|
|
currentCastStartEffects.Clear();
|
|
currentTriggeredEffects.Clear();
|
|
currentCastStartAbnormalities.Clear();
|
|
currentTriggeredAbnormalities.Clear();
|
|
currentTriggeredTargetsBuffer.Clear();
|
|
currentLoopTickEffects.Clear();
|
|
currentLoopExitEffects.Clear();
|
|
currentReleaseStartEffects.Clear();
|
|
isLoopPhaseActive = false;
|
|
loopElapsedTime = 0f;
|
|
loopTickAccumulator = 0f;
|
|
DestroyLoopVfx();
|
|
currentTargetOverride = null;
|
|
currentGroundTargetPosition = null;
|
|
currentPhaseAnimationClips = Array.Empty<AnimationClip>();
|
|
isPlayingReleasePhase = false;
|
|
currentClipSequenceIndex = 0;
|
|
currentRepeatCount = 1;
|
|
currentIterationIndex = 0;
|
|
loopHoldRequested = false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 시전 중인 스킬을 지정 결과로 종료합니다.
|
|
/// </summary>
|
|
private void CompleteCurrentSkillExecution(SkillExecutionResult result)
|
|
{
|
|
lastExecutionResult = result;
|
|
NotifyDefenseStateEnded();
|
|
ClearCurrentSkillState();
|
|
}
|
|
|
|
private void NotifyDefenseStateEnded()
|
|
{
|
|
PlayerDefenseController defenseController = GetComponent<PlayerDefenseController>();
|
|
defenseController?.HandleSkillExecutionEnded();
|
|
|
|
PlayerDefenseSustainController sustainController = GetComponent<PlayerDefenseSustainController>();
|
|
sustainController?.HandleSkillExecutionEnded();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 적 스킬이 시전 중일 때 대상 추적 정책을 적용합니다.
|
|
/// </summary>
|
|
private void UpdateCastTargetTracking()
|
|
{
|
|
if (currentSkill == null || currentTargetOverride == null || !currentTargetOverride.activeInHierarchy)
|
|
return;
|
|
|
|
var enemyBase = GetComponent<Colosseum.Enemy.EnemyBase>();
|
|
if (enemyBase == null)
|
|
return;
|
|
|
|
if (IsSpawned && !IsServer)
|
|
return;
|
|
|
|
Vector3 direction = currentTargetOverride.transform.position - transform.position;
|
|
direction.y = 0f;
|
|
if (direction.sqrMagnitude < 0.0001f)
|
|
return;
|
|
|
|
if (currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.FaceTarget ||
|
|
currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.MoveTowardTarget)
|
|
{
|
|
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
|
|
float rotationSpeed = Mathf.Max(0f, currentSkill.CastTargetRotationSpeed);
|
|
if (rotationSpeed <= 0f)
|
|
transform.rotation = targetRotation;
|
|
else
|
|
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * 360f * Time.deltaTime);
|
|
}
|
|
|
|
if (currentSkill.CastTargetTrackingMode != SkillCastTargetTrackingMode.MoveTowardTarget || currentSkill.UseRootMotion)
|
|
return;
|
|
|
|
UnityEngine.AI.NavMeshAgent navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
|
if (navMeshAgent == null || !navMeshAgent.enabled)
|
|
return;
|
|
|
|
float stopDistance = Mathf.Max(0f, currentSkill.CastTargetStopDistance);
|
|
if (direction.magnitude <= stopDistance)
|
|
{
|
|
navMeshAgent.isStopped = true;
|
|
navMeshAgent.ResetPath();
|
|
return;
|
|
}
|
|
|
|
navMeshAgent.isStopped = false;
|
|
navMeshAgent.SetDestination(currentTargetOverride.transform.position);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 현재 트리거 인덱스에 연결된 젬 이상상태를 적중 대상에게 적용합니다.
|
|
/// </summary>
|
|
private void ApplyTriggeredAbnormalities(int index, List<SkillEffect> referenceEffects)
|
|
{
|
|
if (!currentTriggeredAbnormalities.TryGetValue(index, out List<AbnormalityData> abnormalities) ||
|
|
abnormalities == null ||
|
|
abnormalities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
currentTriggeredTargetsBuffer.Clear();
|
|
|
|
for (int i = 0; i < referenceEffects.Count; i++)
|
|
{
|
|
SkillEffect effect = referenceEffects[i];
|
|
if (effect == null || effect.TargetType == TargetType.Self)
|
|
continue;
|
|
|
|
effect.CollectTargets(gameObject, currentTriggeredTargetsBuffer, currentTargetOverride, currentGroundTargetPosition);
|
|
}
|
|
|
|
if (currentTriggeredTargetsBuffer.Count == 0)
|
|
{
|
|
if (debugMode)
|
|
{
|
|
Debug.LogWarning($"[Skill] Trigger abnormality skipped - no hit target resolved for index {index}");
|
|
}
|
|
return;
|
|
}
|
|
|
|
for (int i = 0; i < currentTriggeredTargetsBuffer.Count; i++)
|
|
{
|
|
GameObject target = currentTriggeredTargetsBuffer[i];
|
|
if (target == null)
|
|
continue;
|
|
|
|
AbnormalityManager abnormalityManager = target.GetComponent<AbnormalityManager>();
|
|
if (abnormalityManager == null)
|
|
continue;
|
|
|
|
for (int j = 0; j < abnormalities.Count; j++)
|
|
{
|
|
AbnormalityData abnormality = abnormalities[j];
|
|
if (abnormality == null)
|
|
continue;
|
|
|
|
if (debugMode)
|
|
{
|
|
Debug.Log($"[Skill] Trigger abnormality: {abnormality.abnormalityName} -> {target.name} (index {index})");
|
|
}
|
|
|
|
abnormalityManager.ApplyAbnormality(abnormality, gameObject);
|
|
}
|
|
}
|
|
|
|
currentTriggeredTargetsBuffer.Clear();
|
|
}
|
|
}
|
|
}
|