- DamageEffect: 무기 데미지 배율 적용 (GetDamageMultiplier) - PlayerSkillInput: 무기 마나 소모 배율 적용 (GetActualManaCost) - SkillEffect: 무기 사거리 배율 적용 (가상 메서드로 구현) Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
239 lines
7.8 KiB
C#
239 lines
7.8 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using Unity.Netcode;
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using Colosseum.Skills;
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using Colosseum.Weapons;
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namespace Colosseum.Player
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{
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/// <summary>
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/// 플레이어 스킬 입력 처리.
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/// 논타겟 방식: 입력 시 즉시 스킬 시전
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/// </summary>
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public class PlayerSkillInput : NetworkBehaviour
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{
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[Header("Skill Slots")]
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[Tooltip("각 슬롯에 등록할 스킬 데이터 (6개)")]
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[SerializeField] private SkillData[] skillSlots = new SkillData[6];
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[Header("References")]
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[Tooltip("SkillController (없으면 자동 검색)")]
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[SerializeField] private SkillController skillController;
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[Tooltip("PlayerNetworkController (없으면 자동 검색)")]
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[SerializeField] private PlayerNetworkController networkController;
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[Tooltip("WeaponEquipment (없으면 자동 검색)")]
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[SerializeField] private WeaponEquipment weaponEquipment;
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private InputSystem_Actions inputActions;
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public SkillData[] SkillSlots => skillSlots;
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public override void OnNetworkSpawn()
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{
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if (!IsOwner)
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{
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enabled = false;
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return;
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}
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// SkillController 참조 확인
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if (skillController == null)
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{
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skillController = GetComponent<SkillController>();
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if (skillController == null)
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{
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Debug.LogError("PlayerSkillInput: SkillController not found!");
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enabled = false;
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return;
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}
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}
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// PlayerNetworkController 참조 확인
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if (networkController == null)
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{
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networkController = GetComponent<PlayerNetworkController>();
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}
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// WeaponEquipment 참조 확인
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if (weaponEquipment == null)
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{
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weaponEquipment = GetComponent<WeaponEquipment>();
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}
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InitializeInputActions();
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}
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private void InitializeInputActions()
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{
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inputActions = new InputSystem_Actions();
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inputActions.Player.Enable();
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// 스킬 액션 콜백 등록
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inputActions.Player.Skill1.performed += _ => OnSkillInput(0);
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inputActions.Player.Skill2.performed += _ => OnSkillInput(1);
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inputActions.Player.Skill3.performed += _ => OnSkillInput(2);
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inputActions.Player.Skill4.performed += _ => OnSkillInput(3);
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inputActions.Player.Skill5.performed += _ => OnSkillInput(4);
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inputActions.Player.Skill6.performed += _ => OnSkillInput(5);
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}
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public override void OnNetworkDespawn()
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{
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if (inputActions != null)
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{
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inputActions.Player.Skill1.performed -= _ => OnSkillInput(0);
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inputActions.Player.Skill2.performed -= _ => OnSkillInput(1);
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inputActions.Player.Skill3.performed -= _ => OnSkillInput(2);
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inputActions.Player.Skill4.performed -= _ => OnSkillInput(3);
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inputActions.Player.Skill5.performed -= _ => OnSkillInput(4);
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inputActions.Player.Skill6.performed -= _ => OnSkillInput(5);
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inputActions.Disable();
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}
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}
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/// <summary>
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/// 스킬 입력 처리
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/// </summary>
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private void OnSkillInput(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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SkillData skill = skillSlots[slotIndex];
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if (skill == null)
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{
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Debug.Log($"Skill slot {slotIndex + 1} is empty");
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return;
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}
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// 로컬 체크 (빠른 피드백용)
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if (skillController.IsExecutingSkill)
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{
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Debug.Log($"Already executing skill");
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return;
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}
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if (skillController.IsOnCooldown(skill))
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{
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Debug.Log($"Skill {skill.SkillName} is on cooldown");
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return;
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}
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// 마나 비용 체크 (무기 배율 적용)
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float actualManaCost = GetActualManaCost(skill);
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if (networkController != null && networkController.Mana < actualManaCost)
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{
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Debug.Log($"Not enough mana for skill: {skill.SkillName}");
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return;
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}
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// 서버에 스킬 실행 요청
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RequestSkillExecutionRpc(slotIndex);
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}
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/// <summary>
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/// 서버에 스킬 실행 요청
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/// </summary>
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[Rpc(SendTo.Server)]
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private void RequestSkillExecutionRpc(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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SkillData skill = skillSlots[slotIndex];
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if (skill == null) return;
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// 서버에서 다시 검증
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if (skillController.IsExecutingSkill || skillController.IsOnCooldown(skill))
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return;
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// 마나 비용 체크 (무기 배율 적용)
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float actualManaCost = GetActualManaCost(skill);
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if (networkController != null && networkController.Mana < actualManaCost)
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return;
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// 마나 소모 (무기 배율 적용)
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if (networkController != null && actualManaCost > 0)
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{
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networkController.UseManaRpc(actualManaCost);
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}
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// 모든 클라이언트에 스킬 실행 전파
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BroadcastSkillExecutionRpc(slotIndex);
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}
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/// <summary>
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/// 모든 클라이언트에 스킬 실행 전파
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/// </summary>
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[Rpc(SendTo.ClientsAndHost)]
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private void BroadcastSkillExecutionRpc(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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SkillData skill = skillSlots[slotIndex];
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if (skill == null) return;
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// 모든 클라이언트에서 스킬 실행 (애니메이션 포함)
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skillController.ExecuteSkill(skill);
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}
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/// <summary>
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/// 무기 마나 배율이 적용된 실제 마나 비용 계산
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/// </summary>
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private float GetActualManaCost(SkillData skill)
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{
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if (skill == null) return 0f;
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float baseCost = skill.ManaCost;
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float multiplier = weaponEquipment != null ? weaponEquipment.ManaCostMultiplier : 1f;
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return baseCost * multiplier;
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}
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/// <summary>
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/// 스킬 슬롯 접근자
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/// </summary>
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public SkillData GetSkill(int slotIndex)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return null;
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return skillSlots[slotIndex];
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}
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/// <summary>
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/// 스킬 슬롯 변경
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/// </summary>
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public void SetSkill(int slotIndex, SkillData skill)
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{
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if (slotIndex < 0 || slotIndex >= skillSlots.Length)
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return;
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skillSlots[slotIndex] = skill;
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}
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/// <summary>
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/// 남은 쿨타임 조회
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/// </summary>
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public float GetRemainingCooldown(int slotIndex)
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{
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SkillData skill = GetSkill(slotIndex);
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if (skill == null) return 0f;
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return skillController.GetRemainingCooldown(skill);
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}
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/// <summary>
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/// 스킬 사용 가능 여부
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/// </summary>
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public bool CanUseSkill(int slotIndex)
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{
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SkillData skill = GetSkill(slotIndex);
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if (skill == null) return false;
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return !skillController.IsOnCooldown(skill) && !skillController.IsExecutingSkill;
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}
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}
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}
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