- PlayerNetworkController에 IDamageable 인터페이스 구현 - DamageEffect, HealEffect가 IDamageable 사용하도록 변경 - 플레이어와 보스 모두에게 대미지/힐 적용 가능 Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
154 lines
4.7 KiB
C#
154 lines
4.7 KiB
C#
using System;
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using UnityEngine;
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using Unity.Netcode;
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using Colosseum.Stats;
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using Colosseum.Combat;
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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, IDamageable
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{
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[Header("References")]
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[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
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[SerializeField] private CharacterStats characterStats;
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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 Mana => currentMana.Value;
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public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
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public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
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public CharacterStats Stats => characterStats;
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// 체력/마나 변경 이벤트
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public event Action<float, float> OnHealthChanged; // (oldValue, newValue)
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public event Action<float, float> OnManaChanged; // (oldValue, newValue)
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// IDamageable 구현
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public float CurrentHealth => currentHealth.Value;
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public bool IsDead => currentHealth.Value <= 0f;
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public override void OnNetworkSpawn()
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{
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// CharacterStats 참조 확인
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if (characterStats == null)
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{
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characterStats = GetComponent<CharacterStats>();
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}
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// 네트워크 변수 변경 콜백 등록
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currentHealth.OnValueChanged += HandleHealthChanged;
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currentMana.OnValueChanged += HandleManaChanged;
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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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public override void OnNetworkDespawn()
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{
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// 콜백 해제
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currentHealth.OnValueChanged -= HandleHealthChanged;
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currentMana.OnValueChanged -= HandleManaChanged;
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}
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private void HandleHealthChanged(float oldValue, float newValue)
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{
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OnHealthChanged?.Invoke(oldValue, newValue);
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}
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private void HandleManaChanged(float oldValue, float newValue)
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{
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OnManaChanged?.Invoke(oldValue, newValue);
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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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/// 체력 회복 (서버에서만 실행)
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/// </summary>
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[Rpc(SendTo.Server)]
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public void RestoreHealthRpc(float amount)
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{
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currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.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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#region IDamageable
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/// <summary>
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/// 대미지 적용 (서버에서만 호출)
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/// </summary>
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public float TakeDamage(float damage, object source = null)
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{
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if (!IsServer) return 0f;
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float actualDamage = Mathf.Min(damage, currentHealth.Value);
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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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return actualDamage;
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}
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/// <summary>
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/// 체력 회복 (서버에서만 호출)
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/// </summary>
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public float Heal(float amount)
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{
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if (!IsServer) return 0f;
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float actualHeal = Mathf.Min(amount, MaxHealth - currentHealth.Value);
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currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
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return actualHeal;
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}
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#endregion
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}
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}
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