- 보호막을 단일 수치에서 타입별 독립 인스턴스 구조로 리팩터링하고 같은 타입만 갱신되도록 정리 - 플레이어/보스 보호막 상태를 이상상태와 연동해 HUD 및 보스 UI에서 타입별로 식별 가능하게 보강 - 드로그 집행 개시 전조를 집행 준비 이상상태 기반으로 재구성하고 관련 데이터와 보스 컨텍스트를 정리 - 전투 밸런스 계측기와 디버그 메뉴를 추가해 피해, 치유, 보호막, 위협, 패턴 사용량 측정 경로를 마련 - 테스트용 보호막 A/B와 시그니처 전조 자산을 추가하고 기본 포트 7777 원복 후 빌드 및 런타임 검증을 완료
394 lines
13 KiB
C#
394 lines
13 KiB
C#
using System;
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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.Stats;
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using Colosseum.Combat;
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using Colosseum.Skills;
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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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[Tooltip("이상상태 관리자 (없으면 자동 검색)")]
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[SerializeField] private AbnormalityManager abnormalityManager;
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[Header("Shield")]
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[Tooltip("보호막 타입이 지정되지 않았을 때 사용할 기본 보호막 이상상태 데이터")]
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[SerializeField] private AbnormalityData shieldStateAbnormality;
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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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private NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
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private NetworkVariable<float> currentShield = new NetworkVariable<float>(0f);
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private readonly ShieldCollection shieldCollection = new ShieldCollection();
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public float Health => currentHealth.Value;
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public float Mana => currentMana.Value;
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public float Shield => currentShield.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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public event Action<float, float> OnShieldChanged; // (oldValue, newValue)
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// 사망 이벤트
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public event Action<PlayerNetworkController> OnDeath;
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public event Action<bool> OnDeathStateChanged; // (isDead)
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public event Action<PlayerNetworkController> OnRespawned;
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// IDamageable 구현
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public float CurrentHealth => currentHealth.Value;
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public bool IsDead => isDead.Value;
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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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if (abnormalityManager == null)
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{
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abnormalityManager = GetComponent<AbnormalityManager>();
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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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currentShield.OnValueChanged += HandleShieldChanged;
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isDead.OnValueChanged += HandleDeathStateChanged;
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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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isDead.Value = false;
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RefreshShieldState();
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}
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}
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private void Update()
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{
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if (!IsServer || isDead.Value)
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return;
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if (shieldCollection.Tick(Time.deltaTime))
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{
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RefreshShieldState();
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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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currentShield.OnValueChanged -= HandleShieldChanged;
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isDead.OnValueChanged -= HandleDeathStateChanged;
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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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private void HandleShieldChanged(float oldValue, float newValue)
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{
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OnShieldChanged?.Invoke(oldValue, newValue);
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}
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private void HandleDeathStateChanged(bool oldValue, bool newValue)
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{
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OnDeathStateChanged?.Invoke(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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ApplyDamageInternal(damage, null);
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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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if (isDead.Value) return;
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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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if (isDead.Value) return;
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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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if (isDead.Value) return;
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currentMana.Value = Mathf.Min(MaxMana, currentMana.Value + amount);
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}
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/// <summary>
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/// 사망 애니메이션 재생 (모든 클라이언트에서 실행)
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/// </summary>
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[Rpc(SendTo.Everyone)]
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private void PlayDeathAnimationRpc()
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{
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var animator = GetComponentInChildren<Animator>();
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if (animator != null)
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{
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animator.SetTrigger("Die");
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}
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}
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/// <summary>
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/// 사망 처리 (서버에서만 실행)
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/// </summary>
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private void HandleDeath()
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{
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if (isDead.Value) return;
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isDead.Value = true;
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shieldCollection.Clear();
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RefreshShieldState();
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// 사망 시 활성 이상 상태를 정리해 리스폰 시 잔존하지 않게 합니다.
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if (abnormalityManager != null)
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{
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abnormalityManager.RemoveAllAbnormalities();
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}
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// 이동 비활성화
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var movement = GetComponent<PlayerMovement>();
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if (movement != null)
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{
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movement.ClearForcedMovement();
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movement.enabled = false;
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}
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var hitReactionController = GetComponent<HitReactionController>();
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if (hitReactionController != null)
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{
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hitReactionController.ClearHitReactionState();
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}
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var threatController = GetComponent<ThreatController>();
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if (threatController != null)
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{
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threatController.ClearThreatModifiers();
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}
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// 스킬 입력 비활성화
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var skillInput = GetComponent<PlayerSkillInput>();
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if (skillInput != null)
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{
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skillInput.enabled = false;
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}
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// 실행 중인 스킬 즉시 취소
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var skillController = GetComponent<SkillController>();
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if (skillController != null)
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{
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skillController.CancelSkill(SkillCancelReason.Death);
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}
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// 모든 클라이언트에서 사망 애니메이션 재생
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PlayDeathAnimationRpc();
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// 사망 이벤트 발생
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OnDeath?.Invoke(this);
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Debug.Log($"[Player] Player {OwnerClientId} died!");
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}
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/// <summary>
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/// 리스폰 (서버에서만 실행)
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/// </summary>
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public void Respawn()
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{
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if (!IsServer) return;
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if (abnormalityManager != null)
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{
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abnormalityManager.RemoveAllAbnormalities();
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}
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isDead.Value = false;
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currentHealth.Value = MaxHealth;
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currentMana.Value = MaxMana;
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shieldCollection.Clear();
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RefreshShieldState();
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// 이동 재활성화
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var movement = GetComponent<PlayerMovement>();
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if (movement != null)
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{
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movement.ClearForcedMovement();
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movement.enabled = true;
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}
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var hitReactionController = GetComponent<HitReactionController>();
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if (hitReactionController != null)
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{
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hitReactionController.ClearHitReactionState();
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}
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var threatController = GetComponent<ThreatController>();
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if (threatController != null)
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{
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threatController.ClearThreatModifiers();
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}
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// 스킬 입력 재활성화
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var skillInput = GetComponent<PlayerSkillInput>();
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if (skillInput != null)
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{
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skillInput.enabled = true;
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}
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// 애니메이션 리셋
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var animator = GetComponentInChildren<Animator>();
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if (animator != null)
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{
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animator.Rebind();
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}
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var skillController = GetComponent<SkillController>();
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if (skillController != null)
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{
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skillController.CancelSkill(SkillCancelReason.Respawn);
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}
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OnRespawned?.Invoke(this);
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Debug.Log($"[Player] Player {OwnerClientId} respawned!");
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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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return ApplyDamageInternal(damage, source);
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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 || isDead.Value) 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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/// <summary>
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/// 보호막을 적용합니다.
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/// </summary>
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public float ApplyShield(float amount, float duration, AbnormalityData shieldAbnormality = null, GameObject source = null)
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{
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if (!IsServer || isDead.Value || amount <= 0f)
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return 0f;
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AbnormalityData shieldType = shieldAbnormality != null ? shieldAbnormality : shieldStateAbnormality;
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float actualAppliedShield = shieldCollection.ApplyShield(shieldType, amount, duration, source);
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RefreshShieldState();
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return actualAppliedShield;
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}
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private bool IsDamageImmune()
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{
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return abnormalityManager != null && abnormalityManager.IsInvincible;
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}
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private float GetIncomingDamageMultiplier()
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{
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if (abnormalityManager == null)
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return 1f;
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return Mathf.Max(0f, abnormalityManager.IncomingDamageMultiplier);
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}
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private float ConsumeShield(float incomingDamage)
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{
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if (incomingDamage <= 0f || currentShield.Value <= 0f)
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return incomingDamage;
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float remainingDamage = shieldCollection.ConsumeDamage(incomingDamage);
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RefreshShieldState();
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return remainingDamage;
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}
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private float ApplyDamageInternal(float damage, object source)
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{
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if (!IsServer || isDead.Value || IsDamageImmune())
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return 0f;
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float finalDamage = damage * GetIncomingDamageMultiplier();
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float mitigatedDamage = ConsumeShield(finalDamage);
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float actualDamage = Mathf.Min(mitigatedDamage, currentHealth.Value);
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currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
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CombatBalanceTracker.RecordDamage(source as GameObject, gameObject, actualDamage);
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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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private void RefreshShieldState()
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{
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currentShield.Value = shieldCollection.TotalAmount;
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ShieldAbnormalityUtility.SyncShieldAbnormalities(
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abnormalityManager,
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shieldCollection.ActiveShields,
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gameObject);
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}
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#endregion
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}
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}
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