Files
Colosseum/Assets/_Game/Scripts/Skills/SkillLoadoutEntry.cs
dal4segno 106e53c9aa feat: 아군 타게팅 시스템 구현 — SingleAlly 투사체형 치유/보호막
- 치유/보호막 스킬을 즉발 자가시전에서 투사체형 아군 1인 타겟팅으로 전환

- TargetType.SingleAlly 추가, targetOverride 매개변수로 외부 타겟 주입 지원

- PlayerSkillInput: 카메라 레이캐스트 기반 아군 탐지, 서버 검증, RPC 타겟 ID 전달

- AllyTargetIndicator: 호버 아군 위에 디스크 인디케이터 표시, 사거리/초과 색상 변경

- SpawnEffect: 타겟 방향 회전 보정

- 투사체 스폰 이펙트 에셋 생성 (치유/보호막 각각)

- 인디케이터 프리팹 + URP/Unlit 머티리얼 생성

- Player 프리팹에 AllyTargetIndicator 컴포넌트 추가 및 설정

- Input.mousePosition → Mouse.current.position.ReadValue() 수정 (Input System 호환)
2026-03-31 23:08:46 +09:00

606 lines
20 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Colosseum.Abnormalities;
namespace Colosseum.Skills
{
/// <summary>
/// 단일 슬롯에서 사용할 스킬과 장착된 젬 조합입니다.
/// </summary>
[System.Serializable]
public class SkillLoadoutEntry
{
private const int DefaultGemSlotCount = 2;
[Tooltip("이 슬롯의 기반 스킬")]
[SerializeField] private SkillData baseSkill;
[Tooltip("기반 스킬에 장착된 젬")]
[SerializeField] private SkillGemData[] socketedGems = new SkillGemData[DefaultGemSlotCount];
public SkillData BaseSkill => baseSkill;
public IReadOnlyList<SkillGemData> SocketedGems => socketedGems;
public static SkillLoadoutEntry CreateTemporary(SkillData skill)
{
SkillLoadoutEntry entry = new SkillLoadoutEntry();
entry.SetBaseSkill(skill);
entry.EnsureGemSlotCapacity();
return entry;
}
public SkillLoadoutEntry CreateCopy()
{
SkillLoadoutEntry copy = new SkillLoadoutEntry();
copy.baseSkill = baseSkill;
copy.socketedGems = new SkillGemData[socketedGems != null ? socketedGems.Length : DefaultGemSlotCount];
if (socketedGems != null)
{
for (int i = 0; i < socketedGems.Length; i++)
{
copy.socketedGems[i] = socketedGems[i];
}
}
copy.SanitizeInvalidGems();
return copy;
}
public void EnsureGemSlotCapacity(int slotCount = -1)
{
if (slotCount < 0)
{
slotCount = baseSkill != null ? baseSkill.MaxGemSlotCount : DefaultGemSlotCount;
}
slotCount = Mathf.Max(0, slotCount);
if (socketedGems != null && socketedGems.Length == slotCount)
{
SanitizeInvalidGems();
return;
}
SkillGemData[] resized = new SkillGemData[slotCount];
if (socketedGems != null)
{
int copyCount = Mathf.Min(socketedGems.Length, resized.Length);
for (int i = 0; i < copyCount; i++)
{
resized[i] = socketedGems[i];
}
}
socketedGems = resized;
SanitizeInvalidGems();
}
public void SetBaseSkill(SkillData skill)
{
baseSkill = skill;
EnsureGemSlotCapacity();
SanitizeInvalidGems();
}
public void SetGem(int slotIndex, SkillGemData gem)
{
if (!TrySetGem(slotIndex, gem, out string reason) && gem != null)
{
string skillName = baseSkill != null ? baseSkill.SkillName : "(없음)";
Debug.LogWarning($"[SkillLoadout] 젬 장착 실패 | Skill={skillName} | Slot={slotIndex} | Gem={gem.GemName} | Reason={reason}");
}
}
public SkillGemData GetGem(int slotIndex)
{
EnsureGemSlotCapacity();
if (slotIndex < 0 || slotIndex >= socketedGems.Length)
return null;
return socketedGems[slotIndex];
}
/// <summary>
/// 지정한 슬롯에 젬을 장착 시도하고, 실패 이유를 반환합니다.
/// </summary>
public bool TrySetGem(int slotIndex, SkillGemData gem, out string reason)
{
reason = string.Empty;
EnsureGemSlotCapacity();
if (slotIndex < 0 || slotIndex >= socketedGems.Length)
{
reason = "유효하지 않은 젬 슬롯입니다.";
return false;
}
if (gem == null)
{
socketedGems[slotIndex] = null;
return true;
}
if (!TryValidateGemForSlot(slotIndex, gem, null, out reason))
return false;
socketedGems[slotIndex] = gem;
return true;
}
/// <summary>
/// 현재 로드아웃의 잘못된 젬 조합을 제거합니다.
/// </summary>
public void SanitizeInvalidGems(bool logWarnings = false)
{
if (socketedGems == null || socketedGems.Length == 0)
return;
List<SkillGemData> acceptedGems = new List<SkillGemData>(socketedGems.Length);
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
if (TryValidateGemForSlot(i, gem, acceptedGems, out string reason))
{
acceptedGems.Add(gem);
continue;
}
if (logWarnings)
{
string skillName = baseSkill != null ? baseSkill.SkillName : "(없음)";
Debug.LogWarning($"[SkillLoadout] 젬 장착 제약으로 제거됨 | Skill={skillName} | Slot={i} | Gem={gem.GemName} | Reason={reason}");
}
socketedGems[i] = null;
}
}
public float GetResolvedManaCost()
{
if (baseSkill == null)
return 0f;
float resolved = baseSkill.ManaCost;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved *= gem.ManaCostMultiplier;
}
return resolved;
}
public float GetResolvedCooldown()
{
if (baseSkill == null)
return 0f;
float resolved = baseSkill.Cooldown;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved *= gem.CooldownMultiplier;
}
return resolved;
}
public float GetResolvedAnimationSpeed()
{
if (baseSkill == null)
return 0f;
float resolved = baseSkill.AnimationSpeed;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved *= gem.CastSpeedMultiplier;
}
return Mathf.Max(0.05f, resolved);
}
public float GetResolvedDamageMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.DamageMultiplier);
}
public float GetResolvedHealMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.HealMultiplier);
}
public float GetResolvedShieldMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.ShieldMultiplier);
}
public float GetResolvedThreatMultiplier()
{
return GetResolvedScalarMultiplier(gem => gem.ThreatMultiplier);
}
public int GetResolvedRepeatCount()
{
if (baseSkill == null)
return 0;
int resolved = 1;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved += gem.AdditionalRepeatCount;
}
return Mathf.Max(1, resolved);
}
public void CollectCastStartEffects(List<SkillEffect> destination)
{
if (destination == null)
return;
if (baseSkill != null && baseSkill.CastStartEffects != null)
{
for (int i = 0; i < baseSkill.CastStartEffects.Count; i++)
{
SkillEffect effect = baseSkill.CastStartEffects[i];
if (effect != null)
destination.Add(effect);
}
}
if (socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.CastStartEffects == null)
continue;
for (int j = 0; j < gem.CastStartEffects.Count; j++)
{
SkillEffect effect = gem.CastStartEffects[j];
if (effect != null)
destination.Add(effect);
}
}
}
public void CollectCastStartAbnormalities(List<AbnormalityData> destination)
{
if (destination == null || socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.SelfAbnormalities == null)
continue;
for (int j = 0; j < gem.SelfAbnormalities.Count; j++)
{
AbnormalityData abnormality = gem.SelfAbnormalities[j];
if (abnormality != null)
destination.Add(abnormality);
}
}
}
public void CollectTriggeredEffects(Dictionary<int, List<SkillEffect>> destination)
{
if (destination == null)
return;
if (baseSkill != null && baseSkill.Effects != null)
{
for (int i = 0; i < baseSkill.Effects.Count; i++)
{
SkillEffect effect = baseSkill.Effects[i];
if (effect == null)
continue;
AddTriggeredEffect(destination, i, effect);
}
}
if (socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.TriggeredEffects == null)
continue;
for (int j = 0; j < gem.TriggeredEffects.Count; j++)
{
SkillGemTriggeredEffectEntry entry = gem.TriggeredEffects[j];
if (entry == null || entry.Effects == null)
continue;
for (int k = 0; k < entry.Effects.Count; k++)
{
SkillEffect effect = entry.Effects[k];
if (effect == null)
continue;
AddTriggeredEffect(destination, entry.TriggerIndex, effect);
}
}
}
}
public void CollectTriggeredAbnormalities(Dictionary<int, List<AbnormalityData>> destination)
{
if (destination == null || socketedGems == null)
return;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null || gem.OnHitAbnormalities == null)
continue;
for (int j = 0; j < gem.OnHitAbnormalities.Count; j++)
{
SkillGemTriggeredAbnormalityEntry entry = gem.OnHitAbnormalities[j];
if (entry == null || entry.Abnormalities == null)
continue;
for (int k = 0; k < entry.Abnormalities.Count; k++)
{
AbnormalityData abnormality = entry.Abnormalities[k];
if (abnormality == null)
continue;
AddTriggeredAbnormality(destination, entry.TriggerIndex, abnormality);
}
}
}
}
private static void AddTriggeredEffect(Dictionary<int, List<SkillEffect>> destination, int triggerIndex, SkillEffect effect)
{
if (!destination.TryGetValue(triggerIndex, out List<SkillEffect> effectList))
{
effectList = new List<SkillEffect>();
destination.Add(triggerIndex, effectList);
}
effectList.Add(effect);
}
private static void AddTriggeredAbnormality(Dictionary<int, List<AbnormalityData>> destination, int triggerIndex, AbnormalityData abnormality)
{
if (!destination.TryGetValue(triggerIndex, out List<AbnormalityData> abnormalityList))
{
abnormalityList = new List<AbnormalityData>();
destination.Add(triggerIndex, abnormalityList);
}
abnormalityList.Add(abnormality);
}
private bool TryValidateGemForSlot(int slotIndex, SkillGemData gem, IReadOnlyList<SkillGemData> acceptedGems, out string reason)
{
reason = string.Empty;
if (gem == null)
return true;
if (baseSkill == null)
{
reason = "기반 스킬이 없는 슬롯에는 젬을 장착할 수 없습니다.";
return false;
}
if (!gem.CanAttachToSkill(baseSkill))
{
string skillClassification = SkillClassificationUtility.GetSkillClassificationLabel(baseSkill);
string allowedClassification =
$"{SkillClassificationUtility.GetAllowedRoleSummary(gem.AllowedSkillRoles)}/" +
$"{SkillClassificationUtility.GetAllowedActivationSummary(gem.AllowedSkillActivationTypes)}";
reason = $"장착 가능한 스킬 조합이 아닙니다. Skill={skillClassification}, Allowed={allowedClassification}";
return false;
}
if (acceptedGems != null)
{
for (int i = 0; i < acceptedGems.Count; i++)
{
if (!TryValidateGemPair(gem, acceptedGems[i], out reason))
return false;
}
return true;
}
for (int i = 0; i < socketedGems.Length; i++)
{
if (i == slotIndex)
continue;
SkillGemData otherGem = socketedGems[i];
if (otherGem == null)
continue;
if (!TryValidateGemPair(gem, otherGem, out reason))
return false;
}
return true;
}
private static bool TryValidateGemPair(SkillGemData gem, SkillGemData otherGem, out string reason)
{
reason = string.Empty;
if (gem == null || otherGem == null)
return true;
if (gem == otherGem)
{
reason = "동일한 젬은 하나의 스킬에 여러 개 장착할 수 없습니다.";
return false;
}
if (gem.IsGemIncompatible(otherGem) || otherGem.IsGemIncompatible(gem))
{
reason = $"{gem.GemName}과 {otherGem.GemName}은 함께 장착할 수 없습니다.";
return false;
}
if (gem.IsCategoryIncompatible(otherGem.Category) || otherGem.IsCategoryIncompatible(gem.Category))
{
reason =
$"{SkillClassificationUtility.GetGemCategoryLabel(gem.Category)} / " +
$"{SkillClassificationUtility.GetGemCategoryLabel(otherGem.Category)} 효과 분류 조합은 허용되지 않습니다.";
return false;
}
return true;
}
/// <summary>
/// 이 로드아웃에 지정한 TargetType을 사용하는 효과가 있는지 확인합니다.
/// 기반 스킬과 장착된 젬의 모든 효과를 검사합니다.
/// </summary>
public bool HasEffectWithTargetType(TargetType type)
{
if (baseSkill != null)
{
if (baseSkill.CastStartEffects != null && CheckEffectsForTargetType(baseSkill.CastStartEffects, type))
return true;
if (baseSkill.Effects != null && CheckEffectsForTargetType(baseSkill.Effects, type))
return true;
}
if (socketedGems == null)
return false;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null) continue;
if (gem.CastStartEffects != null && CheckEffectsForTargetType(gem.CastStartEffects, type))
return true;
if (gem.TriggeredEffects != null)
{
for (int j = 0; j < gem.TriggeredEffects.Count; j++)
{
SkillGemTriggeredEffectEntry entry = gem.TriggeredEffects[j];
if (entry == null || entry.Effects == null) continue;
if (CheckEffectsForTargetType(entry.Effects, type))
return true;
}
}
}
return false;
}
private static bool CheckEffectsForTargetType(IReadOnlyList<SkillEffect> effects, TargetType type)
{
if (effects == null) return false;
for (int i = 0; i < effects.Count; i++)
{
if (effects[i] != null && effects[i].TargetType == type)
return true;
}
return false;
}
private float GetResolvedScalarMultiplier(System.Func<SkillGemData, float> selector)
{
if (baseSkill == null)
return 1f;
float resolved = 1f;
if (socketedGems == null)
return resolved;
for (int i = 0; i < socketedGems.Length; i++)
{
SkillGemData gem = socketedGems[i];
if (gem == null)
continue;
resolved *= Mathf.Max(0f, selector(gem));
}
return resolved;
}
}
/// <summary>
/// 현재 시전 중인 스킬 로드아웃의 젬 보정값을 안전하게 조회하는 유틸리티입니다.
/// </summary>
public static class SkillRuntimeModifierUtility
{
public static float GetDamageMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedDamageMultiplier() ?? 1f;
}
public static float GetHealMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedHealMultiplier() ?? 1f;
}
public static float GetShieldMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedShieldMultiplier() ?? 1f;
}
public static float GetThreatMultiplier(GameObject caster)
{
return GetCurrentLoadout(caster)?.GetResolvedThreatMultiplier() ?? 1f;
}
private static SkillLoadoutEntry GetCurrentLoadout(GameObject caster)
{
if (caster == null)
return null;
SkillController skillController = caster.GetComponent<SkillController>();
if (skillController == null)
return null;
return skillController.CurrentLoadoutEntry;
}
}
}