Files
Colosseum/Assets/_Game/Scripts/Skills/Effects/HitReactionDamageEffect.cs

94 lines
3.4 KiB
C#

using UnityEngine;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Stats;
using Colosseum.Weapons;
namespace Colosseum.Skills.Effects
{
/// <summary>
/// 피격 제어 상태에 따라 추가 피해를 줄 수 있는 대미지 효과입니다.
/// 현재는 다운 상태인 대상에게 추가 배율을 적용합니다.
/// </summary>
[CreateAssetMenu(fileName = "HitReactionDamageEffect", menuName = "Colosseum/Skills/Effects/HitReaction Damage")]
public class HitReactionDamageEffect : SkillEffect
{
[Header("Damage Settings")]
[Min(0f)] [SerializeField] private float baseDamage = 10f;
[SerializeField] private DamageType damageType = DamageType.Physical;
[Tooltip("스탯 계수 (1.0 = 100%)")]
[Min(0f)] [SerializeField] private float statScaling = 1f;
[Header("Hit Reaction Bonus")]
[Tooltip("다운 상태인 대상에게 추가 배율을 적용할지 여부")]
[SerializeField] private bool bonusAgainstDownedTarget = true;
[Tooltip("다운 상태 대상에게 적용되는 추가 피해 배율")]
[Min(1f)] [SerializeField] private float downedDamageMultiplier = 1.5f;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null)
return;
IDamageable damageable = target.GetComponent<IDamageable>();
if (damageable == null)
return;
float totalDamage = CalculateDamage(caster);
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
hitReactionController = target.GetComponentInParent<HitReactionController>();
if (bonusAgainstDownedTarget
&& hitReactionController != null
&& hitReactionController.IsDowned)
{
totalDamage *= downedDamageMultiplier;
}
damageable.TakeDamage(totalDamage, caster);
}
/// <summary>
/// 시전자 스탯 기반 대미지 계산
/// 공식: baseDamage + (statDamage * scaling)
/// </summary>
private float CalculateDamage(GameObject caster)
{
if (damageType == DamageType.True)
{
return baseDamage;
}
CharacterStats stats = caster != null ? caster.GetComponent<CharacterStats>() : null;
if (stats == null)
{
return baseDamage;
}
float statDamage = damageType switch
{
DamageType.Physical => stats.PhysicalDamage,
DamageType.Magical => stats.MagicDamage,
DamageType.Ranged => stats.Dexterity.FinalValue * 2f,
_ => 0f,
};
float baseTotal = baseDamage + (statDamage * statScaling);
return baseTotal * GetDamageMultiplier(caster);
}
/// <summary>
/// 시전자의 무기 데미지 배율 조회
/// </summary>
private float GetDamageMultiplier(GameObject caster)
{
WeaponEquipment weaponEquipment = caster != null ? caster.GetComponent<WeaponEquipment>() : null;
return weaponEquipment != null ? weaponEquipment.DamageMultiplier : 1f;
}
}
}