Files
Northbound/Assets/Scripts/NetworkPlayerController.cs
dal4segno cc475bce3e 업그레이드 데이터 입력 로직 및 기능 추가
캐릭터 스탯을 PlayerStats 컴포넌트에서 모아서 관리하도록 변경
코드에서도 마찬가지
2026-02-23 00:21:44 +09:00

476 lines
14 KiB
C#

using System;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
using UnityEngine.InputSystem;
using Unity.Cinemachine;
using Northbound;
public class NetworkPlayerController : NetworkBehaviour, ITeamMember, IDamageable
{
[Header("Movement Settings")]
public float rotationSpeed = 10f;
[Header("Team Settings")]
[SerializeField] private TeamType initialTeam = TeamType.Player;
[Header("Visual Effects")]
[SerializeField] private GameObject damageEffectPrefab;
[SerializeField] private GameObject deathEffectPrefab;
[Header("Death Settings")]
[SerializeField] private GameObject resourcePickupPrefab; // 자원 드랍 프리팹
[SerializeField] private float respawnDelay = 10f; // 부활 대기 시간 (초)
// 이 플레이어를 제어하는 클라이언트 ID (서버 소유권이지만 논리적 소유자)
private NetworkVariable<ulong> _ownerPlayerId = new NetworkVariable<ulong>(
ulong.MaxValue,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private NetworkVariable<TeamType> _team = new NetworkVariable<TeamType>(
TeamType.Player,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private NetworkVariable<int> _currentHealth = new NetworkVariable<int>(
100,
NetworkVariableReadPermission.Everyone,
NetworkVariableWritePermission.Server
);
private Vector2 _moveInput;
private CharacterController _controller;
private PlayerInputActions _inputActions;
private Animator _animator;
private NetworkAnimator _networkAnimator;
private PlayerStats _playerStats;
// 이 플레이어가 로컬 플레이어인지 확인
public bool IsLocalPlayer => _ownerPlayerId.Value == NetworkManager.Singleton.LocalClientId;
public ulong OwnerPlayerId => _ownerPlayerId.Value;
// 소유자 변경 이벤트
public event Action<ulong> OnOwnerChanged;
void Awake()
{
_controller = GetComponent<CharacterController>();
_animator = GetComponent<Animator>();
_networkAnimator = GetComponent<NetworkAnimator>();
_playerStats = GetComponent<PlayerStats>();
}
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
// 서버에서 초기화
if (IsServer)
{
if (_team.Value == TeamType.Neutral)
{
_team.Value = initialTeam;
}
if (_currentHealth.Value == 0)
{
_currentHealth.Value = GetMaxHealth();
}
}
// 이벤트 구독
_currentHealth.OnValueChanged += OnHealthChanged;
_ownerPlayerId.OnValueChanged += OnOwnerPlayerIdChanged;
// 이미 로컬 플레이어로 설정되어 있으면 입력 초기화
TryInitializeLocalPlayer();
}
private void OnOwnerPlayerIdChanged(ulong previousValue, ulong newValue)
{
OnOwnerChanged?.Invoke(newValue);
TryInitializeLocalPlayer();
}
private void TryInitializeLocalPlayer()
{
if (!IsLocalPlayer) return;
if (_inputActions != null) return; // 이미 초기화됨
var vcam = GameObject.FindFirstObjectByType<CinemachineCamera>();
if (vcam != null)
{
vcam.Follow = transform;
vcam.LookAt = transform;
}
_inputActions = new PlayerInputActions();
_inputActions.Enable();
}
/// <summary>
/// 플레이어 초기화 (서버에서 호출)
/// </summary>
public void Initialize(ulong ownerPlayerId)
{
if (!IsServer) return;
_ownerPlayerId.Value = ownerPlayerId;
}
public override void OnNetworkDespawn()
{
_currentHealth.OnValueChanged -= OnHealthChanged;
_ownerPlayerId.OnValueChanged -= OnOwnerPlayerIdChanged;
if (IsLocalPlayer && _inputActions != null)
{
_inputActions.Disable();
}
base.OnNetworkDespawn();
}
void Update()
{
// 로컬 플레이어만 입력 처리
if (!IsLocalPlayer) return;
// 입력 시스템이 초기화되지 않았으면 스킵
if (_inputActions == null) return;
// 죽었으면 이동 불가
if (_currentHealth.Value <= 0) return;
// 액션/상호작용 중이면 이동 불가
var attackAction = GetComponent<AttackAction>();
var playerInteraction = GetComponent<PlayerInteraction>();
bool isActionBlocked = (attackAction != null && attackAction.IsAttacking) ||
(playerInteraction != null && playerInteraction.IsInteracting);
if (isActionBlocked)
{
// 서버에 이동 중지 알림 (애니메이션 포함)
MoveServerRpc(Vector2.zero);
return;
}
_moveInput = _inputActions.Player.Move.ReadValue<Vector2>();
// 서버에 이동 요청 전송 (애니메이션 포함)
MoveServerRpc(_moveInput);
}
[Rpc(SendTo.Server)]
private void MoveServerRpc(Vector2 moveInput)
{
// 죽었으면 이동 불가
if (_currentHealth.Value <= 0) return;
Vector3 move = new Vector3(moveInput.x, 0, moveInput.y).normalized;
// NetworkAnimator로 애니메이션 동기화
if (_networkAnimator != null)
{
_networkAnimator.Animator.SetFloat("MoveSpeed", move.magnitude);
}
if (move.magnitude >= 0.1f)
{
Quaternion targetRotation = Quaternion.LookRotation(move);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
if (_controller != null)
{
_controller.Move(move * (_playerStats?.GetMoveSpeed() ?? 5f) * Time.deltaTime);
}
}
}
#region ITeamMember Implementation
public TeamType GetTeam() => _team.Value;
public void SetTeam(TeamType team)
{
if (!IsServer) return;
TeamType previousTeam = _team.Value;
_team.Value = team;
}
#endregion
#region IDamageable Implementation
public void TakeDamage(int damage, ulong attackerId)
{
if (!IsServer) return;
// 이미 죽었으면 무시
if (_currentHealth.Value <= 0) return;
// 공격자의 팀 확인
if (NetworkManager.Singleton.SpawnManager.SpawnedObjects.TryGetValue(attackerId, out NetworkObject attackerObj))
{
var attackerTeamMember = attackerObj.GetComponent<ITeamMember>();
if (attackerTeamMember != null)
{
if (!TeamManager.CanAttack(attackerTeamMember, this))
{
return;
}
}
}
// 데미지 적용
int actualDamage = Mathf.Min(damage, _currentHealth.Value);
_currentHealth.Value -= actualDamage;
// 데미지 이펙트
ShowDamageEffectClientRpc();
// 체력이 0이 되면 사망
if (_currentHealth.Value <= 0)
{
Die(attackerId);
}
}
/// <summary>
/// 플레이어가 가진 자원을 ResourcePickup으로 드랍
/// </summary>
private void DropPlayerResources()
{
if (!IsServer) return;
// ServerResourceManager에서 플레이어의 자원 확인
var resourceManager = ServerResourceManager.Instance;
if (resourceManager == null || resourcePickupPrefab == null)
return;
ulong playerId = _ownerPlayerId.Value;
int resourceAmount = resourceManager.GetPlayerResourceAmount(playerId);
if (resourceAmount > 0)
{
// 자원을 0으로 설정 (드랍 후 소멸)
resourceManager.RemoveResource(playerId, resourceAmount);
// 플레이어의 UI 업데이트 요청
var spawnedObjects = NetworkManager.Singleton.SpawnManager.SpawnedObjects;
foreach (var kvp in spawnedObjects)
{
var controller = kvp.Value.GetComponent<NetworkPlayerController>();
if (controller != null && controller.OwnerPlayerId == playerId)
{
var inventory = kvp.Value.GetComponent<PlayerResourceInventory>();
if (inventory != null)
{
inventory.RequestResourceUpdateServerRpc(playerId);
break;
}
}
}
// ResourcePickup 프리팹 생성
GameObject pickupObj = Instantiate(resourcePickupPrefab, transform.position + Vector3.up, Quaternion.identity);
NetworkObject pickupNetworkObj = pickupObj.GetComponent<NetworkObject>();
ResourcePickup pickup = pickupObj.GetComponent<ResourcePickup>();
if (pickupNetworkObj != null && pickup != null)
{
// 드랍된 자원량 설정
pickup.resourceAmount = resourceAmount;
pickup.resourceName = "Dropped Resource";
// NetworkObject로 스폰
pickupNetworkObj.Spawn();
}
else
{
Debug.LogError("[NetworkPlayerController] ResourcePickup 프리팹이 올바르지 않습니다.");
Destroy(pickupObj);
}
}
}
private void Die(ulong killerId)
{
if (!IsServer) return;
// 플레이어가 가진 자원을 ResourcePickup으로 드랍
DropPlayerResources();
// 사망 이펙트
ShowDeathEffectClientRpc();
// 애니메이션 - NetworkAnimator로 동기화
if (_networkAnimator != null)
{
_networkAnimator.SetTrigger("Die");
}
// 사망 즉시 플레이어를 숨김 (크립의 감지 방지)
HidePlayerClientRpc();
// 일정 시간 후 리스폰
Invoke(nameof(HandleDeath), respawnDelay);
}
/// <summary>
/// 사망 시 플레이어 숨김
/// </summary>
[ClientRpc]
private void HidePlayerClientRpc()
{
// CharacterController 비활성화 (이동 및 충돌 방지)
if (_controller != null)
{
_controller.enabled = false;
}
// 모든 Renderer 비활성화 (시각적으로 숨김)
Renderer[] renderers = GetComponentsInChildren<Renderer>();
foreach (Renderer renderer in renderers)
{
renderer.enabled = false;
}
}
/// <summary>
/// 리스폰 시 플레이어 다시 보임
/// </summary>
[ClientRpc]
private void ShowPlayerClientRpc()
{
// CharacterController 활성화
if (_controller != null)
{
_controller.enabled = true;
}
// 모든 Renderer 활성화
Renderer[] renderers = GetComponentsInChildren<Renderer>();
foreach (Renderer renderer in renderers)
{
renderer.enabled = true;
}
}
private void HandleDeath()
{
if (!IsServer) return;
Respawn();
}
private void Respawn()
{
if (!IsServer) return;
// 체력 회복
_currentHealth.Value = GetMaxHealth();
// 스폰 포인트로 이동
var spawnPoints = FindObjectsByType<PlayerSpawnPoint>(FindObjectsSortMode.None);
if (spawnPoints.Length > 0)
{
var spawnPoint = spawnPoints[UnityEngine.Random.Range(0, spawnPoints.Length)];
transform.position = spawnPoint.transform.position;
transform.rotation = spawnPoint.transform.rotation;
}
// NetworkAnimator로 애니메이션 동기화
if (_networkAnimator != null)
{
_networkAnimator.SetTrigger("Revive");
}
// 플레이어 다시 보임 (이동 후 실행)
ShowPlayerClientRpc();
}
[ClientRpc]
private void ShowDamageEffectClientRpc()
{
if (damageEffectPrefab != null)
{
GameObject effect = Instantiate(damageEffectPrefab, transform.position + Vector3.up, Quaternion.identity);
Destroy(effect, 2f);
}
}
[ClientRpc]
private void ShowDeathEffectClientRpc()
{
if (deathEffectPrefab != null)
{
GameObject effect = Instantiate(deathEffectPrefab, transform.position, Quaternion.identity);
Destroy(effect, 3f);
}
}
#endregion
#region Health Management
public int GetCurrentHealth() => _currentHealth.Value;
public int GetMaxHealth() => _playerStats?.GetMaxHp() ?? 100;
public float GetHealthPercentage()
{
int max = GetMaxHealth();
return max > 0 ? (float)_currentHealth.Value / max : 0f;
}
public bool IsDead() => _currentHealth.Value <= 0;
public void Heal(int amount)
{
if (!IsServer) return;
int healAmount = Mathf.Min(amount, GetMaxHealth() - _currentHealth.Value);
_currentHealth.Value += healAmount;
}
private void OnHealthChanged(int previousValue, int newValue)
{
if (IsLocalPlayer)
{
// UI 업데이트 등
}
}
#endregion
#region Gizmos
private void OnDrawGizmosSelected()
{
#if UNITY_EDITOR
if (Application.isPlaying)
{
string teamName = TeamManager.GetTeamName(_team.Value);
UnityEditor.Handles.Label(transform.position + Vector3.up * 3f,
$"Player: {gameObject.name}\nTeam: {teamName}\nHP: {_currentHealth.Value}/{GetMaxHealth()}");
}
else
{
string teamName = TeamManager.GetTeamName(initialTeam);
UnityEditor.Handles.Label(transform.position + Vector3.up * 3f,
$"Player: {gameObject.name}\nTeam: {teamName}");
}
#endif
}
#endregion
}