using UnityEngine;

/*
사용법:
Project에서 Create → Skill/SkillData로 스킬 에셋 생성, 레벨별 수치 입력
Create → Skill/WeaponSkillSet로 무기별 스킬 묶음 생성
플레이어에 SkillManager + Effect 컴포넌트들 부착
무기 변경 시 LoadWeaponSkills(skillSet) 호출
입력 시 SkillInput(slotIndex, inputState) 호출
*/

[CreateAssetMenu(menuName = "Skill/SkillData")]
public class SkillData : ScriptableObject
{
    [Header("기본 정보")]
    public string SkillName;
    [TextArea] public string Description;
    public Sprite Icon;

    [Header("스킬 분류")]
    public SkillType SkillType;
    public ActivationType ActivationType;
    public TargetType TargetType;

    [Header("애니메이션")]
    public string AnimTrigger;

    [Header("이펙트")]
    public GameObject EffectPrefab;

    [Header("레벨별 수치")]
    public SkillLevelData[] Levels;

    public SkillLevelData GetLevelData(int level)
    {
        int idx = Mathf.Clamp(level - 1, 0, Levels.Length - 1);
        return Levels[idx];
    }
}

[System.Serializable]
public class SkillLevelData
{
    public float Damage;
    public float Range;
    public float Cooldown;
    public float ManaCost;
    public float Duration;
    public float ChargeTimeMax;
}

public enum SkillType { Active, Passive }
public enum ActivationType { Instant, Charge }
public enum TargetType { Self, Single, Area, Projectile }
