feat: 드로그 투척 패턴 및 보스명 UI 정리
- 공통 보스 BT 프레임워크에 utility 패턴 역할과 준비/실행 브랜치를 추가 - 드로그 투척 패턴, 스킬, 투사체 이펙트를 연결하고 1인 플레이에서도 주 대상 fallback으로 발동되게 조정 - 투척 스폰 회전 계산을 보강해 zero vector 경고를 제거 - EnemyData와 VictoryUI 보스명을 투기장의 집행자 드로그 기준으로 정리 - Unity 플레이 검증으로 1인 호스트에서 투척 실행과 후속 전투 루프를 확인
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@@ -12,7 +12,7 @@ MonoBehaviour:
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m_Name: Data_Enemy_Drog
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m_Name: Data_Enemy_Drog
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Enemy.EnemyData
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Enemy.EnemyData
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enemyName: Boss The Test
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enemyName: "\uD22C\uAE30\uC7A5\uC758 \uC9D1\uD589\uC790 \uB4DC\uB85C\uADF8"
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description:
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description:
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icon: {fileID: 21300000, guid: 452012ebe6d33bc4bbb53a355f77ce63, type: 3}
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baseStrength: 10
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baseStrength: 10
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20
Assets/_Game/Data/Patterns/Data_Pattern_Drog_투척.asset
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Assets/_Game/Data/Patterns/Data_Pattern_Drog_투척.asset
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.AI.BossPatternData
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steps:
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30
Assets/_Game/Data/Skills/Data_Skill_Drog_투척.asset
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Assets/_Game/Data/Skills/Data_Skill_Drog_투척.asset
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@@ -0,0 +1,30 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_CorrespondingSourceObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 94f0a76cebcac2f4fb5daf1b675fd79f, type: 3}
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m_Name: "Data_Skill_Drog_\uD22C\uCC99"
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillData
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skillName: "\uD22C\uCC99"
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description: "\uB4DC\uB85C\uADF8\uAC00 \uC8FC \uB300\uC0C1 \uBC16\uC758 \uC6D0\uAC70\uB9AC \uD50C\uB808\uC774\uC5B4\uB97C \uACAC\uC81C\uD558\uB294 \uD22C\uC0AC\uCCB4 \uACF5\uACA9\uC785\uB2C8\uB2E4."
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icon: {fileID: 0}
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skillClip: {fileID: -7717634560727564301, guid: 4005a77aa7d531742b1de1bec27001b1, type: 3}
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endClip: {fileID: -8265974341663887746, guid: d3e4690f866332b43b86ee7005291cd0, type: 3}
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animationSpeed: 1
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useRootMotion: 0
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ignoreRootMotionY: 1
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jumpToTarget: 0
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blockMovementWhileCasting: 1
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blockJumpWhileCasting: 1
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blockOtherSkillsWhileCasting: 1
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cooldown: 0
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manaCost: 0
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effects:
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- {fileID: 11400000, guid: 7cb93b3b54be4e59b40f2f1f6dcf2c63, type: 2}
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8
Assets/_Game/Data/Skills/Data_Skill_Drog_투척.asset.meta
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8
Assets/_Game/Data/Skills/Data_Skill_Drog_투척.asset.meta
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fileFormatVersion: 2
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@@ -0,0 +1,32 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_Script: {fileID: 11500000, guid: a3139ddf07cfe324fa692a88cd565e24, type: 3}
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m_Name: "Data_SkillEffect_Drog_\uD22C\uCC99_0_\uD22C\uC0AC\uCCB4"
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.SpawnEffect
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targetType: 0
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targetTeam: 0
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areaCenter: 0
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areaShape: 0
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targetLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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areaRadius: 3
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fanOriginDistance: 1
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fanRadius: 3
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fanHalfAngle: 45
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prefab: {fileID: 7991191450305394598, guid: b8e3d022f0a2ce84da42fe4afd4a1b13, type: 3}
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spawnLocation: 1
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spawnOffset: {x: 0, y: 1.2, z: 0}
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parentToCaster: 0
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autoDestroyTime: 5
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useCombatContextTarget: 1
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hitEffect: {fileID: 11400000, guid: 6f8d2c2d2c744b7f8e23fe4b4fd2a991, type: 2}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,28 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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MonoBehaviour:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 58efb3c775496fa40b801b21127a011e, type: 3}
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m_Name: "Data_SkillEffect_Drog_\uD22C\uCC99\uD22C\uC0AC\uCCB4_0_\uB370\uBBF8\uC9C0"
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.Effects.DamageEffect
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targetType: 1
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targetTeam: 0
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areaCenter: 0
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areaShape: 0
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targetLayers:
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serializedVersion: 2
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m_Bits: 4294967295
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areaRadius: 1
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fanOriginDistance: 0
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fanRadius: 3
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fanHalfAngle: 45
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baseDamage: 1
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damageType: 2
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statScaling: 1
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userData:
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assetBundleName:
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@@ -2189,6 +2189,7 @@ MonoBehaviour:
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mainPattern: {fileID: 11400000, guid: 5efd8123be76bf844875d386d9d5f73d, type: 2}
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mainPattern: {fileID: 11400000, guid: 5efd8123be76bf844875d386d9d5f73d, type: 2}
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slamPattern: {fileID: 11400000, guid: 4a52d59d590b4eaa9ef92b7984eb08c7, type: 2}
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slamPattern: {fileID: 11400000, guid: 4a52d59d590b4eaa9ef92b7984eb08c7, type: 2}
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leapPattern: {fileID: 11400000, guid: 88e6cc7cab28baf4c8f8a742247000ec, type: 2}
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leapPattern: {fileID: 11400000, guid: 88e6cc7cab28baf4c8f8a742247000ec, type: 2}
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utilityPattern: {fileID: 11400000, guid: 9f7ab8078af64fd9a6ff4c9ce6aa9d3a, type: 2}
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downPunishPattern: {fileID: 11400000, guid: fe5100f855d14c0faac44b6d4f2c771e, type: 2}
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downPunishPattern: {fileID: 11400000, guid: fe5100f855d14c0faac44b6d4f2c771e, type: 2}
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signaturePattern: {fileID: 11400000, guid: 5e732b41722c45288bb6234f3e3fa638, type: 2}
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signaturePattern: {fileID: 11400000, guid: 5e732b41722c45288bb6234f3e3fa638, type: 2}
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phase2HealthThreshold: 0.75
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phase2HealthThreshold: 0.75
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@@ -2196,6 +2197,7 @@ MonoBehaviour:
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targetRefreshInterval: 0.2
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targetRefreshInterval: 0.2
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leapDistanceThreshold: 8
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leapDistanceThreshold: 8
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downPunishSearchRadius: 6
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downPunishSearchRadius: 6
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utilityTriggerDistance: 5
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phase1SlamInterval: 3
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phase1SlamInterval: 3
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phase2SlamInterval: 2
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phase2SlamInterval: 2
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phase3SlamInterval: 2
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phase3SlamInterval: 2
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@@ -0,0 +1,18 @@
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using System;
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using Colosseum.Enemy;
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using Unity.Behavior;
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using Unity.Properties;
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using Action = Unity.Behavior.Action;
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/// <summary>
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/// 공통 원거리 견제 패턴의 준비 여부를 확인합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "Check Utility Pattern Ready", story: "원거리 견제 패턴 준비 완료", category: "Action", id: "e3a3f4bd4f214efc873109631e5195db")]
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public partial class CheckUtilityPatternReadyAction : CheckPatternReadyActionBase
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{
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protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Utility;
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 15de0eb23ee195a42a07c23c18f9fa9a
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@@ -0,0 +1,98 @@
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using System;
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using System.Collections.Generic;
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using Colosseum;
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using Colosseum.Combat;
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using Colosseum.Enemy;
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using Colosseum.Player;
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using Unity.Behavior;
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using Unity.Properties;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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/// <summary>
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/// 현재 주 대상이 아닌 다른 원거리 대상을 선택합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Select Alternate Target By Distance",
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story: "주 대상이 아닌 원거리 대상 선택",
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category: "Action",
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id: "1fe74f607036406c8857c1a23f42c8a2")]
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public partial class SelectAlternateTargetByDistanceAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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[SerializeReference]
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public BlackboardVariable<float> MinRange = new BlackboardVariable<float>(0f);
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[SerializeReference]
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public BlackboardVariable<float> MaxRange = new BlackboardVariable<float>(0f);
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protected override Status OnStart()
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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if (context == null)
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return Status.Failure;
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float minRange = MinRange.Value > 0f ? MinRange.Value : context.UtilityTriggerDistance;
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float maxRange = MaxRange.Value > 0f
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? MaxRange.Value
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: (context.EnemyBase != null && context.EnemyBase.Data != null ? context.EnemyBase.Data.AggroRange : 20f);
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GameObject selectedTarget = SelectTarget(context, minRange, maxRange);
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if (selectedTarget == null)
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return Status.Failure;
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Target.Value = selectedTarget;
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return Status.Success;
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}
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private GameObject SelectTarget(BossCombatBehaviorContext context, float minRange, float maxRange)
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{
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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if (players == null || players.Length == 0)
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return null;
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GameObject primaryTarget = context.ResolvePrimaryTarget();
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List<GameObject> validTargets = new List<GameObject>();
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for (int i = 0; i < players.Length; i++)
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{
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PlayerNetworkController player = players[i];
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
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continue;
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GameObject candidate = player.gameObject;
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if (candidate == primaryTarget)
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continue;
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if (!context.IsValidHostileTarget(candidate))
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
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if (distance < minRange || distance > maxRange)
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continue;
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validTargets.Add(candidate);
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}
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if (validTargets.Count == 0)
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{
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if (primaryTarget != null && context.IsValidHostileTarget(primaryTarget))
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{
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float primaryDistance = Vector3.Distance(GameObject.transform.position, primaryTarget.transform.position);
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if (primaryDistance >= minRange && primaryDistance <= maxRange)
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return primaryTarget;
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}
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return null;
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}
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int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
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return validTargets[randomIndex];
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5bc0da0fc1e1b81428d64c0c8b31a402
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@@ -33,6 +33,9 @@ public abstract partial class UsePatternRoleActionBase : BossPatternActionBase
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if (target == null && PatternRole == BossCombatPatternRole.Mobility)
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if (target == null && PatternRole == BossCombatPatternRole.Mobility)
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target = context != null ? context.FindMobilityTarget() : null;
|
target = context != null ? context.FindMobilityTarget() : null;
|
||||||
|
|
||||||
|
if (target == null && PatternRole == BossCombatPatternRole.Utility)
|
||||||
|
target = context != null ? context.FindUtilityTarget() : null;
|
||||||
|
|
||||||
if (target == null)
|
if (target == null)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
@@ -52,6 +55,13 @@ public abstract partial class UsePatternRoleActionBase : BossPatternActionBase
|
|||||||
: context.FindMobilityTarget();
|
: context.FindMobilityTarget();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (PatternRole == BossCombatPatternRole.Utility && context != null)
|
||||||
|
{
|
||||||
|
return context.IsValidUtilityTarget(fallbackTarget)
|
||||||
|
? fallbackTarget
|
||||||
|
: context.FindUtilityTarget();
|
||||||
|
}
|
||||||
|
|
||||||
return base.ResolveStepTarget(fallbackTarget);
|
return base.ResolveStepTarget(fallbackTarget);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,16 @@
|
|||||||
|
using System;
|
||||||
|
|
||||||
|
using Colosseum.Enemy;
|
||||||
|
|
||||||
|
using Unity.Behavior;
|
||||||
|
using Unity.Properties;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 공통 원거리 견제 패턴을 실행합니다.
|
||||||
|
/// </summary>
|
||||||
|
[Serializable, GeneratePropertyBag]
|
||||||
|
[NodeDescription(name: "Use Utility Pattern", story: "원거리 견제 패턴 실행", category: "Action", id: "f29d4556f2d04f6bb80418f9f9fe2c68")]
|
||||||
|
public partial class UseUtilityPatternAction : UsePatternRoleActionBase
|
||||||
|
{
|
||||||
|
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Utility;
|
||||||
|
}
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 36c98678f964a7447bede88fedc04561
|
||||||
@@ -68,12 +68,13 @@ namespace Colosseum.Editor
|
|||||||
object selectorNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SelectorComposite", true), new Vector2(420f, -280f));
|
object selectorNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SelectorComposite", true), new Vector2(420f, -280f));
|
||||||
|
|
||||||
object signatureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-1020f, -40f));
|
object signatureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-1020f, -40f));
|
||||||
object downSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-620f, -40f));
|
object downSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-780f, -40f));
|
||||||
object leapSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-220f, -40f));
|
object utilitySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(-380f, -40f));
|
||||||
object slamSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(180f, -40f));
|
object leapSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(20f, -40f));
|
||||||
object mainSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(580f, -40f));
|
object slamSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(420f, -40f));
|
||||||
object slamFallbackSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(980f, -40f));
|
object mainSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(820f, -40f));
|
||||||
object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(1380f, -40f));
|
object slamFallbackSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(1220f, -40f));
|
||||||
|
object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(1620f, -40f));
|
||||||
|
|
||||||
object signatureRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(-1140f, 240f));
|
object signatureRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(-1140f, 240f));
|
||||||
object signatureHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(-1020f, 240f));
|
object signatureHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(-1020f, 240f));
|
||||||
@@ -84,39 +85,44 @@ namespace Colosseum.Editor
|
|||||||
object downReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckPunishPatternReadyAction), new Vector2(-620f, 240f));
|
object downReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckPunishPatternReadyAction), new Vector2(-620f, 240f));
|
||||||
object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePunishPatternAction), new Vector2(-500f, 240f));
|
object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePunishPatternAction), new Vector2(-500f, 240f));
|
||||||
|
|
||||||
object leapSelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectTargetByDistanceAction), new Vector2(-340f, 240f));
|
object utilitySelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectAlternateTargetByDistanceAction), new Vector2(-500f, 240f));
|
||||||
object leapReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckMobilityPatternReadyAction), new Vector2(-220f, 240f));
|
object utilityReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckUtilityPatternReadyAction), new Vector2(-380f, 240f));
|
||||||
object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseMobilityPatternAction), new Vector2(-100f, 240f));
|
object utilityUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseUtilityPatternAction), new Vector2(-260f, 240f));
|
||||||
|
|
||||||
object slamRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(0f, 240f));
|
object leapSelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectTargetByDistanceAction), new Vector2(-100f, 240f));
|
||||||
object slamHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(120f, 240f));
|
object leapReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckMobilityPatternReadyAction), new Vector2(20f, 240f));
|
||||||
object slamRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(240f, 240f));
|
object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseMobilityPatternAction), new Vector2(140f, 240f));
|
||||||
object slamTurnNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternTurnAction), new Vector2(360f, 240f));
|
|
||||||
object slamReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternReadyAction), new Vector2(480f, 240f));
|
|
||||||
object slamUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseSecondaryPatternAction), new Vector2(600f, 240f));
|
|
||||||
|
|
||||||
object mainRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(520f, 240f));
|
object slamRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(240f, 240f));
|
||||||
object mainHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(640f, 240f));
|
object slamHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(360f, 240f));
|
||||||
object mainRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(760f, 240f));
|
object slamRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(480f, 240f));
|
||||||
object mainReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckPrimaryPatternReadyAction), new Vector2(880f, 240f));
|
object slamTurnNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternTurnAction), new Vector2(600f, 240f));
|
||||||
object mainUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePrimaryPatternAction), new Vector2(1000f, 240f));
|
object slamReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternReadyAction), new Vector2(720f, 240f));
|
||||||
|
object slamUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseSecondaryPatternAction), new Vector2(840f, 240f));
|
||||||
|
|
||||||
object fallbackRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(920f, 240f));
|
object mainRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(760f, 240f));
|
||||||
object fallbackHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(1040f, 240f));
|
object mainHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(880f, 240f));
|
||||||
object fallbackRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(1160f, 240f));
|
object mainRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(1000f, 240f));
|
||||||
object fallbackReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternReadyAction), new Vector2(1280f, 240f));
|
object mainReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckPrimaryPatternReadyAction), new Vector2(1120f, 240f));
|
||||||
object fallbackUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseSecondaryPatternAction), new Vector2(1400f, 240f));
|
object mainUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePrimaryPatternAction), new Vector2(1240f, 240f));
|
||||||
|
|
||||||
object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(1320f, 240f));
|
object fallbackRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(1160f, 240f));
|
||||||
object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(1440f, 240f));
|
object fallbackHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(1280f, 240f));
|
||||||
object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(1560f, 240f));
|
object fallbackRangeNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckTargetInAttackRangeAction), new Vector2(1400f, 240f));
|
||||||
|
object fallbackReadyNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(CheckSecondaryPatternReadyAction), new Vector2(1520f, 240f));
|
||||||
|
object fallbackUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseSecondaryPatternAction), new Vector2(1640f, 240f));
|
||||||
|
|
||||||
|
object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(1560f, 240f));
|
||||||
|
object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(1680f, 240f));
|
||||||
|
object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(1800f, 240f));
|
||||||
|
|
||||||
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode));
|
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode));
|
||||||
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(selectorNode));
|
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(selectorNode));
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, selectorNode, signatureSequence, downSequence, leapSequence, slamSequence, mainSequence, slamFallbackSequence, chaseSequence);
|
ConnectChildren(graphAsset, connectEdgeMethod, selectorNode, signatureSequence, downSequence, utilitySequence, leapSequence, slamSequence, mainSequence, slamFallbackSequence, chaseSequence);
|
||||||
|
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureRefreshNode, signatureHasTargetNode, signatureReadyNode, signatureUseNode);
|
ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureRefreshNode, signatureHasTargetNode, signatureReadyNode, signatureUseNode);
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, downSequence, downSelectNode, downReadyNode, downUseNode);
|
ConnectChildren(graphAsset, connectEdgeMethod, downSequence, downSelectNode, downReadyNode, downUseNode);
|
||||||
|
ConnectChildren(graphAsset, connectEdgeMethod, utilitySequence, utilitySelectNode, utilityReadyNode, utilityUseNode);
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, leapSequence, leapSelectNode, leapReadyNode, leapUseNode);
|
ConnectChildren(graphAsset, connectEdgeMethod, leapSequence, leapSelectNode, leapReadyNode, leapUseNode);
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, slamSequence, slamRefreshNode, slamHasTargetNode, slamRangeNode, slamTurnNode, slamReadyNode, slamUseNode);
|
ConnectChildren(graphAsset, connectEdgeMethod, slamSequence, slamRefreshNode, slamHasTargetNode, slamRangeNode, slamTurnNode, slamReadyNode, slamUseNode);
|
||||||
ConnectChildren(graphAsset, connectEdgeMethod, mainSequence, mainRefreshNode, mainHasTargetNode, mainRangeNode, mainReadyNode, mainUseNode);
|
ConnectChildren(graphAsset, connectEdgeMethod, mainSequence, mainRefreshNode, mainHasTargetNode, mainRangeNode, mainReadyNode, mainUseNode);
|
||||||
@@ -128,6 +134,8 @@ namespace Colosseum.Editor
|
|||||||
LinkTarget(signatureUseNode, targetVariable);
|
LinkTarget(signatureUseNode, targetVariable);
|
||||||
LinkTarget(downSelectNode, targetVariable);
|
LinkTarget(downSelectNode, targetVariable);
|
||||||
LinkTarget(downUseNode, targetVariable);
|
LinkTarget(downUseNode, targetVariable);
|
||||||
|
LinkTarget(utilitySelectNode, targetVariable);
|
||||||
|
LinkTarget(utilityUseNode, targetVariable);
|
||||||
LinkTarget(leapSelectNode, targetVariable);
|
LinkTarget(leapSelectNode, targetVariable);
|
||||||
LinkTarget(leapUseNode, targetVariable);
|
LinkTarget(leapUseNode, targetVariable);
|
||||||
LinkTarget(slamRefreshNode, targetVariable);
|
LinkTarget(slamRefreshNode, targetVariable);
|
||||||
|
|||||||
@@ -43,6 +43,9 @@ namespace Colosseum.Enemy
|
|||||||
[FormerlySerializedAs("leapPattern")]
|
[FormerlySerializedAs("leapPattern")]
|
||||||
[SerializeField] protected BossPatternData mobilityPattern;
|
[SerializeField] protected BossPatternData mobilityPattern;
|
||||||
|
|
||||||
|
[Tooltip("비주 대상 원거리 견제 패턴")]
|
||||||
|
[SerializeField] protected BossPatternData utilityPattern;
|
||||||
|
|
||||||
[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
|
[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
|
||||||
[FormerlySerializedAs("downPunishPattern")]
|
[FormerlySerializedAs("downPunishPattern")]
|
||||||
[SerializeField] protected BossPatternData punishPattern;
|
[SerializeField] protected BossPatternData punishPattern;
|
||||||
@@ -70,6 +73,9 @@ namespace Colosseum.Enemy
|
|||||||
[FormerlySerializedAs("downPunishSearchRadius")]
|
[FormerlySerializedAs("downPunishSearchRadius")]
|
||||||
[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
|
[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
|
||||||
|
|
||||||
|
[Tooltip("원거리 견제 패턴을 고려하기 시작하는 최소 거리")]
|
||||||
|
[Min(0f)] [SerializeField] protected float utilityTriggerDistance = 5f;
|
||||||
|
|
||||||
[Header("Pattern Cadence")]
|
[Header("Pattern Cadence")]
|
||||||
[Tooltip("1페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
|
[Tooltip("1페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
|
||||||
[FormerlySerializedAs("phase1SlamInterval")]
|
[FormerlySerializedAs("phase1SlamInterval")]
|
||||||
@@ -141,11 +147,41 @@ namespace Colosseum.Enemy
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public float MobilityTriggerDistance => mobilityTriggerDistance;
|
public float MobilityTriggerDistance => mobilityTriggerDistance;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 원거리 견제 패턴을 고려하는 최소 거리
|
||||||
|
/// </summary>
|
||||||
|
public float UtilityTriggerDistance => utilityTriggerDistance;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 징벌 패턴을 고려하는 최대 반경
|
/// 징벌 패턴을 고려하는 최대 반경
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public float PunishSearchRadius => punishSearchRadius;
|
public float PunishSearchRadius => punishSearchRadius;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 현재 전투 대상
|
||||||
|
/// </summary>
|
||||||
|
public GameObject CurrentTarget => currentTarget;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// EnemyBase 접근자
|
||||||
|
/// </summary>
|
||||||
|
public EnemyBase EnemyBase => enemyBase;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 현재 전투 기준이 되는 주 대상을 반환합니다.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject ResolvePrimaryTarget()
|
||||||
|
{
|
||||||
|
if (IsValidHostileTarget(currentTarget))
|
||||||
|
return currentTarget;
|
||||||
|
|
||||||
|
GameObject highestThreatTarget = enemyBase != null
|
||||||
|
? enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
|
||||||
|
: null;
|
||||||
|
|
||||||
|
return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 시그니처 패턴 진행 여부
|
/// 시그니처 패턴 진행 여부
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -214,6 +250,9 @@ namespace Colosseum.Enemy
|
|||||||
if (TryStartMobilityPattern())
|
if (TryStartMobilityPattern())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (TryStartUtilityPattern())
|
||||||
|
return;
|
||||||
|
|
||||||
TryStartPrimaryLoopPattern();
|
TryStartPrimaryLoopPattern();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -227,6 +266,7 @@ namespace Colosseum.Enemy
|
|||||||
BossCombatPatternRole.Primary => primaryPattern,
|
BossCombatPatternRole.Primary => primaryPattern,
|
||||||
BossCombatPatternRole.Secondary => secondaryPattern,
|
BossCombatPatternRole.Secondary => secondaryPattern,
|
||||||
BossCombatPatternRole.Mobility => mobilityPattern,
|
BossCombatPatternRole.Mobility => mobilityPattern,
|
||||||
|
BossCombatPatternRole.Utility => utilityPattern,
|
||||||
BossCombatPatternRole.Punish => punishPattern,
|
BossCombatPatternRole.Punish => punishPattern,
|
||||||
BossCombatPatternRole.Signature => signaturePattern,
|
BossCombatPatternRole.Signature => signaturePattern,
|
||||||
_ => null,
|
_ => null,
|
||||||
@@ -324,6 +364,61 @@ namespace Colosseum.Enemy
|
|||||||
return farthestTarget;
|
return farthestTarget;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 원거리 견제 패턴 대상으로 유효한지 확인합니다.
|
||||||
|
/// </summary>
|
||||||
|
public bool IsValidUtilityTarget(GameObject candidate)
|
||||||
|
{
|
||||||
|
if (!IsValidHostileTarget(candidate))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (candidate == ResolvePrimaryTarget())
|
||||||
|
return false;
|
||||||
|
|
||||||
|
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
|
||||||
|
float distance = Vector3.Distance(transform.position, candidate.transform.position);
|
||||||
|
return distance >= utilityTriggerDistance && distance <= maxDistance;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 현재 주 대상이 아닌 원거리 견제 대상을 찾습니다.
|
||||||
|
/// </summary>
|
||||||
|
public GameObject FindUtilityTarget()
|
||||||
|
{
|
||||||
|
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
|
||||||
|
List<GameObject> validTargets = new List<GameObject>();
|
||||||
|
GameObject primaryTarget = ResolvePrimaryTarget();
|
||||||
|
|
||||||
|
for (int i = 0; i < players.Length; i++)
|
||||||
|
{
|
||||||
|
PlayerNetworkController player = players[i];
|
||||||
|
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
GameObject candidate = player.gameObject;
|
||||||
|
if (!IsValidUtilityTarget(candidate))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
validTargets.Add(candidate);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (validTargets.Count == 0)
|
||||||
|
{
|
||||||
|
if (IsValidHostileTarget(primaryTarget))
|
||||||
|
{
|
||||||
|
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
|
||||||
|
float distance = Vector3.Distance(transform.position, primaryTarget.transform.position);
|
||||||
|
if (distance >= utilityTriggerDistance && distance <= maxDistance)
|
||||||
|
return primaryTarget;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
|
||||||
|
return validTargets[randomIndex];
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 가장 가까운 생존 플레이어를 찾습니다.
|
/// 가장 가까운 생존 플레이어를 찾습니다.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -432,6 +527,21 @@ namespace Colosseum.Enemy
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected virtual bool TryStartUtilityPattern()
|
||||||
|
{
|
||||||
|
BossPatternData pattern = GetPattern(BossCombatPatternRole.Utility);
|
||||||
|
if (!IsPatternReady(pattern))
|
||||||
|
return false;
|
||||||
|
|
||||||
|
GameObject target = FindUtilityTarget();
|
||||||
|
if (target == null)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
currentTarget = target;
|
||||||
|
StartPattern(pattern, target);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
protected virtual BossPatternData SelectPrimaryLoopPattern()
|
protected virtual BossPatternData SelectPrimaryLoopPattern()
|
||||||
{
|
{
|
||||||
BossPatternData primary = GetPattern(BossCombatPatternRole.Primary);
|
BossPatternData primary = GetPattern(BossCombatPatternRole.Primary);
|
||||||
@@ -466,6 +576,7 @@ namespace Colosseum.Enemy
|
|||||||
if (pattern == null || activePatternCoroutine != null)
|
if (pattern == null || activePatternCoroutine != null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
currentTarget = target;
|
||||||
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
|
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
|
||||||
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
|
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ namespace Colosseum.Enemy
|
|||||||
Mobility = 2,
|
Mobility = 2,
|
||||||
Punish = 3,
|
Punish = 3,
|
||||||
Signature = 4,
|
Signature = 4,
|
||||||
|
Utility = 5,
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using Unity.Netcode;
|
using Unity.Netcode;
|
||||||
|
|
||||||
|
using Colosseum.Enemy;
|
||||||
|
|
||||||
namespace Colosseum.Skills.Effects
|
namespace Colosseum.Skills.Effects
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -15,6 +17,8 @@ namespace Colosseum.Skills.Effects
|
|||||||
[SerializeField] private Vector3 spawnOffset = Vector3.zero;
|
[SerializeField] private Vector3 spawnOffset = Vector3.zero;
|
||||||
[SerializeField] private bool parentToCaster = false;
|
[SerializeField] private bool parentToCaster = false;
|
||||||
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
|
[Min(0f)] [SerializeField] private float autoDestroyTime = 3f;
|
||||||
|
[Tooltip("전투 컨텍스트의 현재 타겟을 스폰 방향 계산에 사용할지 여부")]
|
||||||
|
[SerializeField] private bool useCombatContextTarget = false;
|
||||||
|
|
||||||
[Header("Hit Settings")]
|
[Header("Hit Settings")]
|
||||||
[Tooltip("투사체가 대상에 명중했을 때 적용할 효과. 미설정 시 명중 효과 없음.")]
|
[Tooltip("투사체가 대상에 명중했을 때 적용할 효과. 미설정 시 명중 효과 없음.")]
|
||||||
@@ -24,8 +28,9 @@ namespace Colosseum.Skills.Effects
|
|||||||
{
|
{
|
||||||
if (prefab == null || caster == null) return;
|
if (prefab == null || caster == null) return;
|
||||||
|
|
||||||
Vector3 spawnPos = GetSpawnPosition(caster, target) + spawnOffset;
|
GameObject resolvedTarget = ResolveTarget(caster, target);
|
||||||
Quaternion spawnRot = GetSpawnRotation(caster, target);
|
Vector3 spawnPos = GetSpawnPosition(caster, resolvedTarget) + spawnOffset;
|
||||||
|
Quaternion spawnRot = GetSpawnRotation(caster, resolvedTarget);
|
||||||
|
|
||||||
var networkObject = prefab.GetComponent<NetworkObject>();
|
var networkObject = prefab.GetComponent<NetworkObject>();
|
||||||
if (networkObject != null)
|
if (networkObject != null)
|
||||||
@@ -55,6 +60,20 @@ namespace Colosseum.Skills.Effects
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private GameObject ResolveTarget(GameObject caster, GameObject target)
|
||||||
|
{
|
||||||
|
if (!useCombatContextTarget)
|
||||||
|
return target;
|
||||||
|
|
||||||
|
if (target != null && target != caster)
|
||||||
|
return target;
|
||||||
|
|
||||||
|
BossCombatBehaviorContext context = caster.GetComponent<BossCombatBehaviorContext>();
|
||||||
|
return context != null && context.CurrentTarget != null
|
||||||
|
? context.CurrentTarget
|
||||||
|
: target;
|
||||||
|
}
|
||||||
|
|
||||||
private Vector3 GetSpawnPosition(GameObject caster, GameObject target)
|
private Vector3 GetSpawnPosition(GameObject caster, GameObject target)
|
||||||
{
|
{
|
||||||
return spawnLocation switch
|
return spawnLocation switch
|
||||||
@@ -68,10 +87,13 @@ namespace Colosseum.Skills.Effects
|
|||||||
|
|
||||||
private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
|
private Quaternion GetSpawnRotation(GameObject caster, GameObject target)
|
||||||
{
|
{
|
||||||
if (spawnLocation == SpawnLocation.Target && target != null)
|
if (target != null && (spawnLocation == SpawnLocation.Target || spawnLocation == SpawnLocation.CasterForward))
|
||||||
{
|
{
|
||||||
return Quaternion.LookRotation(target.transform.position - caster.transform.position);
|
Vector3 lookDirection = target.transform.position - caster.transform.position;
|
||||||
|
if (lookDirection.sqrMagnitude > 0.0001f)
|
||||||
|
return Quaternion.LookRotation(lookDirection);
|
||||||
}
|
}
|
||||||
|
|
||||||
return caster.transform.rotation;
|
return caster.transform.rotation;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
using TMPro;
|
using TMPro;
|
||||||
|
|
||||||
using Colosseum.Enemy;
|
using Colosseum.Enemy;
|
||||||
|
|
||||||
namespace Colosseum.UI
|
namespace Colosseum.UI
|
||||||
@@ -42,7 +43,7 @@ namespace Colosseum.UI
|
|||||||
// 보스 이름 표시
|
// 보스 이름 표시
|
||||||
if (bossNameText != null && BossEnemy.ActiveBoss != null)
|
if (bossNameText != null && BossEnemy.ActiveBoss != null)
|
||||||
{
|
{
|
||||||
bossNameText.text = $"{BossEnemy.ActiveBoss.name} Defeated!";
|
bossNameText.text = BuildBossVictoryText(BossEnemy.ActiveBoss);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 애니메이션 재생
|
// 애니메이션 재생
|
||||||
@@ -51,5 +52,20 @@ namespace Colosseum.UI
|
|||||||
animator.SetTrigger("Show");
|
animator.SetTrigger("Show");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 승리 UI에 표시할 보스 이름 문구를 생성합니다.
|
||||||
|
/// </summary>
|
||||||
|
private static string BuildBossVictoryText(BossEnemy boss)
|
||||||
|
{
|
||||||
|
if (boss == null)
|
||||||
|
return string.Empty;
|
||||||
|
|
||||||
|
string bossName = boss.Data != null && !string.IsNullOrWhiteSpace(boss.Data.EnemyName)
|
||||||
|
? boss.Data.EnemyName
|
||||||
|
: boss.name;
|
||||||
|
|
||||||
|
return $"{bossName} 격파";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user