feat: 드로그 공통 보스 BT 프레임워크 정리

- 보스 공통 전투 컨텍스트와 패턴 역할 기반 BT 액션을 추가
- 드로그 패턴 선택을 다운 추가타, 도약, 기본 및 보조 패턴 우선순위 브랜치로 이관
- BT_Drog authoring 그래프를 공통 구조에 맞게 재구성
- 드로그 전용 BT 헬퍼를 정리하고 공통 베이스 액션으로 통합
- 플레이 검증으로 도약, 기본 패턴, 내려찍기, 다운 추가타 루프를 확인
This commit is contained in:
2026-03-23 16:02:45 +09:00
parent 74ea3e57b8
commit 1fec139e81
65 changed files with 4514 additions and 2374 deletions

View File

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using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Colosseum;
using Colosseum.Combat;
using Colosseum.Enemy;
using Action = Unity.Behavior.Action;
/// <summary>
/// 거리 조건에 맞는 대상을 선택하는 Behavior Action입니다.
/// 가장 가까운 대상, 가장 먼 대상, 후보 중 랜덤 선택을 지원합니다.
/// </summary>
[Serializable]
public enum DistanceTargetSelectionMode
{
Nearest = 0,
Farthest = 1,
Random = 2,
}
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Select Target By Distance",
story: "[Tag] [MinRange] [MaxRange] [SelectionMode] [Target] ",
category: "Action",
id: "4f6a830df3ff4ff5bf8bd2c8b433aa41")]
public partial class SelectTargetByDistanceAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
[SerializeReference]
public BlackboardVariable<float> MinRange = new BlackboardVariable<float>(0f);
[SerializeReference]
public BlackboardVariable<float> MaxRange = new BlackboardVariable<float>(20f);
[SerializeReference]
public BlackboardVariable<DistanceTargetSelectionMode> SelectionMode =
new BlackboardVariable<DistanceTargetSelectionMode>(DistanceTargetSelectionMode.Farthest);
protected override Status OnStart()
{
if (string.IsNullOrEmpty(Tag.Value))
return Status.Failure;
GameObject[] candidates = GameObject.FindGameObjectsWithTag(Tag.Value);
if (candidates == null || candidates.Length == 0)
return Status.Failure;
float minRange = Mathf.Max(0f, MinRange.Value);
float maxRange = Mathf.Max(minRange, MaxRange.Value);
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (minRange <= 0f && context != null)
minRange = context.MobilityTriggerDistance;
if (maxRange <= minRange)
{
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
maxRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
}
GameObject selectedTarget = SelectionMode.Value switch
{
DistanceTargetSelectionMode.Nearest => FindNearestTarget(candidates, minRange, maxRange),
DistanceTargetSelectionMode.Random => FindRandomTarget(candidates, minRange, maxRange),
_ => FindFarthestTarget(candidates, minRange, maxRange),
};
if (selectedTarget == null)
return Status.Failure;
Target.Value = selectedTarget;
return Status.Success;
}
private GameObject FindNearestTarget(GameObject[] candidates, float minRange, float maxRange)
{
GameObject bestTarget = null;
float bestDistance = float.MaxValue;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out float distance))
continue;
if (distance >= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private GameObject FindFarthestTarget(GameObject[] candidates, float minRange, float maxRange)
{
GameObject bestTarget = null;
float bestDistance = minRange;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out float distance))
continue;
if (distance <= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private GameObject FindRandomTarget(GameObject[] candidates, float minRange, float maxRange)
{
System.Collections.Generic.List<GameObject> validTargets = new System.Collections.Generic.List<GameObject>();
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out _))
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
return null;
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
private bool IsValidTarget(GameObject candidate, float minRange, float maxRange, out float distance)
{
distance = 0f;
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(GameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
return false;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
float sightRange = enemyBase != null && enemyBase.Data != null
? enemyBase.Data.AggroRange
: maxRange;
distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance < minRange || distance > maxRange || distance > sightRange)
return false;
return true;
}
}