feat: 드로그 기본 루프 게이트를 BT로 이관
- big pattern grace period 판정을 런타임 헬퍼에서 제거하고 BT 조건/액션 노드로 명시 - Increment/Reset Basic Loop Count 노드 추가 및 BT_Drog 재빌드 반영 - Signature Failure Effects 수치를 BT 노드가 직접 보관하도록 정리
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@@ -1,9 +1,7 @@
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using System;
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using Colosseum.Abnormalities;
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using Colosseum.AI;
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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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@@ -14,7 +12,7 @@ using Action = Unity.Behavior.Action;
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/// <summary>
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/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
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/// 런타임 상태에 저장된 시그니처 실패 수치를 읽어 범위 효과를 적용하는 BT 노드입니다.
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/// 필요한 수치는 BT 노드 필드에서 직접 설정합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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@@ -24,30 +22,42 @@ using Action = Unity.Behavior.Action;
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id: "c3d4e5f6-1111-2222-3333-777788889999")]
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public partial class SignatureFailureEffectsAction : Action
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{
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private BossBehaviorRuntimeState runtimeState;
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[SerializeReference]
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public BlackboardVariable<float> FailureDamage = new BlackboardVariable<float>(40f);
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[SerializeReference]
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public BlackboardVariable<AbnormalityData> FailureAbnormality;
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[SerializeReference]
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public BlackboardVariable<float> KnockbackRadius = new BlackboardVariable<float>(8f);
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[SerializeReference]
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public BlackboardVariable<float> DownRadius = new BlackboardVariable<float>(3f);
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[SerializeReference]
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public BlackboardVariable<float> KnockbackSpeed = new BlackboardVariable<float>(12f);
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[SerializeReference]
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public BlackboardVariable<float> KnockbackDuration = new BlackboardVariable<float>(0.35f);
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[SerializeReference]
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public BlackboardVariable<float> DownDuration = new BlackboardVariable<float>(2f);
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protected override Status OnStart()
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{
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runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
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if (runtimeState == null)
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{
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Debug.LogWarning("[SignatureFailureEffects] BossBehaviorRuntimeState를 찾을 수 없습니다.");
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return Status.Failure;
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}
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ApplyFailureEffects();
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return Status.Success;
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}
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private void ApplyFailureEffects()
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{
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float failureDamage = runtimeState.SignatureFailureDamage;
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AbnormalityData failureAbnormality = runtimeState.SignatureFailureAbnormality;
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float knockbackRadius = runtimeState.SignatureFailureKnockbackRadius;
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float downRadius = runtimeState.SignatureFailureDownRadius;
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float knockbackSpeed = runtimeState.SignatureFailureKnockbackSpeed;
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float knockbackDuration = runtimeState.SignatureFailureKnockbackDuration;
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float downDuration = runtimeState.SignatureFailureDownDuration;
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float failureDamage = Mathf.Max(0f, FailureDamage?.Value ?? 0f);
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AbnormalityData failureAbnormality = FailureAbnormality?.Value;
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float knockbackRadius = Mathf.Max(0f, KnockbackRadius?.Value ?? 0f);
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float downRadius = Mathf.Max(0f, DownRadius?.Value ?? 0f);
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float knockbackSpeed = Mathf.Max(0f, KnockbackSpeed?.Value ?? 0f);
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float knockbackDuration = Mathf.Max(0f, KnockbackDuration?.Value ?? 0f);
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float downDuration = Mathf.Max(0f, DownDuration?.Value ?? 0f);
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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for (int i = 0; i < players.Length; i++)
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