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
This commit is contained in:
2026-04-10 09:22:56 +09:00
parent b019acd0a3
commit 205b20e4e6
12 changed files with 3119 additions and 2162 deletions

View File

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