feat: 보스 점프 스킬 - 타겟 위치로 이동 구현
- SkillData에 jumpToTarget, animationSpeed 필드 추가 - 점프 중 XZ를 타겟 위치로 lerp, 착지 시 스냅 - endClip 재생 중 점프 이동 비활성화 (IsInEndAnimation) - 보스/플레이어 겹침 시 플레이어를 밀어내는 방식으로 분리 처리 - 점프준비/점프/착지 3단계 스킬 & 패턴 구성 - UsePatternAction에 Target 블랙보드 변수 추가 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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@@ -14,7 +14,13 @@ MonoBehaviour:
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.AI.BossPatternData
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patternName: "\uAE30\uBCF8 \uD328\uD134"
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steps:
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animationSpeed: 1
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useRootMotion: 1
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Assets/_Game/Data/Skills/Data_Skill_TestBoss_점프착지.asset
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m_EditorClassIdentifier: Colosseum.Game::Colosseum.Skills.SkillData
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@@ -15,6 +15,7 @@ using Action = Unity.Behavior.Action;
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public partial class UsePatternAction : Action
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{
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[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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private SkillController skillController;
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private int currentStepIndex;
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@@ -112,6 +113,15 @@ public partial class UsePatternAction : Action
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return Status.Failure;
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}
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// jumpToTarget 스킬이면 타겟 위치 전달
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if (step.Skill.JumpToTarget)
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{
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if (Target?.Value == null)
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Debug.LogWarning($"[UsePatternAction] '{step.Skill.SkillName}'은 JumpToTarget 스킬이지만 Target이 바인딩되지 않았습니다.");
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else
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GameObject.GetComponent<Colosseum.Enemy.EnemyBase>()?.SetJumpTarget(Target.Value.transform.position);
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}
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return Status.Running;
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}
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}
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@@ -14,6 +14,7 @@ using Unity.Properties;
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public partial class UseSkillAction : Action
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{
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[SerializeReference] public BlackboardVariable<SkillData> 스킬;
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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private SkillController skillController;
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@@ -42,6 +43,13 @@ public partial class UseSkillAction : Action
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return Status.Failure;
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}
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// jumpToTarget 스킬이면 타겟 위치 전달
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if (스킬.Value.JumpToTarget && Target?.Value != null)
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{
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var enemyBase = GameObject.GetComponent<Colosseum.Enemy.EnemyBase>();
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enemyBase?.SetJumpTarget(Target.Value.transform.position);
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}
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return Status.Running;
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}
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@@ -36,6 +36,11 @@ namespace Colosseum.Enemy
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// 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적
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private bool isAirborne = false;
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// 점프 타겟 이동
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private bool hasJumpTarget = false;
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private Vector3 jumpStartXZ;
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private Vector3 jumpTargetXZ;
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// 이벤트
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public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
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public event Action<float> OnDamageTaken; // damage
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@@ -84,45 +89,50 @@ namespace Colosseum.Enemy
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protected virtual void OnServerUpdate() { }
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/// <summary>
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/// NavMeshAgent position sync 및 OnAnimatorMove 이후에 실행됩니다.
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/// 보스가 이미 플레이어 안으로 들어온 경우 stoppingDistance 바깥으로 밀어냅니다.
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/// Update()에서의 isStopped 조작은 NavMeshAgent에 의해 덮어써지지만,
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/// LateUpdate()는 그 이후이므로 확실하게 보정됩니다.
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/// 보스와 플레이어가 겹치면 플레이어를 밀어냅니다.
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/// 점프 착지 포함, 항상 실행됩니다.
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/// </summary>
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private void LateUpdate()
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{
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if (!IsServer || IsDead || navMeshAgent == null || isAirborne) return;
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if (!IsServer || IsDead) return;
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// stoppingDistance가 0이면 radius 기반 fallback 사용
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float stopDist = navMeshAgent.stoppingDistance > 0f
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? navMeshAgent.stoppingDistance
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: navMeshAgent.radius + 0.5f;
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float separationDist = navMeshAgent != null
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? Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f)
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: 1f;
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int count = Physics.OverlapSphereNonAlloc(transform.position, stopDist, overlapBuffer);
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int count = Physics.OverlapSphereNonAlloc(transform.position, separationDist, overlapBuffer);
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for (int i = 0; i < count; i++)
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{
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// 레이어 무관하게 CharacterController 유무로 플레이어 식별
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if (!overlapBuffer[i].TryGetComponent<CharacterController>(out _)) continue;
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if (!overlapBuffer[i].TryGetComponent<CharacterController>(out var cc)) continue;
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Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position;
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toPlayer.y = 0f;
|
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float dist = toPlayer.magnitude;
|
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if (dist >= stopDist) continue;
|
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if (dist >= separationDist) continue;
|
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||||
// 보스가 실제로 이동 중일 때만 밀어냄.
|
||||
// isStopped는 수동 설정 시만 true가 되므로, velocity로 실제 이동 여부를 판단.
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if (navMeshAgent.velocity.sqrMagnitude > 0.01f)
|
||||
{
|
||||
Vector3 pushDir = dist > 0.001f ? -toPlayer.normalized : -transform.forward;
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navMeshAgent.Warp(transform.position + pushDir * (stopDist - dist));
|
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// 플레이어를 보스 바깥으로 밀어냄
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Vector3 pushDir = dist > 0.001f ? toPlayer.normalized : transform.forward;
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cc.Move(pushDir * (separationDist - dist));
|
||||
|
||||
// 보스가 이동 중이었으면 정지 (플레이어 안으로 더 진입하지 않도록)
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if (navMeshAgent != null && !isAirborne && navMeshAgent.velocity.sqrMagnitude > 0.01f)
|
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navMeshAgent.isStopped = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
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||||
/// <summary>
|
||||
/// 점프 타겟 설정. UseSkillAction에서 jumpToTarget 스킬 시전 시 호출합니다.
|
||||
/// </summary>
|
||||
public void SetJumpTarget(Vector3 targetPos)
|
||||
{
|
||||
jumpTargetXZ = new Vector3(targetPos.x, 0f, targetPos.z);
|
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hasJumpTarget = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 보스 스킬 루트모션이 플레이어 방향으로 진입하는 것을 차단합니다.
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||||
/// Y 루트모션이 필요한 스킬(점프 등)은 NavMeshAgent를 비활성화하고 직접 이동합니다.
|
||||
/// jumpToTarget 스킬은 XZ를 대상 위치로 lerp합니다.
|
||||
/// </summary>
|
||||
private void OnAnimatorMove()
|
||||
{
|
||||
@@ -131,30 +141,12 @@ namespace Colosseum.Enemy
|
||||
var skillCtrl = GetComponent<Colosseum.Skills.SkillController>();
|
||||
bool needsYMotion = skillCtrl != null
|
||||
&& skillCtrl.IsPlayingAnimation
|
||||
&& !skillCtrl.IsInEndAnimation
|
||||
&& skillCtrl.UsesRootMotion
|
||||
&& !skillCtrl.IgnoreRootMotionY;
|
||||
|
||||
Vector3 deltaPosition = animator.deltaPosition;
|
||||
|
||||
// XZ 차단: 플레이어 방향으로의 이동 방지
|
||||
float blockRadius = Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f);
|
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int count = Physics.OverlapSphereNonAlloc(transform.position, blockRadius, overlapBuffer);
|
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for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (!overlapBuffer[i].TryGetComponent<CharacterController>(out _)) continue;
|
||||
|
||||
Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position;
|
||||
toPlayer.y = 0f;
|
||||
if (toPlayer.sqrMagnitude < 0.0001f) continue;
|
||||
|
||||
Vector3 deltaXZ = new Vector3(deltaPosition.x, 0f, deltaPosition.z);
|
||||
if (Vector3.Dot(deltaXZ, toPlayer.normalized) > 0f)
|
||||
{
|
||||
deltaPosition.x = 0f;
|
||||
deltaPosition.z = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (needsYMotion)
|
||||
{
|
||||
// Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동
|
||||
@@ -162,8 +154,21 @@ namespace Colosseum.Enemy
|
||||
{
|
||||
navMeshAgent.enabled = false;
|
||||
isAirborne = true;
|
||||
jumpStartXZ = new Vector3(transform.position.x, 0f, transform.position.z);
|
||||
}
|
||||
|
||||
if (hasJumpTarget)
|
||||
{
|
||||
// XZ: 애니메이션 진행도에 따라 목표 위치로 lerp
|
||||
float t = Mathf.Clamp01(animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
|
||||
Vector3 newXZ = Vector3.Lerp(jumpStartXZ, jumpTargetXZ, t);
|
||||
transform.position = new Vector3(newXZ.x, transform.position.y + deltaPosition.y, newXZ.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
// jumpToTarget 없으면 기존처럼 애니메이션 루트모션 그대로 적용
|
||||
transform.position += deltaPosition;
|
||||
}
|
||||
transform.position += deltaPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -171,9 +176,35 @@ namespace Colosseum.Enemy
|
||||
if (isAirborne)
|
||||
{
|
||||
isAirborne = false;
|
||||
if (hasJumpTarget)
|
||||
{
|
||||
// lerp가 1.0에 못 미쳐도 착지 시 정확한 위치로 스냅
|
||||
transform.position = new Vector3(jumpTargetXZ.x, transform.position.y, jumpTargetXZ.z);
|
||||
}
|
||||
hasJumpTarget = false;
|
||||
navMeshAgent.enabled = true;
|
||||
navMeshAgent.Warp(transform.position);
|
||||
}
|
||||
|
||||
// XZ 차단: 플레이어 방향으로의 이동 방지 (일반 이동 중에만)
|
||||
float blockRadius = Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f);
|
||||
int count = Physics.OverlapSphereNonAlloc(transform.position, blockRadius, overlapBuffer);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (!overlapBuffer[i].TryGetComponent<CharacterController>(out _)) continue;
|
||||
|
||||
Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position;
|
||||
toPlayer.y = 0f;
|
||||
if (toPlayer.sqrMagnitude < 0.0001f) continue;
|
||||
|
||||
Vector3 deltaXZ = new Vector3(deltaPosition.x, 0f, deltaPosition.z);
|
||||
if (Vector3.Dot(deltaXZ, toPlayer.normalized) > 0f)
|
||||
{
|
||||
deltaPosition.x = 0f;
|
||||
deltaPosition.z = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
navMeshAgent.Move(deltaPosition);
|
||||
}
|
||||
|
||||
|
||||
@@ -42,6 +42,7 @@ namespace Colosseum.Skills
|
||||
|
||||
public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
|
||||
public bool IsPlayingAnimation => currentSkill != null;
|
||||
public bool IsInEndAnimation => waitingForEndAnimation;
|
||||
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
|
||||
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
|
||||
public SkillData CurrentSkill => currentSkill;
|
||||
@@ -143,6 +144,7 @@ namespace Colosseum.Skills
|
||||
// 스킬 애니메이션 재생
|
||||
if (skill.SkillClip != null && animator != null)
|
||||
{
|
||||
animator.speed = skill.AnimationSpeed;
|
||||
PlaySkillClip(skill.SkillClip);
|
||||
}
|
||||
|
||||
@@ -212,6 +214,7 @@ namespace Colosseum.Skills
|
||||
if (animator != null && baseController != null)
|
||||
{
|
||||
animator.runtimeAnimatorController = baseController;
|
||||
animator.speed = 1f;
|
||||
}
|
||||
|
||||
// 클라이언트에 복원 동기화
|
||||
|
||||
@@ -20,12 +20,16 @@ namespace Colosseum.Skills
|
||||
[SerializeField] private AnimationClip skillClip;
|
||||
[Tooltip("종료 애니메이션 (선택)")]
|
||||
[SerializeField] private AnimationClip endClip;
|
||||
[Tooltip("애니메이션 재생 속도 (1 = 기본, 2 = 2배속)")]
|
||||
[Min(0.1f)] [SerializeField] private float animationSpeed = 1f;
|
||||
|
||||
[Header("루트 모션")]
|
||||
[Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")]
|
||||
[SerializeField] private bool useRootMotion = false;
|
||||
[Tooltip("루트 모션 적용 시 Y축 이동 무시 (중력과 충돌)")]
|
||||
[SerializeField] private bool ignoreRootMotionY = true;
|
||||
[Tooltip("스킬 시전 시 대상 위치로 점프 이동 (UseRootMotion + IgnoreRootMotionY=false 필요)")]
|
||||
[SerializeField] private bool jumpToTarget = false;
|
||||
|
||||
[Header("쿨타임 & 비용")]
|
||||
[Min(0f)] [SerializeField] private float cooldown = 1f;
|
||||
@@ -41,10 +45,12 @@ namespace Colosseum.Skills
|
||||
public Sprite Icon => icon;
|
||||
public AnimationClip SkillClip => skillClip;
|
||||
public AnimationClip EndClip => endClip;
|
||||
public float AnimationSpeed => animationSpeed;
|
||||
public float Cooldown => cooldown;
|
||||
public float ManaCost => manaCost;
|
||||
public bool UseRootMotion => useRootMotion;
|
||||
public bool IgnoreRootMotionY => ignoreRootMotionY;
|
||||
public bool JumpToTarget => jumpToTarget;
|
||||
public IReadOnlyList<SkillEffect> Effects => effects;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user