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:
2026-03-18 18:05:41 +09:00
parent a9aa3a3091
commit 290d59e665
15 changed files with 711 additions and 391 deletions

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@@ -15,6 +15,7 @@ using Action = Unity.Behavior.Action;
public partial class UsePatternAction : Action public partial class UsePatternAction : Action
{ {
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern; [SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
[SerializeReference] public BlackboardVariable<GameObject> Target;
private SkillController skillController; private SkillController skillController;
private int currentStepIndex; private int currentStepIndex;
@@ -112,6 +113,15 @@ public partial class UsePatternAction : Action
return Status.Failure; return Status.Failure;
} }
// jumpToTarget 스킬이면 타겟 위치 전달
if (step.Skill.JumpToTarget)
{
if (Target?.Value == null)
Debug.LogWarning($"[UsePatternAction] '{step.Skill.SkillName}'은 JumpToTarget 스킬이지만 Target이 바인딩되지 않았습니다.");
else
GameObject.GetComponent<Colosseum.Enemy.EnemyBase>()?.SetJumpTarget(Target.Value.transform.position);
}
return Status.Running; return Status.Running;
} }
} }

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@@ -14,6 +14,7 @@ using Unity.Properties;
public partial class UseSkillAction : Action public partial class UseSkillAction : Action
{ {
[SerializeReference] public BlackboardVariable<SkillData> ; [SerializeReference] public BlackboardVariable<SkillData> ;
[SerializeReference] public BlackboardVariable<GameObject> Target;
private SkillController skillController; private SkillController skillController;
@@ -42,6 +43,13 @@ public partial class UseSkillAction : Action
return Status.Failure; return Status.Failure;
} }
// jumpToTarget 스킬이면 타겟 위치 전달
if (.Value.JumpToTarget && Target?.Value != null)
{
var enemyBase = GameObject.GetComponent<Colosseum.Enemy.EnemyBase>();
enemyBase?.SetJumpTarget(Target.Value.transform.position);
}
return Status.Running; return Status.Running;
} }

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@@ -36,6 +36,11 @@ namespace Colosseum.Enemy
// 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적 // 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적
private bool isAirborne = false; private bool isAirborne = false;
// 점프 타겟 이동
private bool hasJumpTarget = false;
private Vector3 jumpStartXZ;
private Vector3 jumpTargetXZ;
// 이벤트 // 이벤트
public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
public event Action<float> OnDamageTaken; // damage public event Action<float> OnDamageTaken; // damage
@@ -84,45 +89,50 @@ namespace Colosseum.Enemy
protected virtual void OnServerUpdate() { } protected virtual void OnServerUpdate() { }
/// <summary> /// <summary>
/// NavMeshAgent position sync 및 OnAnimatorMove 이후에 실행됩니다. /// 보스와 플레이어가 겹치면 플레이어를 밀어냅니다.
/// 보스가 이미 플레이어 안으로 들어온 경우 stoppingDistance 바깥으로 밀어냅니다. /// 점프 착지 포함, 항상 실행됩니다.
/// Update()에서의 isStopped 조작은 NavMeshAgent에 의해 덮어써지지만,
/// LateUpdate()는 그 이후이므로 확실하게 보정됩니다.
/// </summary> /// </summary>
private void LateUpdate() private void LateUpdate()
{ {
if (!IsServer || IsDead || navMeshAgent == null || isAirborne) return; if (!IsServer || IsDead) return;
// stoppingDistance가 0이면 radius 기반 fallback 사용 float separationDist = navMeshAgent != null
float stopDist = navMeshAgent.stoppingDistance > 0f ? Mathf.Max(navMeshAgent.stoppingDistance, navMeshAgent.radius + 0.5f)
? navMeshAgent.stoppingDistance : 1f;
: navMeshAgent.radius + 0.5f;
int count = Physics.OverlapSphereNonAlloc(transform.position, stopDist, overlapBuffer); int count = Physics.OverlapSphereNonAlloc(transform.position, separationDist, overlapBuffer);
for (int i = 0; i < count; i++) for (int i = 0; i < count; i++)
{ {
// 레이어 무관하게 CharacterController 유무로 플레이어 식별 if (!overlapBuffer[i].TryGetComponent<CharacterController>(out var cc)) continue;
if (!overlapBuffer[i].TryGetComponent<CharacterController>(out _)) continue;
Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position; Vector3 toPlayer = overlapBuffer[i].transform.position - transform.position;
toPlayer.y = 0f; toPlayer.y = 0f;
float dist = toPlayer.magnitude; float dist = toPlayer.magnitude;
if (dist >= stopDist) continue; if (dist >= separationDist) continue;
// 보스가 실제로 이동 중일 때만 밀어냄. // 플레이어를 보스 바깥으로 밀어냄
// isStopped는 수동 설정 시만 true가 되므로, velocity로 실제 이동 여부를 판단. Vector3 pushDir = dist > 0.001f ? toPlayer.normalized : transform.forward;
if (navMeshAgent.velocity.sqrMagnitude > 0.01f) cc.Move(pushDir * (separationDist - dist));
{
Vector3 pushDir = dist > 0.001f ? -toPlayer.normalized : -transform.forward; // 보스가 이동 중이었으면 정지 (플레이어 안으로 더 진입하지 않도록)
navMeshAgent.Warp(transform.position + pushDir * (stopDist - dist)); if (navMeshAgent != null && !isAirborne && navMeshAgent.velocity.sqrMagnitude > 0.01f)
navMeshAgent.isStopped = true; navMeshAgent.isStopped = true;
}
} }
} }
/// <summary>
/// 점프 타겟 설정. UseSkillAction에서 jumpToTarget 스킬 시전 시 호출합니다.
/// </summary>
public void SetJumpTarget(Vector3 targetPos)
{
jumpTargetXZ = new Vector3(targetPos.x, 0f, targetPos.z);
hasJumpTarget = true;
}
/// <summary> /// <summary>
/// 보스 스킬 루트모션이 플레이어 방향으로 진입하는 것을 차단합니다. /// 보스 스킬 루트모션이 플레이어 방향으로 진입하는 것을 차단합니다.
/// Y 루트모션이 필요한 스킬(점프 등)은 NavMeshAgent를 비활성화하고 직접 이동합니다. /// Y 루트모션이 필요한 스킬(점프 등)은 NavMeshAgent를 비활성화하고 직접 이동합니다.
/// jumpToTarget 스킬은 XZ를 대상 위치로 lerp합니다.
/// </summary> /// </summary>
private void OnAnimatorMove() private void OnAnimatorMove()
{ {
@@ -131,30 +141,12 @@ namespace Colosseum.Enemy
var skillCtrl = GetComponent<Colosseum.Skills.SkillController>(); var skillCtrl = GetComponent<Colosseum.Skills.SkillController>();
bool needsYMotion = skillCtrl != null bool needsYMotion = skillCtrl != null
&& skillCtrl.IsPlayingAnimation && skillCtrl.IsPlayingAnimation
&& !skillCtrl.IsInEndAnimation
&& skillCtrl.UsesRootMotion && skillCtrl.UsesRootMotion
&& !skillCtrl.IgnoreRootMotionY; && !skillCtrl.IgnoreRootMotionY;
Vector3 deltaPosition = animator.deltaPosition; Vector3 deltaPosition = animator.deltaPosition;
// XZ 차단: 플레이어 방향으로의 이동 방지
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;
}
}
if (needsYMotion) if (needsYMotion)
{ {
// Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동 // Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동
@@ -162,8 +154,21 @@ namespace Colosseum.Enemy
{ {
navMeshAgent.enabled = false; navMeshAgent.enabled = false;
isAirborne = true; 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 else
{ {
@@ -171,9 +176,35 @@ namespace Colosseum.Enemy
if (isAirborne) if (isAirborne)
{ {
isAirborne = false; 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.enabled = true;
navMeshAgent.Warp(transform.position); 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); navMeshAgent.Move(deltaPosition);
} }

View File

@@ -42,6 +42,7 @@ namespace Colosseum.Skills
public bool IsExecutingSkill => currentSkill != null && !skillEndRequested; public bool IsExecutingSkill => currentSkill != null && !skillEndRequested;
public bool IsPlayingAnimation => currentSkill != null; public bool IsPlayingAnimation => currentSkill != null;
public bool IsInEndAnimation => waitingForEndAnimation;
public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion; public bool UsesRootMotion => currentSkill != null && currentSkill.UseRootMotion;
public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY; public bool IgnoreRootMotionY => currentSkill != null && currentSkill.IgnoreRootMotionY;
public SkillData CurrentSkill => currentSkill; public SkillData CurrentSkill => currentSkill;
@@ -143,6 +144,7 @@ namespace Colosseum.Skills
// 스킬 애니메이션 재생 // 스킬 애니메이션 재생
if (skill.SkillClip != null && animator != null) if (skill.SkillClip != null && animator != null)
{ {
animator.speed = skill.AnimationSpeed;
PlaySkillClip(skill.SkillClip); PlaySkillClip(skill.SkillClip);
} }
@@ -212,6 +214,7 @@ namespace Colosseum.Skills
if (animator != null && baseController != null) if (animator != null && baseController != null)
{ {
animator.runtimeAnimatorController = baseController; animator.runtimeAnimatorController = baseController;
animator.speed = 1f;
} }
// 클라이언트에 복원 동기화 // 클라이언트에 복원 동기화

View File

@@ -20,12 +20,16 @@ namespace Colosseum.Skills
[SerializeField] private AnimationClip skillClip; [SerializeField] private AnimationClip skillClip;
[Tooltip("종료 애니메이션 (선택)")] [Tooltip("종료 애니메이션 (선택)")]
[SerializeField] private AnimationClip endClip; [SerializeField] private AnimationClip endClip;
[Tooltip("애니메이션 재생 속도 (1 = 기본, 2 = 2배속)")]
[Min(0.1f)] [SerializeField] private float animationSpeed = 1f;
[Header("루트 모션")] [Header("루트 모션")]
[Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")] [Tooltip("애니메이션의 이동/회전 데이터를 캐릭터에 적용")]
[SerializeField] private bool useRootMotion = false; [SerializeField] private bool useRootMotion = false;
[Tooltip("루트 모션 적용 시 Y축 이동 무시 (중력과 충돌)")] [Tooltip("루트 모션 적용 시 Y축 이동 무시 (중력과 충돌)")]
[SerializeField] private bool ignoreRootMotionY = true; [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")] [Header("쿨타임 & 비용")]
[Min(0f)] [SerializeField] private float cooldown = 1f; [Min(0f)] [SerializeField] private float cooldown = 1f;
@@ -41,10 +45,12 @@ namespace Colosseum.Skills
public Sprite Icon => icon; public Sprite Icon => icon;
public AnimationClip SkillClip => skillClip; public AnimationClip SkillClip => skillClip;
public AnimationClip EndClip => endClip; public AnimationClip EndClip => endClip;
public float AnimationSpeed => animationSpeed;
public float Cooldown => cooldown; public float Cooldown => cooldown;
public float ManaCost => manaCost; public float ManaCost => manaCost;
public bool UseRootMotion => useRootMotion; public bool UseRootMotion => useRootMotion;
public bool IgnoreRootMotionY => ignoreRootMotionY; public bool IgnoreRootMotionY => ignoreRootMotionY;
public bool JumpToTarget => jumpToTarget;
public IReadOnlyList<SkillEffect> Effects => effects; public IReadOnlyList<SkillEffect> Effects => effects;
} }
} }