feat: 보스 패턴 시스템 구현

- BossPatternData SO로 스킬/Wait 스텝 순서와 쿨타임 정의
- UsePatternAction으로 Behavior Graph에서 패턴 실행
- 보스 전용 애니메이션 분리 및 AnimatorOverrideController 정상화

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-16 18:08:06 +09:00
parent 03e1b1303c
commit 309bf5f48b
19 changed files with 565 additions and 321 deletions

View File

@@ -0,0 +1,117 @@
using System;
using Colosseum.AI;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 보스 패턴을 실행하는 Behavior Tree Action.
/// 패턴 내 스텝(스킬 또는 대기)을 순서대로 실행하며, 패턴 쿨타임을 관리합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Use Pattern", story: "[Pattern] ", category: "Action", id: "a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6")]
public partial class UsePatternAction : Action
{
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
private SkillController skillController;
private int currentStepIndex;
private float waitEndTime;
private bool isWaiting;
private float lastUsedTime = float.MinValue;
protected override Status OnStart()
{
if (Pattern?.Value == null)
{
Debug.LogWarning("[UsePatternAction] 패턴이 null입니다.");
return Status.Failure;
}
if (Time.time - lastUsedTime < Pattern.Value.Cooldown)
{
return Status.Failure;
}
if (Pattern.Value.Steps.Count == 0)
{
return Status.Failure;
}
skillController = GameObject.GetComponent<SkillController>();
if (skillController == null)
{
Debug.LogWarning($"[UsePatternAction] SkillController를 찾을 수 없습니다: {GameObject.name}");
return Status.Failure;
}
currentStepIndex = 0;
isWaiting = false;
return ExecuteCurrentStep();
}
protected override Status OnUpdate()
{
if (skillController == null)
return Status.Failure;
if (isWaiting)
{
if (Time.time < waitEndTime)
return Status.Running;
isWaiting = false;
}
else
{
if (skillController.IsPlayingAnimation)
return Status.Running;
}
currentStepIndex++;
if (currentStepIndex >= Pattern.Value.Steps.Count)
{
lastUsedTime = Time.time;
return Status.Success;
}
return ExecuteCurrentStep();
}
protected override void OnEnd()
{
skillController = null;
}
private Status ExecuteCurrentStep()
{
PatternStep step = Pattern.Value.Steps[currentStepIndex];
if (step.Type == PatternStepType.Wait)
{
isWaiting = true;
waitEndTime = Time.time + step.Duration;
return Status.Running;
}
// PatternStepType.Skill
if (step.Skill == null)
{
Debug.LogWarning($"[UsePatternAction] 스킬이 null입니다. (index {currentStepIndex})");
return Status.Failure;
}
bool success = skillController.ExecuteSkill(step.Skill);
if (!success)
{
Debug.LogWarning($"[UsePatternAction] 스킬 실행 실패: {step.Skill.SkillName} (index {currentStepIndex})");
return Status.Failure;
}
return Status.Running;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a696fff0581f7264d9491514e9aee277

View File

@@ -0,0 +1,38 @@
using UnityEngine;
using System.Collections.Generic;
using Colosseum.Skills;
namespace Colosseum.AI
{
public enum PatternStepType { Skill, Wait }
[System.Serializable]
public class PatternStep
{
public PatternStepType Type = PatternStepType.Skill;
public SkillData Skill;
[Min(0f)] public float Duration = 0.5f;
}
/// <summary>
/// 보스 패턴 데이터. 순서대로 실행할 스텝(스킬 또는 대기) 목록과 쿨타임을 정의합니다.
/// </summary>
[CreateAssetMenu(fileName = "NewBossPattern", menuName = "Colosseum/Boss Pattern")]
public class BossPatternData : ScriptableObject
{
[Header("패턴 정보")]
[SerializeField] private string patternName;
[Header("스텝 순서")]
[SerializeField] private List<PatternStep> steps = new List<PatternStep>();
[Header("쿨타임")]
[Min(0f)]
[Tooltip("패턴 완료 후 다시 사용 가능해지기까지의 시간")]
[SerializeField] private float cooldown = 5f;
public string PatternName => patternName;
public IReadOnlyList<PatternStep> Steps => steps;
public float Cooldown => cooldown;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0ce956e0878565343974c31b8111c0c6