fix: 패턴 디버그 BT 토글 동작 정리
- 보스 패턴 디버그 실행기를 추가해 강제 패턴 실행과 BT 일시정지를 분리 - 디버그 패널의 패턴 강제 발동 UI에 BT ON/OFF 토글과 상태 동기화를 반영 - Unity 리프레시 및 dotnet build로 컴파일 오류 없이 동작 확인
This commit is contained in:
577
Assets/_Game/Scripts/Enemy/BossPatternDebugRunner.cs
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577
Assets/_Game/Scripts/Enemy/BossPatternDebugRunner.cs
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@@ -0,0 +1,577 @@
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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using System.Collections;
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using Unity.Behavior;
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using UnityEngine;
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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.Player;
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using Colosseum.Skills;
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namespace Colosseum.Enemy
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{
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/// <summary>
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/// 디버그 패턴 강제 발동 중 BT 개입 방식을 정의합니다.
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/// </summary>
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public enum DebugPatternBehaviorTreeMode
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{
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DisableDuringPattern = 0,
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KeepRunning = 1,
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}
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/// <summary>
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/// 디버그 패널에서 보스 패턴을 임의 발동할 때 사용하는 런타임 실행기입니다.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(BossEnemy))]
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[RequireComponent(typeof(BossBehaviorRuntimeState))]
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[RequireComponent(typeof(SkillController))]
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public class BossPatternDebugRunner : MonoBehaviour
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{
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[Header("Debug")]
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[Tooltip("패턴 디버그 실행기 로그 출력 여부")]
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[SerializeField] private bool debugMode;
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private BossEnemy bossEnemy;
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private EnemyBase enemyBase;
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private SkillController skillController;
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private BossBehaviorRuntimeState runtimeState;
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private AbnormalityManager abnormalityManager;
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private UnityEngine.AI.NavMeshAgent navMeshAgent;
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private BehaviorGraphAgent behaviorGraphAgent;
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private Coroutine activePatternRoutine;
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private BossPatternData currentPattern;
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private GameObject currentTarget;
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private ChargeStepData activeChargeData;
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private float chargeEndTime;
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private float chargeAccumulatedDamage;
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private float chargeRequiredDamage;
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private bool isChargeWaiting;
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private bool chargeTelegraphApplied;
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private bool restoreBehaviorGraphWhenDebugPauseEnds;
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private bool debugBehaviorGraphPaused;
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/// <summary>
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/// 현재 디버그 패턴 실행 중 여부입니다.
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/// </summary>
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public bool IsExecutingPattern => activePatternRoutine != null;
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/// <summary>
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/// 현재 디버그 실행 중인 패턴입니다.
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/// </summary>
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public BossPatternData CurrentPattern => currentPattern;
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/// <summary>
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/// 디버그 토글로 BT가 중지된 상태인지 반환합니다.
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/// </summary>
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public bool IsBehaviorTreePaused => debugBehaviorGraphPaused;
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private bool IsServer => Unity.Netcode.NetworkManager.Singleton != null
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&& Unity.Netcode.NetworkManager.Singleton.IsServer;
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private void Awake()
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{
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ResolveReferences();
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}
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private void Update()
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{
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if (!IsExecutingPattern)
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return;
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StopMovement();
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}
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private void OnDisable()
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{
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CancelPattern();
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}
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/// <summary>
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/// 지정한 패턴을 디버그 용도로 즉시 실행합니다.
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/// </summary>
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public bool TryExecutePattern(BossPatternData pattern, DebugPatternBehaviorTreeMode behaviorTreeMode = DebugPatternBehaviorTreeMode.DisableDuringPattern)
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{
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if (!IsServer)
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{
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Debug.LogWarning("[BossPatternDebugRunner] 서버가 아니어서 패턴을 강제 발동할 수 없습니다.", this);
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return false;
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}
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ResolveReferences();
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if (pattern == null)
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{
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Debug.LogWarning("[BossPatternDebugRunner] 발동할 패턴이 비어 있습니다.", this);
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return false;
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}
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if (bossEnemy == null || enemyBase == null || skillController == null || runtimeState == null)
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{
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Debug.LogWarning("[BossPatternDebugRunner] 필수 컴포넌트를 찾지 못해 패턴을 실행할 수 없습니다.", this);
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return false;
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}
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if (bossEnemy.IsDead)
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{
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Debug.LogWarning($"[BossPatternDebugRunner] 사망 상태에서는 패턴을 실행할 수 없습니다: {pattern.PatternName}", this);
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return false;
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}
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CancelPattern();
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if (skillController.IsExecutingSkill)
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skillController.CancelSkill(SkillCancelReason.Interrupt);
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currentTarget = ResolvePatternTarget(pattern);
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currentPattern = pattern;
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runtimeState.WasChargeBroken = false;
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runtimeState.LastChargeStaggerDuration = 0f;
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ApplyPatternFlowState(pattern);
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runtimeState.SetCurrentTarget(currentTarget);
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runtimeState.BeginPatternExecution(pattern);
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StopMovement();
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activePatternRoutine = StartCoroutine(RunPatternRoutine(pattern));
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LogDebug($"디버그 패턴 발동: {pattern.PatternName} / Target={currentTarget?.name ?? "없음"} / BTMode={behaviorTreeMode}");
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return true;
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}
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/// <summary>
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/// 현재 디버그 패턴 실행을 취소합니다.
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/// </summary>
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public void CancelPattern()
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{
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if (activePatternRoutine != null)
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{
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StopCoroutine(activePatternRoutine);
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activePatternRoutine = null;
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}
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if (currentPattern == null)
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return;
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if (skillController != null && skillController.IsExecutingSkill)
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skillController.CancelSkill(SkillCancelReason.Interrupt);
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FinalizePattern(BossPatternExecutionResult.Cancelled, applyCooldown: false);
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}
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/// <summary>
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/// 디버그 토글에 따라 BT를 지속적으로 정지하거나 재개합니다.
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/// </summary>
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public void SetBehaviorTreePaused(bool paused)
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{
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ResolveReferences();
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SetBehaviorGraphSuspended(paused);
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}
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private IEnumerator RunPatternRoutine(BossPatternData pattern)
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{
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BossPatternExecutionResult result = BossPatternExecutionResult.Cancelled;
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bool applyCooldown = false;
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try
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{
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for (int i = 0; i < pattern.Steps.Count; i++)
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{
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PatternStep step = pattern.Steps[i];
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if (step.Type == PatternStepType.Wait)
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{
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yield return WaitForSeconds(step.Duration);
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continue;
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}
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if (step.Type == PatternStepType.ChargeWait)
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{
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bool chargeBroken = false;
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yield return RunChargeWait(step, value => chargeBroken = value);
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if (chargeBroken)
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{
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runtimeState.WasChargeBroken = true;
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applyCooldown = true;
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result = BossPatternExecutionResult.Failed;
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yield break;
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}
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continue;
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}
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if (step.Skill == null)
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{
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Debug.LogWarning($"[BossPatternDebugRunner] 스킬이 비어 있는 패턴 스텝입니다: {pattern.PatternName} / Step={i}", this);
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result = BossPatternExecutionResult.Failed;
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yield break;
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}
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GameObject stepTarget = currentTarget;
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if (step.Skill.JumpToTarget)
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{
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stepTarget = ResolveJumpTarget();
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if (stepTarget == null)
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{
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if (pattern.SkipJumpStepOnNoTarget)
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{
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applyCooldown = true;
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result = BossPatternExecutionResult.Succeeded;
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LogDebug($"점프 대상 없음, 디버그 패턴 조기 종료: {pattern.PatternName}");
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yield break;
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}
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Debug.LogWarning($"[BossPatternDebugRunner] 점프 타겟을 찾지 못했습니다: {pattern.PatternName}", this);
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result = BossPatternExecutionResult.Failed;
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yield break;
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}
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enemyBase.SetJumpTarget(stepTarget.transform.position);
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}
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bool executed = stepTarget != null
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? skillController.ExecuteSkill(step.Skill, stepTarget)
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: skillController.ExecuteSkill(step.Skill);
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if (!executed)
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{
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Debug.LogWarning($"[BossPatternDebugRunner] 스킬 실행 실패: {step.Skill.SkillName}", this);
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result = BossPatternExecutionResult.Failed;
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yield break;
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}
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LogDebug($"디버그 패턴 실행: {pattern.PatternName} / Step={i} / Skill={step.Skill.SkillName}");
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while (skillController.IsPlayingAnimation)
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yield return null;
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if (skillController.LastExecutionResult != SkillExecutionResult.Completed)
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{
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result = BossPatternExecutionResult.Cancelled;
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yield break;
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}
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}
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applyCooldown = true;
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result = BossPatternExecutionResult.Succeeded;
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}
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finally
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{
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activePatternRoutine = null;
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FinalizePattern(result, applyCooldown);
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}
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}
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private IEnumerator RunChargeWait(PatternStep step, System.Action<bool> onFinished)
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{
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bool broken = false;
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StartChargeWait(step);
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while (Time.time < chargeEndTime)
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{
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if (chargeAccumulatedDamage >= chargeRequiredDamage)
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{
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broken = true;
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break;
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}
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yield return null;
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}
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EndChargeWait(broken);
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if (broken && skillController != null && skillController.IsExecutingSkill)
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skillController.CancelSkill(SkillCancelReason.Interrupt);
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onFinished?.Invoke(broken);
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}
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private IEnumerator WaitForSeconds(float duration)
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{
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float endTime = Time.time + Mathf.Max(0f, duration);
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while (Time.time < endTime)
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yield return null;
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}
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private void StartChargeWait(PatternStep step)
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{
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isChargeWaiting = true;
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activeChargeData = step.ChargeData;
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chargeAccumulatedDamage = 0f;
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chargeTelegraphApplied = false;
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chargeRequiredDamage = bossEnemy.MaxHealth * (activeChargeData != null ? activeChargeData.RequiredDamageRatio : 0.1f);
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chargeEndTime = Time.time + Mathf.Max(0f, step.Duration);
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enemyBase.OnDamageTaken += OnChargeDamageTaken;
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if (activeChargeData != null && activeChargeData.TelegraphAbnormality != null && abnormalityManager != null)
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{
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abnormalityManager.ApplyAbnormality(activeChargeData.TelegraphAbnormality, gameObject);
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chargeTelegraphApplied = true;
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}
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LogDebug($"디버그 충전 대기 시작: 필요 피해={chargeRequiredDamage:F1} / 대기={step.Duration:F1}s");
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}
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private void EndChargeWait(bool broken)
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{
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isChargeWaiting = false;
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enemyBase.OnDamageTaken -= OnChargeDamageTaken;
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if (chargeTelegraphApplied && abnormalityManager != null && activeChargeData != null
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&& activeChargeData.TelegraphAbnormality != null)
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{
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abnormalityManager.RemoveAbnormality(activeChargeData.TelegraphAbnormality);
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}
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if (broken && activeChargeData != null)
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runtimeState.LastChargeStaggerDuration = activeChargeData.StaggerDuration;
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activeChargeData = null;
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chargeTelegraphApplied = false;
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}
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private void FinalizePattern(BossPatternExecutionResult result, bool applyCooldown)
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{
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if (isChargeWaiting)
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EndChargeWait(broken: false);
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if (currentPattern != null && runtimeState != null)
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{
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if (applyCooldown)
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runtimeState.SetPatternCooldown(currentPattern);
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runtimeState.CompletePatternExecution(currentPattern, result);
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}
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currentPattern = null;
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currentTarget = null;
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chargeAccumulatedDamage = 0f;
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chargeRequiredDamage = 0f;
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activeChargeData = null;
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chargeTelegraphApplied = false;
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}
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private void ApplyPatternFlowState(BossPatternData pattern)
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{
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if (runtimeState == null || pattern == null)
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return;
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if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
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{
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runtimeState.ResetBasicLoopCount();
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return;
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}
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if (pattern.IsMelee)
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runtimeState.IncrementBasicLoopCount();
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}
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private GameObject ResolvePatternTarget(BossPatternData pattern)
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{
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if (pattern == null)
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return null;
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return pattern.TargetMode switch
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{
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TargetResolveMode.None => null,
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TargetResolveMode.Mobility => ResolveMobilityTarget(),
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_ => ResolvePrimaryTarget(),
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};
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}
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private GameObject ResolvePrimaryTarget()
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{
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GameObject currentRuntimeTarget = runtimeState != null ? runtimeState.CurrentTarget : null;
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if (IsValidHostileTarget(currentRuntimeTarget))
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return currentRuntimeTarget;
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float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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GameObject highestThreatTarget = enemyBase != null
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? enemyBase.GetHighestThreatTarget(currentRuntimeTarget, null, aggroRange)
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: null;
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if (IsValidHostileTarget(highestThreatTarget))
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return highestThreatTarget;
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return FindNearestLivingPlayer();
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}
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private GameObject ResolveMobilityTarget()
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{
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PlayerNetworkController[] players = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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if (players == null || players.Length == 0)
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return ResolvePrimaryTarget();
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GameObject primaryTarget = ResolvePrimaryTarget();
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GameObject farthestTarget = null;
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float farthestDistance = float.MinValue;
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float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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for (int i = 0; i < players.Length; i++)
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{
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PlayerNetworkController player = players[i];
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
|
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continue;
|
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GameObject candidate = player.gameObject;
|
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if (candidate == primaryTarget || !IsValidHostileTarget(candidate))
|
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continue;
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float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, candidate);
|
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if (distance > aggroRange || distance <= farthestDistance)
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continue;
|
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farthestDistance = distance;
|
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farthestTarget = candidate;
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}
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return farthestTarget != null ? farthestTarget : primaryTarget;
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}
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private GameObject ResolveJumpTarget()
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{
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GameObject resolvedTarget = IsValidJumpTarget(currentTarget) ? currentTarget : ResolvePatternTarget(currentPattern);
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currentTarget = resolvedTarget;
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runtimeState?.SetCurrentTarget(resolvedTarget);
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return resolvedTarget;
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}
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private GameObject FindNearestLivingPlayer()
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{
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PlayerNetworkController[] players = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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GameObject nearestTarget = null;
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float nearestDistance = float.MaxValue;
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float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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for (int i = 0; i < players.Length; i++)
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{
|
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PlayerNetworkController player = players[i];
|
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
|
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continue;
|
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|
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GameObject candidate = player.gameObject;
|
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if (!IsValidHostileTarget(candidate))
|
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continue;
|
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float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, candidate);
|
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if (distance > aggroRange || distance >= nearestDistance)
|
||||
continue;
|
||||
|
||||
nearestDistance = distance;
|
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nearestTarget = candidate;
|
||||
}
|
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|
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return nearestTarget;
|
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}
|
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|
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private bool IsValidHostileTarget(GameObject candidate)
|
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{
|
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if (candidate == null || !candidate.activeInHierarchy)
|
||||
return false;
|
||||
|
||||
if (Team.IsSameTeam(gameObject, candidate))
|
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return false;
|
||||
|
||||
IDamageable damageable = candidate.GetComponent<IDamageable>();
|
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return damageable == null || !damageable.IsDead;
|
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}
|
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|
||||
private bool IsValidJumpTarget(GameObject candidate)
|
||||
{
|
||||
if (!IsValidHostileTarget(candidate))
|
||||
return false;
|
||||
|
||||
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
|
||||
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, candidate);
|
||||
return distance <= aggroRange;
|
||||
}
|
||||
|
||||
private void OnChargeDamageTaken(float damage)
|
||||
{
|
||||
if (damage <= 0f)
|
||||
return;
|
||||
|
||||
chargeAccumulatedDamage += damage;
|
||||
}
|
||||
|
||||
private void StopMovement()
|
||||
{
|
||||
if (navMeshAgent == null || !navMeshAgent.enabled)
|
||||
return;
|
||||
|
||||
navMeshAgent.isStopped = true;
|
||||
navMeshAgent.ResetPath();
|
||||
}
|
||||
|
||||
private void SetBehaviorGraphSuspended(bool suspended)
|
||||
{
|
||||
if (behaviorGraphAgent == null)
|
||||
return;
|
||||
|
||||
if (suspended)
|
||||
{
|
||||
if (debugBehaviorGraphPaused)
|
||||
return;
|
||||
|
||||
debugBehaviorGraphPaused = true;
|
||||
restoreBehaviorGraphWhenDebugPauseEnds = behaviorGraphAgent.enabled;
|
||||
behaviorGraphAgent.End();
|
||||
|
||||
if (restoreBehaviorGraphWhenDebugPauseEnds)
|
||||
behaviorGraphAgent.enabled = false;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (!debugBehaviorGraphPaused)
|
||||
return;
|
||||
|
||||
debugBehaviorGraphPaused = false;
|
||||
if (!restoreBehaviorGraphWhenDebugPauseEnds)
|
||||
return;
|
||||
|
||||
restoreBehaviorGraphWhenDebugPauseEnds = false;
|
||||
if (bossEnemy != null && !bossEnemy.IsDead && behaviorGraphAgent.Graph != null)
|
||||
{
|
||||
behaviorGraphAgent.enabled = true;
|
||||
behaviorGraphAgent.Restart();
|
||||
}
|
||||
}
|
||||
|
||||
private void ResolveReferences()
|
||||
{
|
||||
if (bossEnemy == null)
|
||||
bossEnemy = GetComponent<BossEnemy>();
|
||||
|
||||
if (enemyBase == null)
|
||||
enemyBase = GetComponent<EnemyBase>();
|
||||
|
||||
if (skillController == null)
|
||||
skillController = GetComponent<SkillController>();
|
||||
|
||||
if (runtimeState == null)
|
||||
runtimeState = GetComponent<BossBehaviorRuntimeState>();
|
||||
|
||||
if (abnormalityManager == null)
|
||||
abnormalityManager = GetComponent<AbnormalityManager>();
|
||||
|
||||
if (navMeshAgent == null)
|
||||
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
||||
|
||||
if (behaviorGraphAgent == null)
|
||||
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
|
||||
}
|
||||
|
||||
private void LogDebug(string message)
|
||||
{
|
||||
if (debugMode)
|
||||
Debug.Log($"[BossPatternDebugRunner] {message}", this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b222507042045f3bd644ba58b589070
|
||||
@@ -49,6 +49,15 @@ namespace Colosseum.UI
|
||||
private SkillController debugSkillController;
|
||||
private BossEnemy cachedBossForSkillDropdown;
|
||||
|
||||
// 패턴 강제 발동
|
||||
private Button patternBehaviorModeToggleButton;
|
||||
private TMP_Text patternBehaviorModeToggleLabel;
|
||||
private bool isBehaviorTreeEnabledForDebugPattern = true;
|
||||
private TMP_Dropdown patternDropdown;
|
||||
private List<BossPatternData> debugPatternList;
|
||||
private BossPatternDebugRunner debugPatternRunner;
|
||||
private BossEnemy cachedBossForPatternDropdown;
|
||||
|
||||
// UI 참조
|
||||
private GameObject toggleButtonObject;
|
||||
private GameObject panelRoot;
|
||||
@@ -94,6 +103,7 @@ namespace Colosseum.UI
|
||||
|
||||
UpdateHPDisplay();
|
||||
RefreshSkillDropdownIfNeeded();
|
||||
RefreshPatternDropdownIfNeeded();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -223,6 +233,7 @@ namespace Colosseum.UI
|
||||
BuildShieldSection(content.transform);
|
||||
BuildAbnormalitySection(content.transform);
|
||||
BuildSkillForceSection(content.transform);
|
||||
BuildPatternForceSection(content.transform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -306,6 +317,26 @@ namespace Colosseum.UI
|
||||
MakeButton("취소", row.transform, OnCancelSkill, 80f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 패턴 강제 발동 섹션
|
||||
/// </summary>
|
||||
private void BuildPatternForceSection(Transform parent)
|
||||
{
|
||||
MakeSectionHeader("패턴 강제 발동", parent);
|
||||
|
||||
GameObject modeRow = MakeRow(parent);
|
||||
MakeLabel("BT:", modeRow.transform, 14f, 56f);
|
||||
patternBehaviorModeToggleButton = MakeButton("ON", modeRow.transform, TogglePatternBehaviorMode, 80f);
|
||||
patternBehaviorModeToggleLabel = GetButtonLabel(patternBehaviorModeToggleButton);
|
||||
RefreshPatternBehaviorModeToggleUI();
|
||||
|
||||
patternDropdown = MakeDropdown("PatternDropdown", parent);
|
||||
|
||||
GameObject row = MakeRow(parent);
|
||||
MakeButton("발동", row.transform, OnForcePattern, 80f);
|
||||
MakeButton("취소", row.transform, OnCancelPattern, 80f);
|
||||
}
|
||||
|
||||
// ──────────────────────────────────────────────────
|
||||
// UI 업데이트
|
||||
// ──────────────────────────────────────────────────
|
||||
@@ -457,6 +488,21 @@ namespace Colosseum.UI
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 보스가 변경되었으면 패턴 드롭다운을 갱신합니다.
|
||||
/// </summary>
|
||||
private void RefreshPatternDropdownIfNeeded()
|
||||
{
|
||||
if (patternDropdown == null)
|
||||
return;
|
||||
|
||||
if (cachedBoss != cachedBossForPatternDropdown)
|
||||
{
|
||||
cachedBossForPatternDropdown = cachedBoss;
|
||||
RebuildPatternDropdown();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 드롭다운을 갱신합니다.
|
||||
/// 에디터에서는 Data/Skills에서 보스 이름이 포함된 스킬을 모두 검색하고,
|
||||
@@ -508,7 +554,10 @@ namespace Colosseum.UI
|
||||
/// </summary>
|
||||
private List<SkillData> LoadSkillsFromAssetFolder()
|
||||
{
|
||||
string bossName = cachedBoss.gameObject.name;
|
||||
string bossName = GetBossAssetFilterName();
|
||||
if (string.IsNullOrEmpty(bossName))
|
||||
return new List<SkillData>();
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets($"t:SkillData", new[] { "Assets/_Game/Data/Skills" });
|
||||
|
||||
List<SkillData> result = new List<SkillData>();
|
||||
@@ -528,6 +577,83 @@ namespace Colosseum.UI
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// 보스가 변경되었으면 패턴 드롭다운을 갱신합니다.
|
||||
/// 에디터에서는 Data/Patterns에서 보스 이름이 포함된 패턴을 모두 검색하고,
|
||||
/// 빌드에서는 보스 강제 시전 드롭다운을 비웁니다.
|
||||
/// </summary>
|
||||
private void RebuildPatternDropdown()
|
||||
{
|
||||
debugPatternRunner = cachedBoss != null
|
||||
? cachedBoss.GetComponent<BossPatternDebugRunner>()
|
||||
: null;
|
||||
SyncPatternBehaviorTreeToggleState();
|
||||
|
||||
if (cachedBoss == null)
|
||||
{
|
||||
patternDropdown.ClearOptions();
|
||||
patternDropdown.options.Add(new TMP_Dropdown.OptionData("보스 없음"));
|
||||
patternDropdown.value = 0;
|
||||
debugPatternList = null;
|
||||
return;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
debugPatternList = LoadPatternsFromAssetFolder();
|
||||
#else
|
||||
debugPatternList = null;
|
||||
#endif
|
||||
|
||||
if (debugPatternList == null || debugPatternList.Count == 0)
|
||||
{
|
||||
patternDropdown.ClearOptions();
|
||||
patternDropdown.options.Add(new TMP_Dropdown.OptionData("패턴 없음"));
|
||||
patternDropdown.value = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
List<TMP_Dropdown.OptionData> options = new List<TMP_Dropdown.OptionData>();
|
||||
for (int i = 0; i < debugPatternList.Count; i++)
|
||||
{
|
||||
BossPatternData pattern = debugPatternList[i];
|
||||
string name = pattern != null ? pattern.PatternName : string.Empty;
|
||||
options.Add(new TMP_Dropdown.OptionData(string.IsNullOrEmpty(name) ? $"Pattern {i}" : name));
|
||||
}
|
||||
|
||||
patternDropdown.ClearOptions();
|
||||
patternDropdown.AddOptions(options);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
/// <summary>
|
||||
/// 에디터 전용: Data/Patterns에서 보스 이름이 포함된 BossPatternData를 모두 검색합니다.
|
||||
/// </summary>
|
||||
private List<BossPatternData> LoadPatternsFromAssetFolder()
|
||||
{
|
||||
string bossName = GetBossAssetFilterName();
|
||||
if (string.IsNullOrEmpty(bossName))
|
||||
return new List<BossPatternData>();
|
||||
|
||||
string[] guids = AssetDatabase.FindAssets("t:BossPatternData", new[] { "Assets/_Game/Data/Patterns" });
|
||||
|
||||
List<BossPatternData> result = new List<BossPatternData>();
|
||||
for (int i = 0; i < guids.Length; i++)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
|
||||
if (!path.Contains(bossName))
|
||||
continue;
|
||||
|
||||
BossPatternData pattern = AssetDatabase.LoadAssetAtPath<BossPatternData>(path);
|
||||
if (pattern != null)
|
||||
result.Add(pattern);
|
||||
}
|
||||
|
||||
return result
|
||||
.OrderBy(pattern => pattern.PatternName)
|
||||
.ToList();
|
||||
}
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// 드롭다운에서 선택한 스킬을 강제 발동합니다.
|
||||
/// </summary>
|
||||
@@ -559,6 +685,77 @@ namespace Colosseum.UI
|
||||
debugSkillController.CancelSkill();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 드롭다운에서 선택한 패턴을 강제 발동합니다.
|
||||
/// </summary>
|
||||
private void OnForcePattern()
|
||||
{
|
||||
if (!IsHost || NoBoss || debugPatternList == null)
|
||||
return;
|
||||
|
||||
int index = patternDropdown.value;
|
||||
if (index < 0 || index >= debugPatternList.Count)
|
||||
return;
|
||||
|
||||
if (debugPatternRunner == null)
|
||||
debugPatternRunner = cachedBoss.GetComponent<BossPatternDebugRunner>() ?? cachedBoss.gameObject.AddComponent<BossPatternDebugRunner>();
|
||||
|
||||
ApplyPatternBehaviorTreeToggleState();
|
||||
debugPatternRunner.TryExecutePattern(debugPatternList[index], GetSelectedPatternBehaviorTreeMode());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 실행 중인 디버그 패턴을 취소합니다.
|
||||
/// </summary>
|
||||
private void OnCancelPattern()
|
||||
{
|
||||
if (!IsHost || NoBoss || debugPatternRunner == null)
|
||||
return;
|
||||
|
||||
debugPatternRunner.CancelPattern();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 토글 상태를 디버그 패턴 실행기의 BT 정지 상태에 반영합니다.
|
||||
/// </summary>
|
||||
private void ApplyPatternBehaviorTreeToggleState()
|
||||
{
|
||||
if (!IsHost || NoBoss)
|
||||
return;
|
||||
|
||||
if (debugPatternRunner == null)
|
||||
debugPatternRunner = cachedBoss.GetComponent<BossPatternDebugRunner>() ?? cachedBoss.gameObject.AddComponent<BossPatternDebugRunner>();
|
||||
|
||||
debugPatternRunner.SetBehaviorTreePaused(!isBehaviorTreeEnabledForDebugPattern);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 보스의 BT 활성 상태를 토글 UI에 동기화합니다.
|
||||
/// </summary>
|
||||
private void SyncPatternBehaviorTreeToggleState()
|
||||
{
|
||||
bool isBehaviorTreeEnabled = true;
|
||||
|
||||
if (cachedBoss != null)
|
||||
{
|
||||
debugPatternRunner ??= cachedBoss.GetComponent<BossPatternDebugRunner>();
|
||||
|
||||
if (debugPatternRunner != null)
|
||||
{
|
||||
isBehaviorTreeEnabled = !debugPatternRunner.IsBehaviorTreePaused;
|
||||
}
|
||||
else
|
||||
{
|
||||
Unity.Behavior.BehaviorGraphAgent behaviorGraphAgent = cachedBoss.GetComponent<Unity.Behavior.BehaviorGraphAgent>();
|
||||
if (behaviorGraphAgent != null)
|
||||
isBehaviorTreeEnabled = behaviorGraphAgent.enabled;
|
||||
}
|
||||
}
|
||||
|
||||
isBehaviorTreeEnabledForDebugPattern = isBehaviorTreeEnabled;
|
||||
RefreshPatternBehaviorModeToggleUI();
|
||||
}
|
||||
|
||||
// ──────────────────────────────────────────────────
|
||||
// 토글
|
||||
// ──────────────────────────────────────────────────
|
||||
@@ -582,6 +779,61 @@ namespace Colosseum.UI
|
||||
|
||||
private static TMP_FontAsset DefaultFont => TMP_Settings.defaultFontAsset;
|
||||
|
||||
/// <summary>
|
||||
/// 디버그 에셋 검색에 사용할 보스 이름을 반환합니다.
|
||||
/// </summary>
|
||||
private string GetBossAssetFilterName()
|
||||
{
|
||||
if (cachedBoss == null)
|
||||
return string.Empty;
|
||||
|
||||
const string cloneSuffix = "(Clone)";
|
||||
string bossName = cachedBoss.gameObject.name;
|
||||
if (bossName.EndsWith(cloneSuffix, StringComparison.Ordinal))
|
||||
bossName = bossName[..^cloneSuffix.Length];
|
||||
|
||||
return bossName.Trim();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 패턴 강제 발동 시 사용할 BT 활성 토글 UI를 갱신합니다.
|
||||
/// </summary>
|
||||
private void RefreshPatternBehaviorModeToggleUI()
|
||||
{
|
||||
if (patternBehaviorModeToggleButton == null || patternBehaviorModeToggleLabel == null)
|
||||
return;
|
||||
|
||||
patternBehaviorModeToggleLabel.text = isBehaviorTreeEnabledForDebugPattern ? "ON" : "OFF";
|
||||
|
||||
Image buttonImage = patternBehaviorModeToggleButton.GetComponent<Image>();
|
||||
if (buttonImage != null)
|
||||
{
|
||||
buttonImage.color = isBehaviorTreeEnabledForDebugPattern
|
||||
? new Color(0.18f, 0.45f, 0.22f, 1f)
|
||||
: new Color(0.38f, 0.18f, 0.18f, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 패턴 강제 발동 시 BT 활성 토글 상태를 반전합니다.
|
||||
/// </summary>
|
||||
private void TogglePatternBehaviorMode()
|
||||
{
|
||||
isBehaviorTreeEnabledForDebugPattern = !isBehaviorTreeEnabledForDebugPattern;
|
||||
RefreshPatternBehaviorModeToggleUI();
|
||||
ApplyPatternBehaviorTreeToggleState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 선택된 패턴 강제 발동 BT 모드를 반환합니다.
|
||||
/// </summary>
|
||||
private DebugPatternBehaviorTreeMode GetSelectedPatternBehaviorTreeMode()
|
||||
{
|
||||
return isBehaviorTreeEnabledForDebugPattern
|
||||
? DebugPatternBehaviorTreeMode.KeepRunning
|
||||
: DebugPatternBehaviorTreeMode.DisableDuringPattern;
|
||||
}
|
||||
|
||||
private static void MakeSectionHeader(string text, Transform parent)
|
||||
{
|
||||
TMP_Text h = MakeLabel(text, parent, 16f);
|
||||
@@ -643,6 +895,18 @@ namespace Colosseum.UI
|
||||
return go.GetComponent<Button>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 버튼 내부 텍스트 라벨을 반환합니다.
|
||||
/// </summary>
|
||||
private static TMP_Text GetButtonLabel(Button button)
|
||||
{
|
||||
if (button == null)
|
||||
return null;
|
||||
|
||||
Transform labelTransform = button.transform.Find("Text");
|
||||
return labelTransform != null ? labelTransform.GetComponent<TMP_Text>() : null;
|
||||
}
|
||||
|
||||
private static GameObject MakeRow(Transform parent)
|
||||
{
|
||||
GameObject go = new GameObject("Row", typeof(RectTransform), typeof(HorizontalLayoutGroup));
|
||||
|
||||
Reference in New Issue
Block a user