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:
2026-04-10 22:09:39 +09:00
parent 72aae85afd
commit 5d58397fe0
3 changed files with 844 additions and 1 deletions

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#if UNITY_EDITOR || DEVELOPMENT_BUILD
using System.Collections;
using Unity.Behavior;
using UnityEngine;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Skills;
namespace Colosseum.Enemy
{
/// <summary>
/// 디버그 패턴 강제 발동 중 BT 개입 방식을 정의합니다.
/// </summary>
public enum DebugPatternBehaviorTreeMode
{
DisableDuringPattern = 0,
KeepRunning = 1,
}
/// <summary>
/// 디버그 패널에서 보스 패턴을 임의 발동할 때 사용하는 런타임 실행기입니다.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(BossBehaviorRuntimeState))]
[RequireComponent(typeof(SkillController))]
public class BossPatternDebugRunner : MonoBehaviour
{
[Header("Debug")]
[Tooltip("패턴 디버그 실행기 로그 출력 여부")]
[SerializeField] private bool debugMode;
private BossEnemy bossEnemy;
private EnemyBase enemyBase;
private SkillController skillController;
private BossBehaviorRuntimeState runtimeState;
private AbnormalityManager abnormalityManager;
private UnityEngine.AI.NavMeshAgent navMeshAgent;
private BehaviorGraphAgent behaviorGraphAgent;
private Coroutine activePatternRoutine;
private BossPatternData currentPattern;
private GameObject currentTarget;
private ChargeStepData activeChargeData;
private float chargeEndTime;
private float chargeAccumulatedDamage;
private float chargeRequiredDamage;
private bool isChargeWaiting;
private bool chargeTelegraphApplied;
private bool restoreBehaviorGraphWhenDebugPauseEnds;
private bool debugBehaviorGraphPaused;
/// <summary>
/// 현재 디버그 패턴 실행 중 여부입니다.
/// </summary>
public bool IsExecutingPattern => activePatternRoutine != null;
/// <summary>
/// 현재 디버그 실행 중인 패턴입니다.
/// </summary>
public BossPatternData CurrentPattern => currentPattern;
/// <summary>
/// 디버그 토글로 BT가 중지된 상태인지 반환합니다.
/// </summary>
public bool IsBehaviorTreePaused => debugBehaviorGraphPaused;
private bool IsServer => Unity.Netcode.NetworkManager.Singleton != null
&& Unity.Netcode.NetworkManager.Singleton.IsServer;
private void Awake()
{
ResolveReferences();
}
private void Update()
{
if (!IsExecutingPattern)
return;
StopMovement();
}
private void OnDisable()
{
CancelPattern();
}
/// <summary>
/// 지정한 패턴을 디버그 용도로 즉시 실행합니다.
/// </summary>
public bool TryExecutePattern(BossPatternData pattern, DebugPatternBehaviorTreeMode behaviorTreeMode = DebugPatternBehaviorTreeMode.DisableDuringPattern)
{
if (!IsServer)
{
Debug.LogWarning("[BossPatternDebugRunner] 서버가 아니어서 패턴을 강제 발동할 수 없습니다.", this);
return false;
}
ResolveReferences();
if (pattern == null)
{
Debug.LogWarning("[BossPatternDebugRunner] 발동할 패턴이 비어 있습니다.", this);
return false;
}
if (bossEnemy == null || enemyBase == null || skillController == null || runtimeState == null)
{
Debug.LogWarning("[BossPatternDebugRunner] 필수 컴포넌트를 찾지 못해 패턴을 실행할 수 없습니다.", this);
return false;
}
if (bossEnemy.IsDead)
{
Debug.LogWarning($"[BossPatternDebugRunner] 사망 상태에서는 패턴을 실행할 수 없습니다: {pattern.PatternName}", this);
return false;
}
CancelPattern();
if (skillController.IsExecutingSkill)
skillController.CancelSkill(SkillCancelReason.Interrupt);
currentTarget = ResolvePatternTarget(pattern);
currentPattern = pattern;
runtimeState.WasChargeBroken = false;
runtimeState.LastChargeStaggerDuration = 0f;
ApplyPatternFlowState(pattern);
runtimeState.SetCurrentTarget(currentTarget);
runtimeState.BeginPatternExecution(pattern);
StopMovement();
activePatternRoutine = StartCoroutine(RunPatternRoutine(pattern));
LogDebug($"디버그 패턴 발동: {pattern.PatternName} / Target={currentTarget?.name ?? ""} / BTMode={behaviorTreeMode}");
return true;
}
/// <summary>
/// 현재 디버그 패턴 실행을 취소합니다.
/// </summary>
public void CancelPattern()
{
if (activePatternRoutine != null)
{
StopCoroutine(activePatternRoutine);
activePatternRoutine = null;
}
if (currentPattern == null)
return;
if (skillController != null && skillController.IsExecutingSkill)
skillController.CancelSkill(SkillCancelReason.Interrupt);
FinalizePattern(BossPatternExecutionResult.Cancelled, applyCooldown: false);
}
/// <summary>
/// 디버그 토글에 따라 BT를 지속적으로 정지하거나 재개합니다.
/// </summary>
public void SetBehaviorTreePaused(bool paused)
{
ResolveReferences();
SetBehaviorGraphSuspended(paused);
}
private IEnumerator RunPatternRoutine(BossPatternData pattern)
{
BossPatternExecutionResult result = BossPatternExecutionResult.Cancelled;
bool applyCooldown = false;
try
{
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
yield return WaitForSeconds(step.Duration);
continue;
}
if (step.Type == PatternStepType.ChargeWait)
{
bool chargeBroken = false;
yield return RunChargeWait(step, value => chargeBroken = value);
if (chargeBroken)
{
runtimeState.WasChargeBroken = true;
applyCooldown = true;
result = BossPatternExecutionResult.Failed;
yield break;
}
continue;
}
if (step.Skill == null)
{
Debug.LogWarning($"[BossPatternDebugRunner] 스킬이 비어 있는 패턴 스텝입니다: {pattern.PatternName} / Step={i}", this);
result = BossPatternExecutionResult.Failed;
yield break;
}
GameObject stepTarget = currentTarget;
if (step.Skill.JumpToTarget)
{
stepTarget = ResolveJumpTarget();
if (stepTarget == null)
{
if (pattern.SkipJumpStepOnNoTarget)
{
applyCooldown = true;
result = BossPatternExecutionResult.Succeeded;
LogDebug($"점프 대상 없음, 디버그 패턴 조기 종료: {pattern.PatternName}");
yield break;
}
Debug.LogWarning($"[BossPatternDebugRunner] 점프 타겟을 찾지 못했습니다: {pattern.PatternName}", this);
result = BossPatternExecutionResult.Failed;
yield break;
}
enemyBase.SetJumpTarget(stepTarget.transform.position);
}
bool executed = stepTarget != null
? skillController.ExecuteSkill(step.Skill, stepTarget)
: skillController.ExecuteSkill(step.Skill);
if (!executed)
{
Debug.LogWarning($"[BossPatternDebugRunner] 스킬 실행 실패: {step.Skill.SkillName}", this);
result = BossPatternExecutionResult.Failed;
yield break;
}
LogDebug($"디버그 패턴 실행: {pattern.PatternName} / Step={i} / Skill={step.Skill.SkillName}");
while (skillController.IsPlayingAnimation)
yield return null;
if (skillController.LastExecutionResult != SkillExecutionResult.Completed)
{
result = BossPatternExecutionResult.Cancelled;
yield break;
}
}
applyCooldown = true;
result = BossPatternExecutionResult.Succeeded;
}
finally
{
activePatternRoutine = null;
FinalizePattern(result, applyCooldown);
}
}
private IEnumerator RunChargeWait(PatternStep step, System.Action<bool> onFinished)
{
bool broken = false;
StartChargeWait(step);
while (Time.time < chargeEndTime)
{
if (chargeAccumulatedDamage >= chargeRequiredDamage)
{
broken = true;
break;
}
yield return null;
}
EndChargeWait(broken);
if (broken && skillController != null && skillController.IsExecutingSkill)
skillController.CancelSkill(SkillCancelReason.Interrupt);
onFinished?.Invoke(broken);
}
private IEnumerator WaitForSeconds(float duration)
{
float endTime = Time.time + Mathf.Max(0f, duration);
while (Time.time < endTime)
yield return null;
}
private void StartChargeWait(PatternStep step)
{
isChargeWaiting = true;
activeChargeData = step.ChargeData;
chargeAccumulatedDamage = 0f;
chargeTelegraphApplied = false;
chargeRequiredDamage = bossEnemy.MaxHealth * (activeChargeData != null ? activeChargeData.RequiredDamageRatio : 0.1f);
chargeEndTime = Time.time + Mathf.Max(0f, step.Duration);
enemyBase.OnDamageTaken += OnChargeDamageTaken;
if (activeChargeData != null && activeChargeData.TelegraphAbnormality != null && abnormalityManager != null)
{
abnormalityManager.ApplyAbnormality(activeChargeData.TelegraphAbnormality, gameObject);
chargeTelegraphApplied = true;
}
LogDebug($"디버그 충전 대기 시작: 필요 피해={chargeRequiredDamage:F1} / 대기={step.Duration:F1}s");
}
private void EndChargeWait(bool broken)
{
isChargeWaiting = false;
enemyBase.OnDamageTaken -= OnChargeDamageTaken;
if (chargeTelegraphApplied && abnormalityManager != null && activeChargeData != null
&& activeChargeData.TelegraphAbnormality != null)
{
abnormalityManager.RemoveAbnormality(activeChargeData.TelegraphAbnormality);
}
if (broken && activeChargeData != null)
runtimeState.LastChargeStaggerDuration = activeChargeData.StaggerDuration;
activeChargeData = null;
chargeTelegraphApplied = false;
}
private void FinalizePattern(BossPatternExecutionResult result, bool applyCooldown)
{
if (isChargeWaiting)
EndChargeWait(broken: false);
if (currentPattern != null && runtimeState != null)
{
if (applyCooldown)
runtimeState.SetPatternCooldown(currentPattern);
runtimeState.CompletePatternExecution(currentPattern, result);
}
currentPattern = null;
currentTarget = null;
chargeAccumulatedDamage = 0f;
chargeRequiredDamage = 0f;
activeChargeData = null;
chargeTelegraphApplied = false;
}
private void ApplyPatternFlowState(BossPatternData pattern)
{
if (runtimeState == null || pattern == null)
return;
if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
{
runtimeState.ResetBasicLoopCount();
return;
}
if (pattern.IsMelee)
runtimeState.IncrementBasicLoopCount();
}
private GameObject ResolvePatternTarget(BossPatternData pattern)
{
if (pattern == null)
return null;
return pattern.TargetMode switch
{
TargetResolveMode.None => null,
TargetResolveMode.Mobility => ResolveMobilityTarget(),
_ => ResolvePrimaryTarget(),
};
}
private GameObject ResolvePrimaryTarget()
{
GameObject currentRuntimeTarget = runtimeState != null ? runtimeState.CurrentTarget : null;
if (IsValidHostileTarget(currentRuntimeTarget))
return currentRuntimeTarget;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(currentRuntimeTarget, null, aggroRange)
: null;
if (IsValidHostileTarget(highestThreatTarget))
return highestThreatTarget;
return FindNearestLivingPlayer();
}
private GameObject ResolveMobilityTarget()
{
PlayerNetworkController[] players = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
if (players == null || players.Length == 0)
return ResolvePrimaryTarget();
GameObject primaryTarget = ResolvePrimaryTarget();
GameObject farthestTarget = null;
float farthestDistance = float.MinValue;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject candidate = player.gameObject;
if (candidate == primaryTarget || !IsValidHostileTarget(candidate))
continue;
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, candidate);
if (distance > aggroRange || distance <= farthestDistance)
continue;
farthestDistance = distance;
farthestTarget = candidate;
}
return farthestTarget != null ? farthestTarget : primaryTarget;
}
private GameObject ResolveJumpTarget()
{
GameObject resolvedTarget = IsValidJumpTarget(currentTarget) ? currentTarget : ResolvePatternTarget(currentPattern);
currentTarget = resolvedTarget;
runtimeState?.SetCurrentTarget(resolvedTarget);
return resolvedTarget;
}
private GameObject FindNearestLivingPlayer()
{
PlayerNetworkController[] players = Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject candidate = player.gameObject;
if (!IsValidHostileTarget(candidate))
continue;
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, candidate);
if (distance > aggroRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
private bool IsValidHostileTarget(GameObject candidate)
{
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(gameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
return damageable == null || !damageable.IsDead;
}
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

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fileFormatVersion: 2
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