feat: 드로그 BT 및 전투 패턴 재구성
- 드로그 BT를 페이즈 전환, 부활 트리거, 가중치 근접 패턴 중심으로 재구성 - 땅 울리기 및 콤보-기본기1_3 패턴/스킬/이펙트를 추가하고 기존 평타 파생 자산을 정리 - 드로그 행동 검증용 PlayMode/Editor 테스트와 관련 런타임 상태 추적을 추가
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@@ -77,10 +77,13 @@ namespace Colosseum.Editor
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AnimationClip comboStompHit1Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_1_0.anim", ZweihanderAttack013SourcePath, "Zweihander_Attack01_3_Root");
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AnimationClip comboStompHit2Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_2_0.anim", HeavyCombo01CSourcePath, "A_MOD_SWD_Attack_HeavyCombo01C_RM_Neut");
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AnimationClip stompClip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_발구르기_0.anim", $"{AnimationsFolder}/Anim_Drog_발구르기_0.anim");
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AnimationClip groundShakeClip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_땅 울리기_0.anim", $"{AnimationsFolder}/Anim_Drog_강타R_0.anim");
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AnimationClip leapPrepareClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_준비_0.anim");
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AnimationClip leapAirClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_공중_0.anim");
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AnimationClip leapLandingClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_착지_0.anim");
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AnimationClip stepClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_밟기_0.anim");
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SetSingleOnEffectEvent(stompClip, 0.80f);
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SetSingleOnEffectEvent(groundShakeClip, 0.95f);
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SetSingleOnEffectEvent(stepClip, 0.80f);
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AnimationClip throwClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_투척_0.anim");
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AnimationClip roarClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_포효_0.anim");
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@@ -267,6 +270,28 @@ namespace Colosseum.Editor
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180f,
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AreaCenterType.Caster);
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DamageEffect groundShakeDamage = CreateDamageEffect(
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$"{EffectsFolder}/Data_SkillEffect_Drog_땅 울리기_0_데미지.asset",
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36f,
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DamageType.Physical,
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0.95f,
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AreaShapeType.Sphere,
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6.5f,
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1f,
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6.5f,
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180f,
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AreaCenterType.Caster);
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DownEffect groundShakeDown = CreateDownEffect(
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$"{EffectsFolder}/Data_SkillEffect_Drog_땅 울리기_1_다운.asset",
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2.2f,
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AreaShapeType.Sphere,
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3.4f,
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1f,
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3.4f,
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180f,
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AreaCenterType.Caster);
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DamageEffect leapLandingDamage = CreateDamageEffect(
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$"{EffectsFolder}/Data_SkillEffect_Drog_도약_착지_0_데미지.asset",
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34f,
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@@ -526,6 +551,19 @@ namespace Colosseum.Editor
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stompDamage,
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stompStagger);
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SkillData groundShakeSkill = CreateSkill(
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$"{SkillsFolder}/Data_Skill_Drog_땅 울리기.asset",
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"땅 울리기",
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"Phase 2 중반 압박 전환을 선언하는 광역 내려찍기입니다.",
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new[] { groundShakeClip },
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1f,
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SkillCastTargetTrackingMode.FaceTarget,
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true,
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true,
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false,
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groundShakeDamage,
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groundShakeDown);
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SkillData leapPrepareSkill = CreateSkill(
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$"{SkillsFolder}/Data_Skill_Drog_도약_준비.asset",
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"도약 준비",
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@@ -722,10 +760,22 @@ namespace Colosseum.Editor
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false,
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TargetResolveMode.HighestThreat,
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2.5f,
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1,
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2,
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false,
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PatternStepDefinition.CreateSkillStep(stepSkill));
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CreatePattern(
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$"{PatternsFolder}/Data_Pattern_Drog_땅 울리기.asset",
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"땅 울리기",
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PatternCategory.Big,
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false,
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false,
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TargetResolveMode.HighestThreat,
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30f,
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2,
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false,
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PatternStepDefinition.CreateSkillStep(groundShakeSkill));
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CreatePattern(
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$"{PatternsFolder}/Data_Pattern_Drog_도약.asset",
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"도약",
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@@ -761,7 +811,7 @@ namespace Colosseum.Editor
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true,
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false,
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TargetResolveMode.HighestThreat,
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45f,
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90f,
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3,
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false,
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PatternStepDefinition.CreateSkillStep(executionReadySkill),
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