feat: 보스 패턴 페이즈 제한을 애셋 기반 minPhase로 통합

- BossPatternData에 minPhase 필드 추가 (기본값 1, Inspector 설정 가능)
- BossCombatBehaviorContext의 signatureMinPhase를 minPhase로 대체
- IsPatternReady와 CheckPatternReadyActionBase에 Phase 체크 통합
- BT 경로와 Update 경로 모두 일관되게 Phase 제한 적용
- 집행개시 패턴 minPhase=3, 점프 패턴 minPhase=2 설정
This commit is contained in:
2026-03-28 15:13:14 +09:00
parent 2bc5241ff1
commit 77accc4150
5 changed files with 19 additions and 9 deletions

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@@ -1,4 +1,4 @@
%YAML 1.1
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
@@ -24,4 +24,4 @@ MonoBehaviour:
Skill: {fileID: 11400000, guid: 16321efbd1f2498458683bac7605b054, type: 2}
Duration: 0
cooldown: 1
minPhase: 2

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@@ -21,3 +21,4 @@ MonoBehaviour:
Skill: {fileID: 0}
Duration: 0
cooldown: 45
minPhase: 3

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@@ -29,6 +29,12 @@ public abstract partial class CheckPatternReadyActionBase : Action
return Status.Failure;
BossPatternData pattern = context.GetPattern(PatternRole);
if (pattern == null)
return Status.Failure;
if (context.CurrentPatternPhase < pattern.MinPhase)
return Status.Failure;
return UsePatternAction.IsPatternReady(GameObject, pattern) ? Status.Success : Status.Failure;
}
}

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@@ -31,8 +31,14 @@ namespace Colosseum.AI
[Tooltip("패턴 완료 후 다시 사용 가능해지기까지의 시간")]
[SerializeField] private float cooldown = 5f;
[Header("페이즈 제한")]
[Min(1)]
[Tooltip("이 패턴을 사용하기 시작하는 최소 페이즈 (1=Phase 1부터)")]
[SerializeField] private int minPhase = 1;
public string PatternName => patternName;
public IReadOnlyList<PatternStep> Steps => steps;
public float Cooldown => cooldown;
public int MinPhase => minPhase;
}
}

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@@ -91,9 +91,6 @@ namespace Colosseum.Enemy
[Min(1)] [SerializeField] protected int phase3SecondaryInterval = 2;
[Header("Signature Pattern")]
[Tooltip("시그니처 패턴을 사용하기 시작하는 최소 페이즈")]
[Min(1)] [SerializeField] protected int signatureMinPhase = 2;
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
@@ -497,16 +494,13 @@ namespace Colosseum.Enemy
if (IsBehaviorSuppressed)
return false;
if (CurrentPatternPhase < signatureMinPhase)
return false;
if (activePatternCoroutine != null || isSignaturePatternActive)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
return false;
return UsePatternAction.IsPatternReady(gameObject, signaturePattern);
return IsPatternReady(signaturePattern);
}
/// <summary>
@@ -692,6 +686,9 @@ namespace Colosseum.Enemy
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
return false;
if (CurrentPatternPhase < pattern.MinPhase)
return false;
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
return true;