From 81d2f4a5a1ccf29ecdf30ae0623e4ac53f72dda7 Mon Sep 17 00:00:00 2001 From: dal4segno Date: Wed, 8 Apr 2026 22:33:25 +0900 Subject: [PATCH] =?UTF-8?q?fix:=20=EB=93=9C=EB=A1=9C=EA=B7=B8=20=EA=B0=95?= =?UTF-8?q?=ED=83=80=20=EB=8B=A4=EC=9A=B4=20=EB=B0=8F=20=EB=B0=9F=EA=B8=B0?= =?UTF-8?q?=20=EC=97=B0=EA=B3=84=20=EB=B3=B5=EA=B5=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 드로그 BT를 밟기 우선, 콤보-강타, 추적 순서로 유지하도록 관련 자산을 정리 - 강타/밟기 클립에 효과 이벤트를 추가하고 밟기 패턴의 Phase 1 진입을 복구 - 플레이어 다운 시간을 DownBegin 이후 루프 구간 기준으로 계산하도록 조정 --- Assets/_Game/AI/BT_Drog.asset | 5842 ++--------------- Assets/_Game/Animations/Anim_Drog_강타_0.anim | 1181 +++- Assets/_Game/Animations/Anim_Drog_밟기_0.anim | 1181 +++- .../Animations/Anim_Drog_콤보-강타_1_0.anim | 1615 ++++- .../Animations/Anim_Drog_콤보-강타_2_0.anim | 1615 ++++- .../Patterns/Data_Pattern_Drog_밟기.asset | 2 +- .../RebuildDrogBehaviorAuthoringGraph.cs | 266 +- .../Scripts/Editor/RebuildDrogCombatAssets.cs | 6 +- .../Scripts/Player/HitReactionController.cs | 10 +- 9 files changed, 6141 insertions(+), 5577 deletions(-) diff --git a/Assets/_Game/AI/BT_Drog.asset b/Assets/_Game/AI/BT_Drog.asset index 9b4446d2..9425d3fb 100644 --- a/Assets/_Game/AI/BT_Drog.asset +++ b/Assets/_Game/AI/BT_Drog.asset @@ -140,7 +140,7 @@ MonoBehaviour: m_Value1: 14990413519379198129 Name: Die m_Value: 0 - 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data: - GUID: - m_Value0: 0 - m_Value1: 0 - Name: - m_Value: 20 - - rid: 2908589932595904862 + m_Value: {fileID: 11400000, guid: 43c7e826ef9e56549bcbcacd14e2eec2, type: 2} + - rid: 2908589967225389262 type: {class: 'BlackboardVariable`1[[Colosseum.AI.BossPatternData, Colosseum.Game]]', ns: Unity.Behavior, asm: Unity.Behavior} data: GUID: m_Value0: 0 m_Value1: 0 Name: - m_Value: {fileID: 11400000, guid: 9f4214e8edcaa6226ba23b6c403ff326, type: 2} - - rid: 2908589932595904863 + m_Value: {fileID: 11400000, guid: 43c7e826ef9e56549bcbcacd14e2eec2, type: 2} + - rid: 2908589967225389263 type: {class: 'BlackboardVariable`1[[System.Boolean, mscorlib]]', ns: Unity.Behavior, asm: Unity.Behavior} data: GUID: @@ -1629,7 +526,7 @@ MonoBehaviour: m_Value1: 0 Name: m_Value: 0 - - rid: 2908589932595904864 + - rid: 2908589967225389264 type: {class: 'BlackboardVariable`1[[System.Single, mscorlib]]', ns: Unity.Behavior, asm: Unity.Behavior} data: GUID: @@ -1637,7 +534,7 @@ MonoBehaviour: m_Value1: 0 Name: m_Value: 20 - - rid: 2908589932595904865 + - rid: 2908589967225389265 type: {class: 'BlackboardVariable`1[[System.Single, mscorlib]]', ns: Unity.Behavior, asm: Unity.Behavior} data: GUID: @@ -1645,7 +542,7 @@ MonoBehaviour: m_Value1: 0 Name: m_Value: 0 - - rid: 2908589932595904866 + - rid: 2908589967225389266 type: {class: 'BlackboardVariable`1[[System.Single, mscorlib]]', ns: Unity.Behavior, asm: Unity.Behavior} data: GUID: @@ -1664,8 +561,8 @@ MonoBehaviour: rid: 8805855836547055694 BlackboardGroupReferences: [] Root: - rid: 2908589932595904732 - m_VersionTimestamp: 639111044201228100 + rid: 2908589967225389232 + m_VersionTimestamp: 639112711926265840 - rid: 8805855836547055694 type: {class: BlackboardReference, ns: Unity.Behavior, asm: Unity.Behavior} data: @@ -1697,81 +594,27 @@ MonoBehaviour: Blackboard: {fileID: -6591390698989283165} m_Description: m_Nodes: - - rid: 2908589921765950007 - - rid: 2908589921765950008 - - rid: 2908589921765950009 - - rid: 2908589921765950010 - - rid: 2908589921765950011 - 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m_Value0: 2454480495727535572 - m_Value1: 11068027677745283874 - Variables: [] - NamedChildren: [] - IsPlaceholder: 0 - - Name: Signature Failure Effects - Story: "\uD328\uD134 \uC644\uB8CC \uBC94\uC704 \uD6A8\uACFC \uC801\uC6A9" - RuntimeTypeString: SignatureFailureEffectsAction, Colosseum.Game, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - RuntimeTypeID: - m_Value0: 2454480497051817155 - m_Value1: 9838244739784311586 - Variables: [] - NamedChildren: [] - IsPlaceholder: 0 - - Name: Select Target By Distance - Story: "[Tag] \uB300\uC0C1 \uC911 [MinRange] \uC774\uC0C1 [MaxRange] \uC774\uD558 - \uBC94\uC704\uC5D0\uC11C [SelectionMode] \uBC29\uC2DD\uC73C\uB85C [Target] - \uC120\uD0DD" - RuntimeTypeString: SelectTargetByDistanceAction, Colosseum.Game, Version=0.0.0.0, - Culture=neutral, PublicKeyToken=null - RuntimeTypeID: - m_Value0: 17676628481821338191 - m_Value1: 4731651210062498751 - Variables: - - Name: Target - Type: - m_SerializableType: UnityEngine.GameObject, UnityEngine.CoreModule, Version=0.0.0.0, - 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serializedVersion: 2 + path: 0 + attribute: 135 + script: {fileID: 0} + typeID: 95 + customType: 8 + isPPtrCurve: 0 + isIntCurve: 0 + isSerializeReferenceCurve: 0 pptrCurveMapping: [] m_AnimationClipSettings: serializedVersion: 2 @@ -35622,5 +37224,12 @@ AnimationClip: m_EditorCurves: [] m_EulerEditorCurves: [] m_HasGenericRootTransform: 0 - m_HasMotionFloatCurves: 0 - m_Events: [] + m_HasMotionFloatCurves: 1 + m_Events: + - time: 0.28 + functionName: OnEffect + data: + objectReferenceParameter: {fileID: 0} + floatParameter: 0 + intParameter: 0 + messageOptions: 0 diff --git a/Assets/_Game/Data/Patterns/Data_Pattern_Drog_밟기.asset b/Assets/_Game/Data/Patterns/Data_Pattern_Drog_밟기.asset index 4ac18e80..0edfa57d 100644 --- a/Assets/_Game/Data/Patterns/Data_Pattern_Drog_밟기.asset +++ b/Assets/_Game/Data/Patterns/Data_Pattern_Drog_밟기.asset @@ -26,5 +26,5 @@ MonoBehaviour: telegraphAbnormality: {fileID: 0} staggerDuration: 0 cooldown: 2.5 - minPhase: 2 + minPhase: 1 skipJumpStepOnNoTarget: 0 diff --git a/Assets/_Game/Scripts/Editor/RebuildDrogBehaviorAuthoringGraph.cs b/Assets/_Game/Scripts/Editor/RebuildDrogBehaviorAuthoringGraph.cs index 605b9b71..dd259544 100644 --- a/Assets/_Game/Scripts/Editor/RebuildDrogBehaviorAuthoringGraph.cs +++ b/Assets/_Game/Scripts/Editor/RebuildDrogBehaviorAuthoringGraph.cs @@ -223,36 +223,18 @@ namespace Colosseum.Editor "MoveSpeed"); BossPatternData punishPattern = LoadRequiredAsset(DefaultPunishPatternPath, "밟기 패턴"); - BossPatternData signaturePattern = LoadRequiredAsset(DefaultSignaturePatternPath, "집행 개시 패턴"); - BossPatternData mobilityPattern = LoadRequiredAsset(DefaultMobilityPatternPath, "점프 패턴"); - BossPatternData secondaryPattern = LoadRequiredAsset(DefaultSecondaryPatternPath, "콤보-기본기2 패턴"); BossPatternData comboPattern = LoadRequiredAsset(DefaultComboPatternPath, "콤보-강타 패턴"); - BossPatternData primaryPattern = LoadRequiredAsset(DefaultPrimaryPatternPath, "콤보-기본기1 패턴"); - BossPatternData pressurePattern = LoadRequiredAsset(DefaultPressurePatternPath, "콤보-발구르기 패턴"); - BossPatternData utilityPattern = LoadRequiredAsset(DefaultUtilityPatternPath, "투척 패턴"); - SkillData phase3TransitionSkill = LoadRequiredAsset(DefaultPhase3TransitionSkillPath, "Phase 3 포효 스킬"); - if (punishPattern == null || signaturePattern == null || mobilityPattern == null || - secondaryPattern == null || comboPattern == null || primaryPattern == null || pressurePattern == null || - utilityPattern == null || phase3TransitionSkill == null) + if (punishPattern == null || comboPattern == null) { Debug.LogError("[DrogBTRebuild] 프리팹에서 필수 패턴 에셋을 읽지 못했습니다."); return; } - // ── 계단식 우선순위 체인 ── - // 설계안 우선순위: 밟기 > 집행 개시 > 조합 > 도약 > 기본 루프 > 유틸리티 - // 각 Branch는 조건만 판정하고, 실제 대상 선택/검증/실행은 Sequence 내부 노드로 드러냅니다. - // 마지막까지 모든 조건이 false이면 Chase (fallback) - // - // 연결 흐름: Branch.True → FloatingPort(True).InputPort → FloatingPort(True).OutputPort → Action.InputPort - // CreateNodePortsForNode를 호출하여 FloatingPortNodeModel을 자동 생성해야 합니다. - // - // 레이아웃 패턴 (사용자 조정 기준): - // Branch: (-800, y) - // True Floating: (-597, y + 110) - // False Floating: (-1011, y + 114) - // Action: (-598, y + 199) + // ── 단순 우선순위 체인 ── + // 요구사항: 밟기 > 강타 계열 > 추적 + // 다운 대상이 근처에 있으면 밟기를 우선 사용하고, 그렇지 않으면 강타 계열 패턴만 반복합니다. + // 사거리 밖에서는 추적으로 재진입합니다. const float branchX = -800f; const float rootRefreshX = branchX - 540f; @@ -266,8 +248,6 @@ namespace Colosseum.Editor const float startY = -700f; const float rootRefreshY = startY - 120f; const float stepY = 620f; - const float nestedBranchOffsetY = 180f; - const float nestedActionOffsetY = 360f; // 루프 시작마다 주 대상을 블랙보드에 동기화한 뒤 패턴 우선순위 체인으로 들어갑니다. object rootRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(rootRefreshX, rootRefreshY)); @@ -277,7 +257,6 @@ namespace Colosseum.Editor object downBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY)); AttachPatternReadyCondition(downBranch, punishPattern, authoringAssembly); AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "SearchRadius", DefaultDownedTargetSearchRadius, authoringAssembly); - AttachPhaseConditionIfNeeded(downBranch, punishPattern, authoringAssembly); SetBranchRequiresAll(downBranch, true); object downSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, @@ -291,221 +270,42 @@ namespace Colosseum.Editor LinkTarget(downUseNode, targetVariable); ConnectChildren(graphAsset, connectEdgeMethod, downSequence, downSelectNode, downUseNode); - // #2 Signature — 집행 개시 (Sequence: 패턴 실행 → 결과 분기) - // signatureBranch.True → Sequence: - // Child 1: 현재 주 대상 검증 - // Child 2: 집행개시 패턴 실행 (ChargeWait 포함) - // Child 3: Branch(차단 성공 여부) → 보스 경직 또는 범위 효과 - object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY)); - AttachPatternReadyCondition(signatureBranch, signaturePattern, authoringAssembly); - AttachPhaseConditionIfNeeded(signatureBranch, signaturePattern, authoringAssembly); - AttachConditionWithValue(signatureBranch, typeof(IsPhaseElapsedTimeAboveCondition), "Seconds", DefaultPhase3SignatureDelay, authoringAssembly); - SetBranchRequiresAll(signatureBranch, true); - - // Sequence: 패턴 실행 → 결과 분기 - object signatureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY)); - - object signatureValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY)); - LinkTarget(signatureValidateNode, targetVariable); - - // Child 2: 집행 패턴 실행 - object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY)); - SetNodeFieldValue(signatureUseNode, "Pattern", signaturePattern, setFieldValueMethod); - SetNodeFieldValue(signatureUseNode, "ContinueOnResolvedFailure", true, setFieldValueMethod); - LinkTarget(signatureUseNode, targetVariable); - - // Child 3: 패턴 완료 시 결과 분기 - // 패턴이 실패 결과로 끝나면 True → 보스 경직, 성공적으로 완수되면 False → 범위 효과 적용 - object outcomeBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(mainUseX + 320f, startY + stepY)); - AttachConditionWithValue(outcomeBranch, typeof(IsPatternExecutionResultCondition), "Result", BossPatternExecutionResult.Failed, authoringAssembly); - - object staggerNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(BossStaggerAction), new Vector2(mainUseX + 520f, startY + stepY + nestedBranchOffsetY)); - object failureEffectsNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SignatureFailureEffectsAction), new Vector2(mainUseX + 520f, startY + stepY + nestedActionOffsetY)); - - // outcomeBranch True → 보스 경직 (패턴 실패 결과) - ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "True", staggerNode); - // outcomeBranch False → 실패 효과 (패턴 성공 완수) - ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "False", failureEffectsNode); - - // Sequence에 자식 연결 - ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureValidateNode, signatureUseNode, outcomeBranch); - - // 메인 체인: signatureBranch.True → Sequence - ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureSequence); - - // #3 Combo — 콤보-강타 - object comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2)); + // #2 Combo — 강타 계열 기본 루프 + object comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY)); + object comboRangeCondModel = AttachCondition(comboBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly); + if (comboRangeCondModel != null) + setFieldMethod.Invoke(comboRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) }); + if (comboRangeCondModel != null) + SetConditionFieldValue(comboRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange); AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly); - AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly); SetBranchRequiresAll(comboBranch, true); object comboSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 2)); - object comboValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 2)); + new Vector2(mainSequenceX, startY + stepY)); + object comboValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY)); LinkTarget(comboValidateNode, targetVariable); - object comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 2)); + object comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY)); SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod); LinkTarget(comboUseNode, targetVariable); ConnectChildren(graphAsset, connectEdgeMethod, comboSequence, comboValidateNode, comboUseNode); ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence); - // #4 Mobility — 도약 (전제 조건: 지나치게 먼 대상이 존재해야 함) - object leapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 3)); - AttachPatternReadyCondition(leapBranch, mobilityPattern, authoringAssembly); - AttachConditionWithValue(leapBranch, typeof(IsTargetBeyondDistanceCondition), "MinDistance", DefaultLeapTargetMinDistance, authoringAssembly); - AttachPhaseConditionIfNeeded(leapBranch, mobilityPattern, authoringAssembly); - SetBranchRequiresAll(leapBranch, true); - object leapSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 3)); - object leapSelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectTargetByDistanceAction), new Vector2(mainValidateX, startY + stepY * 3)); - SetNodeFieldValue(leapSelectNode, "MinRange", DefaultLeapTargetMinDistance, setFieldValueMethod); - SetNodeFieldValue(leapSelectNode, "MaxRange", DefaultTargetSearchRange, setFieldValueMethod); - SetNodeFieldValue(leapSelectNode, "SelectionMode", DistanceTargetSelectionMode.Farthest, setFieldValueMethod); - LinkTarget(leapSelectNode, targetVariable); - object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 3)); - SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod); - LinkTarget(leapUseNode, targetVariable); - ConnectChildren(graphAsset, connectEdgeMethod, leapSequence, leapSelectNode, leapUseNode); - - // #5 Primary — 콤보-기본기1 - object primaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 4)); - object primaryRangeCondModel = AttachCondition(primaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly); - if (primaryRangeCondModel != null) setFieldMethod.Invoke(primaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) }); - if (primaryRangeCondModel != null) SetConditionFieldValue(primaryRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange); - AttachPatternReadyCondition(primaryBranch, primaryPattern, authoringAssembly); - AttachPhaseConditionIfNeeded(primaryBranch, primaryPattern, authoringAssembly); - SetBranchRequiresAll(primaryBranch, true); - object primarySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 4)); - object primaryValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 4)); - LinkTarget(primaryValidateNode, targetVariable); - object primaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 4)); - SetNodeFieldValue(primaryUseNode, "Pattern", primaryPattern, setFieldValueMethod); - LinkTarget(primaryUseNode, targetVariable); - ConnectChildren(graphAsset, connectEdgeMethod, primarySequence, primaryValidateNode, primaryUseNode); - - // #6 Secondary Basic — 콤보-기본기2 - object secondaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 5)); - object secondaryRangeCondModel = AttachCondition(secondaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly); - if (secondaryRangeCondModel != null) setFieldMethod.Invoke(secondaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) }); - if (secondaryRangeCondModel != null) SetConditionFieldValue(secondaryRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange); - AttachPatternReadyCondition(secondaryBranch, secondaryPattern, authoringAssembly); - AttachPhaseConditionIfNeeded(secondaryBranch, secondaryPattern, authoringAssembly); - SetBranchRequiresAll(secondaryBranch, true); - object secondarySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 5)); - object secondaryValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 5)); - LinkTarget(secondaryValidateNode, targetVariable); - object secondaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 5)); - SetNodeFieldValue(secondaryUseNode, "Pattern", secondaryPattern, setFieldValueMethod); - LinkTarget(secondaryUseNode, targetVariable); - ConnectChildren(graphAsset, connectEdgeMethod, secondarySequence, secondaryValidateNode, secondaryUseNode); - - // #7 Pressure — 콤보-발구르기 - object pressureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 6)); - object pressureRangeCondModel = AttachCondition(pressureBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly); - if (pressureRangeCondModel != null) setFieldMethod.Invoke(pressureRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) }); - if (pressureRangeCondModel != null) SetConditionFieldValue(pressureRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange); - AttachPatternReadyCondition(pressureBranch, pressurePattern, authoringAssembly); - AttachPhaseConditionIfNeeded(pressureBranch, pressurePattern, authoringAssembly); - SetBranchRequiresAll(pressureBranch, true); - object pressureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 6)); - object pressureValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 6)); - LinkTarget(pressureValidateNode, targetVariable); - object pressureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 6)); - SetNodeFieldValue(pressureUseNode, "Pattern", pressurePattern, setFieldValueMethod); - LinkTarget(pressureUseNode, targetVariable); - ConnectChildren(graphAsset, connectEdgeMethod, pressureSequence, pressureValidateNode, pressureUseNode); - - // #8 Utility — 유틸리티 (전제 조건: 원거리 대상이 존재해야 함) - object utilityBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 7)); - AttachPatternReadyCondition(utilityBranch, utilityPattern, authoringAssembly); - AttachConditionWithValue(utilityBranch, typeof(IsTargetBeyondDistanceCondition), "MinDistance", DefaultThrowTargetMinDistance, authoringAssembly); - AttachConditionWithValue(utilityBranch, typeof(IsPhaseElapsedTimeAboveCondition), "Seconds", DefaultThrowAvailabilityDelay, authoringAssembly); - AttachPhaseConditionIfNeeded(utilityBranch, utilityPattern, authoringAssembly); - SetBranchRequiresAll(utilityBranch, true); - object utilitySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, startY + stepY * 7)); - object utilitySelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectAlternateTargetByDistanceAction), new Vector2(mainValidateX, startY + stepY * 7)); - SetNodeFieldValue(utilitySelectNode, "MinRange", DefaultThrowTargetMinDistance, setFieldValueMethod); - SetNodeFieldValue(utilitySelectNode, "MaxRange", DefaultTargetSearchRange, setFieldValueMethod); - LinkTarget(utilitySelectNode, targetVariable); - object utilityUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 7)); - SetNodeFieldValue(utilityUseNode, "Pattern", utilityPattern, setFieldValueMethod); - LinkTarget(utilityUseNode, targetVariable); - ConnectChildren(graphAsset, connectEdgeMethod, utilitySequence, utilitySelectNode, utilityUseNode); - - // #9 Chase — fallback (Branch 아님, Sequence 사용) - object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 8)); - object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 8 + 80f)); + // #3 Chase — fallback + object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 2)); + object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 2 + 80f)); SetNodeFieldValue(chaseRefreshNode, "SearchRange", DefaultTargetSearchRange, setFieldValueMethod); - object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 8 + 80f)); - object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 8 + 80f)); + object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 2 + 80f)); + object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 2 + 80f)); SetNodeFieldValue(chaseUseNode, "StopDistance", DefaultPrimaryBranchAttackRange, setFieldValueMethod); Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(rootRefreshNode), GetDefaultInputPort(downBranch)); - List phaseBranches = new List(); - object phaseEntryNode = null; - object previousPhaseBranch = null; - - object phase2Branch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, -1320f)); - AttachConditionWithValue(phase2Branch, typeof(IsCurrentPhaseCondition), "Phase", 1, authoringAssembly); - AttachConditionWithValue(phase2Branch, typeof(IsHealthBelowCondition), "HealthPercent", DefaultPhase2EnterHealthPercent, authoringAssembly); - SetBranchRequiresAll(phase2Branch, true); - phaseBranches.Add(phase2Branch); - phaseEntryNode = phase2Branch; - - object phase2Sequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, -1320f)); - object phase2TransitionWaitNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(WaitAction), new Vector2(mainValidateX, -1320f)); - SetNodeFieldValue(phase2TransitionWaitNode, "Duration", DefaultPhaseTransitionLockDuration, setFieldValueMethod); - object phase2SetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SetBossPhaseAction), new Vector2(mainUseX, -1320f)); - SetNodeFieldValue(phase2SetNode, "TargetPhase", 2, setFieldValueMethod); - ConnectChildren(graphAsset, connectEdgeMethod, phase2Sequence, phase2TransitionWaitNode, phase2SetNode); - ConnectBranch(graphAsset, connectEdgeMethod, phase2Branch, "True", phase2Sequence); - - object phase3Branch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, -1040f)); - AttachConditionWithValue(phase3Branch, typeof(IsCurrentPhaseCondition), "Phase", 2, authoringAssembly); - AttachConditionWithValue(phase3Branch, typeof(IsHealthBelowCondition), "HealthPercent", DefaultPhase3EnterHealthPercent, authoringAssembly); - SetBranchRequiresAll(phase3Branch, true); - phaseBranches.Add(phase3Branch); - - object phase3Sequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, - runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), - new Vector2(mainSequenceX, -1040f)); - object phase3TransitionWaitNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(WaitAction), new Vector2(mainValidateX, -1040f)); - SetNodeFieldValue(phase3TransitionWaitNode, "Duration", DefaultPhaseTransitionLockDuration, setFieldValueMethod); - object phase3RoarNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UseSkillAction), new Vector2(mainValidateX + 180f, -1040f)); - SetNodeFieldValue(phase3RoarNode, "스킬", phase3TransitionSkill, setFieldValueMethod); - object phase3SetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SetBossPhaseAction), new Vector2(mainUseX, -1040f)); - SetNodeFieldValue(phase3SetNode, "TargetPhase", 3, setFieldValueMethod); - ConnectChildren(graphAsset, connectEdgeMethod, phase3Sequence, phase3TransitionWaitNode, phase3RoarNode, phase3SetNode); - ConnectBranch(graphAsset, connectEdgeMethod, phase3Branch, "True", phase3Sequence); - - ConnectBranch(graphAsset, connectEdgeMethod, phase2Branch, "False", phase3Branch); - previousPhaseBranch = phase3Branch; - - if (previousPhaseBranch != null) - ConnectBranch(graphAsset, connectEdgeMethod, previousPhaseBranch, "False", rootRefreshNode); - // ── FloatingPortNodeModel 생성 + 위치 보정 ── // Branch 노드의 NamedPort(True/False)에 대해 FloatingPortNodeModel을 생성합니다. // CreateNodePortsForNode는 기본 위치(Branch + 200px Y)를 사용하므로, 생성 후 사용자 조정 기준 위치로 이동합니다. var allBranches = new List(); - allBranches.AddRange(phaseBranches); - allBranches.AddRange(new[] { downBranch, leapBranch, signatureBranch, outcomeBranch }); - allBranches.AddRange(new[] { comboBranch, primaryBranch, secondaryBranch, pressureBranch, utilityBranch }); + allBranches.AddRange(new[] { downBranch, comboBranch }); foreach (object branch in allBranches) { createNodePortsMethod?.Invoke(graphAsset, new object[] { branch }); @@ -526,29 +326,17 @@ namespace Colosseum.Editor // ── 연결 ── - // Start → Repeater → phaseEntry(페이즈 전환 조건 -> 전투 의사결정 체인) + // Start → Repeater → 주 대상 갱신 Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode)); - Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(phaseEntryNode)); + Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(rootRefreshNode)); - // 각 Branch의 True FloatingPort → Action (combo, signature는 내부에서 Sequence로 연결됨) + // 각 Branch의 True FloatingPort → Action ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downSequence); - ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapSequence); - // signatureBranch.True는 signatureSequence에 이미 연결됨 ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence); - ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "True", primarySequence); - ConnectBranch(graphAsset, connectEdgeMethod, secondaryBranch, "True", secondarySequence); - ConnectBranch(graphAsset, connectEdgeMethod, pressureBranch, "True", pressureSequence); - ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "True", utilitySequence); - // 각 Branch의 False FloatingPort → 다음 우선순위 (계단식 체인) - ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "False", signatureBranch); - ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "False", comboBranch); - ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "False", leapBranch); - ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "False", primaryBranch); - ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "False", secondaryBranch); - ConnectBranch(graphAsset, connectEdgeMethod, secondaryBranch, "False", pressureBranch); - ConnectBranch(graphAsset, connectEdgeMethod, pressureBranch, "False", utilityBranch); - ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "False", chaseSequence); + // 각 Branch의 False FloatingPort → 다음 우선순위 + ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "False", comboBranch); + ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "False", chaseSequence); // Chase Sequence 자식 연결 ConnectChildren(graphAsset, connectEdgeMethod, chaseSequence, chaseRefreshNode, chaseHasTargetNode, chaseUseNode); diff --git a/Assets/_Game/Scripts/Editor/RebuildDrogCombatAssets.cs b/Assets/_Game/Scripts/Editor/RebuildDrogCombatAssets.cs index b96ea57a..4bb5de34 100644 --- a/Assets/_Game/Scripts/Editor/RebuildDrogCombatAssets.cs +++ b/Assets/_Game/Scripts/Editor/RebuildDrogCombatAssets.cs @@ -70,6 +70,9 @@ namespace Colosseum.Editor AnimationClip comboSlamHit1Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-강타_1_0.anim", HeavyCombo01BSourcePath, "A_MOD_SWD_Attack_HeavyCombo01B_RM_Neut"); AnimationClip comboSlamHit2Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-강타_2_0.anim", LightCombo01BSourcePath, "A_MOD_SWD_Attack_LightCombo01B_RM_Neut"); AnimationClip slamClip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_강타_0.anim", $"{AnimationsFolder}/Anim_Drog_강타R_0.anim"); + SetSingleOnEffectEvent(comboSlamHit1Clip, 0.30f); + SetSingleOnEffectEvent(comboSlamHit2Clip, 0.28f); + SetSingleOnEffectEvent(slamClip, 0.95f); AnimationClip comboStompHit1Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_1_0.anim", ZweihanderAttack013SourcePath, "Zweihander_Attack01_3_Root"); AnimationClip comboStompHit2Clip = EnsureClipFromSource($"{AnimationsFolder}/Anim_Drog_콤보-발구르기_2_0.anim", HeavyCombo01CSourcePath, "A_MOD_SWD_Attack_HeavyCombo01C_RM_Neut"); @@ -78,6 +81,7 @@ namespace Colosseum.Editor AnimationClip leapAirClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_공중_0.anim"); AnimationClip leapLandingClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_도약_착지_0.anim"); AnimationClip stepClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_밟기_0.anim"); + SetSingleOnEffectEvent(stepClip, 0.80f); AnimationClip throwClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_투척_0.anim"); AnimationClip roarClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_포효_0.anim"); AnimationClip executionReadyClip = EnsurePlaceholderClip($"{AnimationsFolder}/Anim_Drog_집행_준비_0.anim"); @@ -718,7 +722,7 @@ namespace Colosseum.Editor false, TargetResolveMode.HighestThreat, 2.5f, - 2, + 1, false, PatternStepDefinition.CreateSkillStep(stepSkill)); diff --git a/Assets/_Game/Scripts/Player/HitReactionController.cs b/Assets/_Game/Scripts/Player/HitReactionController.cs index 2b7794c9..7c6433eb 100644 --- a/Assets/_Game/Scripts/Player/HitReactionController.cs +++ b/Assets/_Game/Scripts/Player/HitReactionController.cs @@ -61,6 +61,7 @@ namespace Colosseum.Player private float knockbackRemainingTime; private float staggerRemainingTime; private bool isDownRecoveryAnimating; + private bool isDownLoopTimingActive; /// /// 다운 상태 여부 @@ -197,6 +198,7 @@ namespace Colosseum.Player isDowned.Value = true; isDownRecoverable.Value = false; isDownRecoveryAnimating = false; + isDownLoopTimingActive = false; downRecoverableDelayRemaining = -1f; ClearKnockbackState(); ClearStaggerState(); @@ -213,6 +215,7 @@ namespace Colosseum.Player if (!IsServer || !isDowned.Value || isDownRecoveryAnimating) return; + isDownLoopTimingActive = true; downRecoverableDelayRemaining = downRecoverableDelayAfterBeginExit; } @@ -372,7 +375,10 @@ namespace Colosseum.Player if (!isDowned.Value) return; - downRemainingTime -= deltaTime; + if (isDownLoopTimingActive) + { + downRemainingTime -= deltaTime; + } if (!isDownRecoverable.Value && downRecoverableDelayRemaining >= 0f) { @@ -405,6 +411,7 @@ namespace Colosseum.Player EnterDownRecoverableState(); isDownRecoveryAnimating = true; + isDownLoopTimingActive = false; downRemainingTime = 0f; TriggerAnimationRpc(recoverTriggerParam); } @@ -414,6 +421,7 @@ namespace Colosseum.Player isDowned.Value = false; isDownRecoverable.Value = false; isDownRecoveryAnimating = false; + isDownLoopTimingActive = false; downRemainingTime = 0f; downRecoverableDelayRemaining = -1f; }