fix: 드로그 강타 다운 및 밟기 연계 복구
- 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
This commit is contained in:
@@ -223,36 +223,18 @@ namespace Colosseum.Editor
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"MoveSpeed");
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BossPatternData punishPattern = LoadRequiredAsset<BossPatternData>(DefaultPunishPatternPath, "밟기 패턴");
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BossPatternData signaturePattern = LoadRequiredAsset<BossPatternData>(DefaultSignaturePatternPath, "집행 개시 패턴");
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BossPatternData mobilityPattern = LoadRequiredAsset<BossPatternData>(DefaultMobilityPatternPath, "점프 패턴");
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BossPatternData secondaryPattern = LoadRequiredAsset<BossPatternData>(DefaultSecondaryPatternPath, "콤보-기본기2 패턴");
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BossPatternData comboPattern = LoadRequiredAsset<BossPatternData>(DefaultComboPatternPath, "콤보-강타 패턴");
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BossPatternData primaryPattern = LoadRequiredAsset<BossPatternData>(DefaultPrimaryPatternPath, "콤보-기본기1 패턴");
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BossPatternData pressurePattern = LoadRequiredAsset<BossPatternData>(DefaultPressurePatternPath, "콤보-발구르기 패턴");
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BossPatternData utilityPattern = LoadRequiredAsset<BossPatternData>(DefaultUtilityPatternPath, "투척 패턴");
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SkillData phase3TransitionSkill = LoadRequiredAsset<SkillData>(DefaultPhase3TransitionSkillPath, "Phase 3 포효 스킬");
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if (punishPattern == null || signaturePattern == null || mobilityPattern == null ||
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secondaryPattern == null || comboPattern == null || primaryPattern == null || pressurePattern == null ||
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utilityPattern == null || phase3TransitionSkill == null)
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if (punishPattern == null || comboPattern == null)
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{
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Debug.LogError("[DrogBTRebuild] 프리팹에서 필수 패턴 에셋을 읽지 못했습니다.");
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return;
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}
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// ── 계단식 우선순위 체인 ──
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// 설계안 우선순위: 밟기 > 집행 개시 > 조합 > 도약 > 기본 루프 > 유틸리티
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// 각 Branch는 조건만 판정하고, 실제 대상 선택/검증/실행은 Sequence 내부 노드로 드러냅니다.
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// 마지막까지 모든 조건이 false이면 Chase (fallback)
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//
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// 연결 흐름: Branch.True → FloatingPort(True).InputPort → FloatingPort(True).OutputPort → Action.InputPort
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// CreateNodePortsForNode를 호출하여 FloatingPortNodeModel을 자동 생성해야 합니다.
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//
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// 레이아웃 패턴 (사용자 조정 기준):
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// Branch: (-800, y)
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// True Floating: (-597, y + 110)
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// False Floating: (-1011, y + 114)
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// Action: (-598, y + 199)
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// ── 단순 우선순위 체인 ──
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// 요구사항: 밟기 > 강타 계열 > 추적
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// 다운 대상이 근처에 있으면 밟기를 우선 사용하고, 그렇지 않으면 강타 계열 패턴만 반복합니다.
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// 사거리 밖에서는 추적으로 재진입합니다.
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const float branchX = -800f;
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const float rootRefreshX = branchX - 540f;
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@@ -266,8 +248,6 @@ namespace Colosseum.Editor
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const float startY = -700f;
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const float rootRefreshY = startY - 120f;
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const float stepY = 620f;
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const float nestedBranchOffsetY = 180f;
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const float nestedActionOffsetY = 360f;
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// 루프 시작마다 주 대상을 블랙보드에 동기화한 뒤 패턴 우선순위 체인으로 들어갑니다.
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object rootRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(rootRefreshX, rootRefreshY));
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@@ -277,7 +257,6 @@ namespace Colosseum.Editor
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object downBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY));
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AttachPatternReadyCondition(downBranch, punishPattern, authoringAssembly);
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AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "SearchRadius", DefaultDownedTargetSearchRadius, authoringAssembly);
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AttachPhaseConditionIfNeeded(downBranch, punishPattern, authoringAssembly);
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SetBranchRequiresAll(downBranch, true);
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object downSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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@@ -291,221 +270,42 @@ namespace Colosseum.Editor
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LinkTarget(downUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, downSequence, downSelectNode, downUseNode);
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// #2 Signature — 집행 개시 (Sequence: 패턴 실행 → 결과 분기)
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// signatureBranch.True → Sequence:
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// Child 1: 현재 주 대상 검증
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// Child 2: 집행개시 패턴 실행 (ChargeWait 포함)
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// Child 3: Branch(차단 성공 여부) → 보스 경직 또는 범위 효과
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object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY));
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AttachPatternReadyCondition(signatureBranch, signaturePattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(signatureBranch, signaturePattern, authoringAssembly);
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AttachConditionWithValue(signatureBranch, typeof(IsPhaseElapsedTimeAboveCondition), "Seconds", DefaultPhase3SignatureDelay, authoringAssembly);
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SetBranchRequiresAll(signatureBranch, true);
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// Sequence: 패턴 실행 → 결과 분기
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object signatureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY));
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object signatureValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY));
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LinkTarget(signatureValidateNode, targetVariable);
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// Child 2: 집행 패턴 실행
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object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY));
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SetNodeFieldValue(signatureUseNode, "Pattern", signaturePattern, setFieldValueMethod);
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SetNodeFieldValue(signatureUseNode, "ContinueOnResolvedFailure", true, setFieldValueMethod);
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LinkTarget(signatureUseNode, targetVariable);
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// Child 3: 패턴 완료 시 결과 분기
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// 패턴이 실패 결과로 끝나면 True → 보스 경직, 성공적으로 완수되면 False → 범위 효과 적용
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object outcomeBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(mainUseX + 320f, startY + stepY));
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AttachConditionWithValue(outcomeBranch, typeof(IsPatternExecutionResultCondition), "Result", BossPatternExecutionResult.Failed, authoringAssembly);
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object staggerNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(BossStaggerAction), new Vector2(mainUseX + 520f, startY + stepY + nestedBranchOffsetY));
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object failureEffectsNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SignatureFailureEffectsAction), new Vector2(mainUseX + 520f, startY + stepY + nestedActionOffsetY));
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// outcomeBranch True → 보스 경직 (패턴 실패 결과)
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ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "True", staggerNode);
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// outcomeBranch False → 실패 효과 (패턴 성공 완수)
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ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "False", failureEffectsNode);
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// Sequence에 자식 연결
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ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureValidateNode, signatureUseNode, outcomeBranch);
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// 메인 체인: signatureBranch.True → Sequence
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ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureSequence);
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// #3 Combo — 콤보-강타
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object comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
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// #2 Combo — 강타 계열 기본 루프
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object comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY));
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object comboRangeCondModel = AttachCondition(comboBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
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if (comboRangeCondModel != null)
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setFieldMethod.Invoke(comboRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
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if (comboRangeCondModel != null)
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SetConditionFieldValue(comboRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange);
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AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly);
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SetBranchRequiresAll(comboBranch, true);
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object comboSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 2));
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object comboValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 2));
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new Vector2(mainSequenceX, startY + stepY));
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object comboValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY));
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LinkTarget(comboValidateNode, targetVariable);
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object comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 2));
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object comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY));
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SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod);
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LinkTarget(comboUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, comboSequence, comboValidateNode, comboUseNode);
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ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence);
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// #4 Mobility — 도약 (전제 조건: 지나치게 먼 대상이 존재해야 함)
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object leapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 3));
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AttachPatternReadyCondition(leapBranch, mobilityPattern, authoringAssembly);
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AttachConditionWithValue(leapBranch, typeof(IsTargetBeyondDistanceCondition), "MinDistance", DefaultLeapTargetMinDistance, authoringAssembly);
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AttachPhaseConditionIfNeeded(leapBranch, mobilityPattern, authoringAssembly);
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SetBranchRequiresAll(leapBranch, true);
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object leapSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 3));
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object leapSelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectTargetByDistanceAction), new Vector2(mainValidateX, startY + stepY * 3));
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SetNodeFieldValue(leapSelectNode, "MinRange", DefaultLeapTargetMinDistance, setFieldValueMethod);
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SetNodeFieldValue(leapSelectNode, "MaxRange", DefaultTargetSearchRange, setFieldValueMethod);
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SetNodeFieldValue(leapSelectNode, "SelectionMode", DistanceTargetSelectionMode.Farthest, setFieldValueMethod);
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LinkTarget(leapSelectNode, targetVariable);
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object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 3));
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SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
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LinkTarget(leapUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, leapSequence, leapSelectNode, leapUseNode);
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// #5 Primary — 콤보-기본기1
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object primaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 4));
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object primaryRangeCondModel = AttachCondition(primaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
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if (primaryRangeCondModel != null) setFieldMethod.Invoke(primaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
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if (primaryRangeCondModel != null) SetConditionFieldValue(primaryRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange);
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AttachPatternReadyCondition(primaryBranch, primaryPattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(primaryBranch, primaryPattern, authoringAssembly);
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SetBranchRequiresAll(primaryBranch, true);
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object primarySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 4));
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object primaryValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 4));
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LinkTarget(primaryValidateNode, targetVariable);
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object primaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 4));
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SetNodeFieldValue(primaryUseNode, "Pattern", primaryPattern, setFieldValueMethod);
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LinkTarget(primaryUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, primarySequence, primaryValidateNode, primaryUseNode);
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// #6 Secondary Basic — 콤보-기본기2
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object secondaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 5));
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object secondaryRangeCondModel = AttachCondition(secondaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
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if (secondaryRangeCondModel != null) setFieldMethod.Invoke(secondaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
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if (secondaryRangeCondModel != null) SetConditionFieldValue(secondaryRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange);
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AttachPatternReadyCondition(secondaryBranch, secondaryPattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(secondaryBranch, secondaryPattern, authoringAssembly);
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SetBranchRequiresAll(secondaryBranch, true);
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object secondarySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 5));
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object secondaryValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 5));
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LinkTarget(secondaryValidateNode, targetVariable);
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object secondaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 5));
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SetNodeFieldValue(secondaryUseNode, "Pattern", secondaryPattern, setFieldValueMethod);
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LinkTarget(secondaryUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, secondarySequence, secondaryValidateNode, secondaryUseNode);
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// #7 Pressure — 콤보-발구르기
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object pressureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 6));
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object pressureRangeCondModel = AttachCondition(pressureBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
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if (pressureRangeCondModel != null) setFieldMethod.Invoke(pressureRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
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if (pressureRangeCondModel != null) SetConditionFieldValue(pressureRangeCondModel, "AttackRange", DefaultPrimaryBranchAttackRange);
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AttachPatternReadyCondition(pressureBranch, pressurePattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(pressureBranch, pressurePattern, authoringAssembly);
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SetBranchRequiresAll(pressureBranch, true);
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object pressureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 6));
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object pressureValidateNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(mainValidateX, startY + stepY * 6));
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LinkTarget(pressureValidateNode, targetVariable);
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object pressureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 6));
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SetNodeFieldValue(pressureUseNode, "Pattern", pressurePattern, setFieldValueMethod);
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LinkTarget(pressureUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, pressureSequence, pressureValidateNode, pressureUseNode);
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// #8 Utility — 유틸리티 (전제 조건: 원거리 대상이 존재해야 함)
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object utilityBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 7));
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AttachPatternReadyCondition(utilityBranch, utilityPattern, authoringAssembly);
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AttachConditionWithValue(utilityBranch, typeof(IsTargetBeyondDistanceCondition), "MinDistance", DefaultThrowTargetMinDistance, authoringAssembly);
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AttachConditionWithValue(utilityBranch, typeof(IsPhaseElapsedTimeAboveCondition), "Seconds", DefaultThrowAvailabilityDelay, authoringAssembly);
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AttachPhaseConditionIfNeeded(utilityBranch, utilityPattern, authoringAssembly);
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SetBranchRequiresAll(utilityBranch, true);
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object utilitySequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(mainSequenceX, startY + stepY * 7));
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object utilitySelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectAlternateTargetByDistanceAction), new Vector2(mainValidateX, startY + stepY * 7));
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SetNodeFieldValue(utilitySelectNode, "MinRange", DefaultThrowTargetMinDistance, setFieldValueMethod);
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SetNodeFieldValue(utilitySelectNode, "MaxRange", DefaultTargetSearchRange, setFieldValueMethod);
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LinkTarget(utilitySelectNode, targetVariable);
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object utilityUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 7));
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SetNodeFieldValue(utilityUseNode, "Pattern", utilityPattern, setFieldValueMethod);
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LinkTarget(utilityUseNode, targetVariable);
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ConnectChildren(graphAsset, connectEdgeMethod, utilitySequence, utilitySelectNode, utilityUseNode);
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// #9 Chase — fallback (Branch 아님, Sequence 사용)
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object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 8));
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object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 8 + 80f));
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// #3 Chase — fallback
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object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 2));
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object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 2 + 80f));
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SetNodeFieldValue(chaseRefreshNode, "SearchRange", DefaultTargetSearchRange, setFieldValueMethod);
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object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 8 + 80f));
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object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 8 + 80f));
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object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 2 + 80f));
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object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 2 + 80f));
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SetNodeFieldValue(chaseUseNode, "StopDistance", DefaultPrimaryBranchAttackRange, setFieldValueMethod);
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Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(rootRefreshNode), GetDefaultInputPort(downBranch));
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List<object> phaseBranches = new List<object>();
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object phaseEntryNode = null;
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object previousPhaseBranch = null;
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object phase2Branch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, -1320f));
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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<object>();
|
||||
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);
|
||||
|
||||
Reference in New Issue
Block a user