[Enemy] 적 기본 시스템 구현

Ultraworked with [Sisyphus](https://github.com/code-yeonggu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-11 17:51:06 +09:00
parent 29e28b124b
commit 8f7dd412c5
9 changed files with 448 additions and 0 deletions

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 8f6dc132c1fce114da1ae74c46fd57dd
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,123 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Behavior;
namespace Colosseum.Enemy
{
/// <summary>
/// 보스 페이즈 전환 조건 타입
/// </summary>
public enum PhaseTransitionType
{
HealthPercent, // 체력 비율 기반
TimeElapsed, // 시간 경과
CustomCondition, // 커스텀 조건 (코드에서 설정)
Manual, // 수동 전환
}
/// <summary>
/// 보스 페이즈 데이터. 각 페이즈의 AI, 조건, 보상을 정의합니다.
/// </summary>
[CreateAssetMenu(fileName = "NewBossPhase", menuName = "Colosseum/Boss Phase")]
public class BossPhaseData : ScriptableObject
{
[Header("페이즈 정보")]
[SerializeField] private string phaseName = "Phase 1";
[TextArea(1, 3)]
[SerializeField] private string description;
[Header("전환 조건")]
[SerializeField] private PhaseTransitionType transitionType = PhaseTransitionType.HealthPercent;
[Tooltip("체력 비율 기반 전환 시, 이 비율 이하에서 페이즈 전환")]
[Range(0f, 1f)] [SerializeField] private float healthPercentThreshold = 0.7f;
[Tooltip("시간 기반 전환 시, 경과 시간 (초)")]
[Min(0f)] [SerializeField] private float timeThreshold = 60f;
[Tooltip("커스텀 조건 ID (코드에서 사용)")]
[SerializeField] private string customConditionId;
[Header("AI 설정")]
[Tooltip("이 페이즈에서 사용할 Behavior Graph")]
[SerializeField] private BehaviorGraph behaviorGraph;
[Tooltip("페이즈 전환 시 Blackboard 변수 오버라이드")]
[SerializeField] private List<BlackboardVariableOverride> blackboardOverrides = new();
[Header("페이즈 효과")]
[Tooltip("페이즈 시작 시 재생할 애니메이션")]
[SerializeField] private AnimationClip phaseStartAnimation;
[Tooltip("페이즈 전환 효과 (이펙트, 사운드 등)")]
[SerializeField] private GameObject phaseTransitionEffect;
// Properties
public string PhaseName => phaseName;
public string Description => description;
public PhaseTransitionType TransitionType => transitionType;
public float HealthPercentThreshold => healthPercentThreshold;
public float TimeThreshold => timeThreshold;
public string CustomConditionId => customConditionId;
public BehaviorGraph BehaviorGraph => behaviorGraph;
public IReadOnlyList<BlackboardVariableOverride> BlackboardOverrides => blackboardOverrides;
public AnimationClip PhaseStartAnimation => phaseStartAnimation;
public GameObject PhaseTransitionEffect => phaseTransitionEffect;
/// <summary>
/// 전환 조건 충족 여부 확인
/// </summary>
public bool CheckTransitionCondition(BossEnemy boss, float elapsedTime)
{
return transitionType switch
{
PhaseTransitionType.HealthPercent => boss.CurrentHealth / boss.MaxHealth <= healthPercentThreshold,
PhaseTransitionType.TimeElapsed => elapsedTime >= timeThreshold,
PhaseTransitionType.CustomCondition => boss.CheckCustomCondition(customConditionId),
PhaseTransitionType.Manual => false,
_ => false,
};
}
}
/// <summary>
/// Blackboard 변수 오버라이드 정보
/// </summary>
[Serializable]
public class BlackboardVariableOverride
{
[Tooltip("변수 이름")]
[SerializeField] private string variableName;
[Tooltip("변수 타입")]
[SerializeField] private BlackboardVariableType variableType = BlackboardVariableType.Float;
[Tooltip("설정할 값")]
[SerializeField] private float floatValue;
[SerializeField] private int intValue;
[SerializeField] private bool boolValue;
[SerializeField] private string stringValue;
[SerializeField] private GameObject gameObjectValue;
public string VariableName => variableName;
public BlackboardVariableType VariableType => variableType;
public float FloatValue => floatValue;
public int IntValue => intValue;
public bool BoolValue => boolValue;
public string StringValue => stringValue;
public GameObject GameObjectValue => gameObjectValue;
}
/// <summary>
/// Blackboard 변수 타입
/// </summary>
public enum BlackboardVariableType
{
Float,
Int,
Bool,
String,
GameObject,
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0e9dd028b74b2124895ac9673115a9b9

View File

@@ -0,0 +1,202 @@
using System;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Stats;
using Colosseum.Combat;
namespace Colosseum.Enemy
{
/// <summary>
/// 적 캐릭터 기본 클래스.
/// 네트워크 동기화, 스탯 관리, 대미지 처리를 담당합니다.
/// </summary>
public class EnemyBase : NetworkBehaviour, IDamageable
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] protected CharacterStats characterStats;
[Tooltip("Animator 컴포넌트")]
[SerializeField] protected Animator animator;
[Tooltip("NavMeshAgent 또는 이동 컴포넌트")]
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[Header("Data")]
[SerializeField] protected EnemyData enemyData;
// 네트워크 동기화 변수
protected NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
protected NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
protected NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
// 이벤트
public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
public event Action<float> OnDamageTaken; // damage
public event Action OnDeath;
// Properties
public float CurrentHealth => currentHealth.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float CurrentMana => currentMana.Value;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public bool IsDead => isDead.Value;
public CharacterStats Stats => characterStats;
public EnemyData Data => enemyData;
public Animator Animator => animator;
public override void OnNetworkSpawn()
{
// 컴포넌트 참조 확인
if (characterStats == null)
characterStats = GetComponent<CharacterStats>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
// 서버에서 초기화
if (IsServer)
{
InitializeStats();
}
// 클라이언트에서 체력 변화 감지
currentHealth.OnValueChanged += OnHealthChangedInternal;
}
public override void OnNetworkDespawn()
{
currentHealth.OnValueChanged -= OnHealthChangedInternal;
}
/// <summary>
/// 스탯 초기화 (서버에서만 실행)
/// </summary>
protected virtual void InitializeStats()
{
if (enemyData != null && characterStats != null)
{
enemyData.ApplyBaseStats(characterStats);
}
// NavMeshAgent 속도 설정
if (navMeshAgent != null && enemyData != null)
{
navMeshAgent.speed = enemyData.MoveSpeed;
navMeshAgent.angularSpeed = enemyData.RotationSpeed;
}
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
isDead.Value = false;
}
/// <summary>
/// 대미지 적용 (서버에서 실행)
/// </summary>
public virtual float TakeDamage(float damage, object source = null)
{
if (!IsServer || isDead.Value)
return 0f;
float actualDamage = Mathf.Min(damage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
OnDamageTaken?.Invoke(actualDamage);
// 대미지 피드백 (애니메이션, 이펙트 등)
OnTakeDamageFeedback(actualDamage, source);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
return actualDamage;
}
/// <summary>
/// 대미지 피드백 (애니메이션, 이펙트)
/// </summary>
protected virtual void OnTakeDamageFeedback(float damage, object source)
{
if (animator != null)
{
animator.SetTrigger("Hit");
}
}
/// <summary>
/// 체력 회복 (서버에서 실행)
/// </summary>
public virtual float Heal(float amount)
{
if (!IsServer || isDead.Value)
return 0f;
float oldHealth = currentHealth.Value;
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
float actualHeal = currentHealth.Value - oldHealth;
return actualHeal;
}
/// <summary>
/// 사망 처리 (서버에서 실행)
/// </summary>
protected virtual void HandleDeath()
{
isDead.Value = true;
if (animator != null)
{
animator.SetTrigger("Die");
}
if (navMeshAgent != null)
{
navMeshAgent.isStopped = true;
}
OnDeath?.Invoke();
Debug.Log($"[Enemy] {name} died!");
}
/// <summary>
/// 리스폰
/// </summary>
public virtual void Respawn()
{
if (!IsServer) return;
isDead.Value = false;
InitializeStats();
if (navMeshAgent != null)
{
navMeshAgent.isStopped = false;
}
if (animator != null)
{
animator.Rebind();
}
}
// 체력 변화 이벤트 전파
private void OnHealthChangedInternal(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(newValue, MaxHealth);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d928c3a8adf0b424886395e6864ce010

View File

@@ -0,0 +1,68 @@
using UnityEngine;
using Colosseum.Stats;
namespace Colosseum.Enemy
{
/// <summary>
/// 적 캐릭터 데이터. 기본 스탯과 보상을 정의합니다.
/// </summary>
[CreateAssetMenu(fileName = "NewEnemyData", menuName = "Colosseum/Enemy Data")]
public class EnemyData : ScriptableObject
{
[Header("기본 정보")]
[SerializeField] private string enemyName;
[TextArea(2, 4)]
[SerializeField] private string description;
[SerializeField] private Sprite icon;
[Header("기본 스탯")]
[Min(1f)] [SerializeField] private float baseStrength = 10f;
[Min(1f)] [SerializeField] private float baseDexterity = 10f;
[Min(1f)] [SerializeField] private float baseIntelligence = 10f;
[Min(1f)] [SerializeField] private float baseVitality = 10f;
[Min(1f)] [SerializeField] private float baseWisdom = 10f;
[Min(1f)] [SerializeField] private float baseSpirit = 10f;
[Header("이동")]
[Min(0f)] [SerializeField] private float moveSpeed = 3f;
[Min(0f)] [SerializeField] private float rotationSpeed = 10f;
[Header("전투")]
[Min(0f)] [SerializeField] private float aggroRange = 10f;
[Min(0f)] [SerializeField] private float attackRange = 2f;
[Min(0f)] [SerializeField] private float attackCooldown = 1f;
// Properties
public string EnemyName => enemyName;
public string Description => description;
public Sprite Icon => icon;
public float BaseStrength => baseStrength;
public float BaseDexterity => baseDexterity;
public float BaseIntelligence => baseIntelligence;
public float BaseVitality => baseVitality;
public float BaseWisdom => baseWisdom;
public float BaseSpirit => baseSpirit;
public float MoveSpeed => moveSpeed;
public float RotationSpeed => rotationSpeed;
public float AggroRange => aggroRange;
public float AttackRange => attackRange;
public float AttackCooldown => attackCooldown;
/// <summary>
/// CharacterStats에 기본 스탯 적용
/// </summary>
public void ApplyBaseStats(CharacterStats stats)
{
if (stats == null) return;
stats.Strength.BaseValue = baseStrength;
stats.Dexterity.BaseValue = baseDexterity;
stats.Intelligence.BaseValue = baseIntelligence;
stats.Vitality.BaseValue = baseVitality;
stats.Wisdom.BaseValue = baseWisdom;
stats.Spirit.BaseValue = baseSpirit;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1ecdc2379b078b246a0bd5c0fb58e346

View File

@@ -0,0 +1,39 @@
namespace Colosseum.Combat
{
/// <summary>
/// 대미지를 받을 수 있는 엔티티를 위한 인터페이스.
/// 플레이어, 적, 보스 등이 구현합니다.
/// </summary>
public interface IDamageable
{
/// <summary>
/// 현재 체력
/// </summary>
float CurrentHealth { get; }
/// <summary>
/// 최대 체력
/// </summary>
float MaxHealth { get; }
/// <summary>
/// 사망 여부
/// </summary>
bool IsDead { get; }
/// <summary>
/// 대미지 적용
/// </summary>
/// <param name="damage">적용할 대미지량</param>
/// <param name="source">대미지 출처 (선택)</param>
/// <returns>실제로 적용된 대미지량</returns>
float TakeDamage(float damage, object source = null);
/// <summary>
/// 체력 회복
/// </summary>
/// <param name="amount">회복량</param>
/// <returns>실제로 회복된 양</returns>
float Heal(float amount);
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 33a0f0f245adbf64791b38c182c48062