feat: 드로그 보스 AI 및 런타임 상태 구조 재구성
- 드로그 전투 컨텍스트를 BossBehaviorRuntimeState 중심 구조로 정리하고 BossEnemy, 패턴 액션, 조건 노드가 마지막 실행 결과와 phase 상태를 직접 사용하도록 갱신 - BT_Drog와 재빌드 에디터 스크립트를 확장해 phase 전환, 집행 결과 분기, 거리/쿨타임 기반 패턴 선택을 드로그 전용 자산과 노드 파라미터로 재구성 - 드로그 패턴/스킬/이펙트/애니메이션 플레이스홀더 자산을 재생성하고 보스 프리팹이 새 런타임 상태 및 등록 클립 구성을 참조하도록 정리
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@@ -1,6 +1,8 @@
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using System;
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using Colosseum;
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using Colosseum.Enemy;
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using Colosseum.Player;
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using Unity.Behavior;
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using Unity.Properties;
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@@ -22,10 +24,13 @@ public partial class RefreshPrimaryTargetAction : Action
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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[SerializeReference]
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public BlackboardVariable<float> SearchRange = new BlackboardVariable<float>(0f);
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protected override Status OnStart()
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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if (context != null && context.IsBehaviorSuppressed)
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BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
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if (runtimeState != null && runtimeState.IsBehaviorSuppressed)
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return Status.Failure;
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EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
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@@ -33,17 +38,55 @@ public partial class RefreshPrimaryTargetAction : Action
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return Status.Failure;
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GameObject currentTarget = Target != null ? Target.Value : null;
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float aggroRange = enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, aggroRange);
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float searchRange = ResolveSearchRange(enemyBase);
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GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, searchRange);
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if (resolvedTarget == null)
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{
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resolvedTarget = context != null ? context.FindNearestLivingTarget() : null;
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}
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resolvedTarget = FindNearestLivingTarget(enemyBase, currentTarget, searchRange);
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if (Target != null)
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Target.Value = resolvedTarget;
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runtimeState?.SetCurrentTarget(resolvedTarget);
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runtimeState?.LogDebug(nameof(RefreshPrimaryTargetAction), resolvedTarget != null
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? $"주 대상 갱신: {resolvedTarget.name}"
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: "주 대상 갱신 실패");
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return resolvedTarget != null ? Status.Success : Status.Failure;
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}
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private float ResolveSearchRange(EnemyBase enemyBase)
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{
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if (SearchRange != null && SearchRange.Value > 0f)
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return SearchRange.Value;
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return enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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}
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private GameObject FindNearestLivingTarget(EnemyBase enemyBase, GameObject currentTarget, float searchRange)
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{
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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GameObject nearestTarget = null;
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float nearestDistance = float.MaxValue;
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for (int i = 0; i < players.Length; i++)
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{
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PlayerNetworkController player = players[i];
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
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continue;
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GameObject candidate = player.gameObject;
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if (Team.IsSameTeam(GameObject, candidate))
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
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if (distance > searchRange || distance >= nearestDistance)
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continue;
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nearestDistance = distance;
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nearestTarget = candidate;
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}
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return nearestTarget != null ? nearestTarget : currentTarget;
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}
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}
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