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
This commit is contained in:
2026-04-06 13:56:47 +09:00
parent 60275c6cd9
commit 904bc88d36
172 changed files with 98477 additions and 3490 deletions

View File

@@ -1,6 +1,8 @@
using System;
using Colosseum;
using Colosseum.Enemy;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
@@ -22,10 +24,13 @@ public partial class RefreshPrimaryTargetAction : Action
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> SearchRange = new BlackboardVariable<float>(0f);
protected override Status OnStart()
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context != null && context.IsBehaviorSuppressed)
BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (runtimeState != null && runtimeState.IsBehaviorSuppressed)
return Status.Failure;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
@@ -33,17 +38,55 @@ public partial class RefreshPrimaryTargetAction : Action
return Status.Failure;
GameObject currentTarget = Target != null ? Target.Value : null;
float aggroRange = enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, aggroRange);
float searchRange = ResolveSearchRange(enemyBase);
GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, searchRange);
if (resolvedTarget == null)
{
resolvedTarget = context != null ? context.FindNearestLivingTarget() : null;
}
resolvedTarget = FindNearestLivingTarget(enemyBase, currentTarget, searchRange);
if (Target != null)
Target.Value = resolvedTarget;
runtimeState?.SetCurrentTarget(resolvedTarget);
runtimeState?.LogDebug(nameof(RefreshPrimaryTargetAction), resolvedTarget != null
? $"주 대상 갱신: {resolvedTarget.name}"
: "주 대상 갱신 실패");
return resolvedTarget != null ? Status.Success : Status.Failure;
}
private float ResolveSearchRange(EnemyBase enemyBase)
{
if (SearchRange != null && SearchRange.Value > 0f)
return SearchRange.Value;
return enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
}
private GameObject FindNearestLivingTarget(EnemyBase enemyBase, GameObject currentTarget, float searchRange)
{
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject candidate = player.gameObject;
if (Team.IsSameTeam(GameObject, candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance > searchRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget != null ? nearestTarget : currentTarget;
}
}