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

@@ -7,6 +7,7 @@ using System.Reflection;
using Colosseum.AI;
using Colosseum.AI.BehaviorActions.Conditions;
using Colosseum.Enemy;
using Colosseum.Skills;
using UnityEditor;
using UnityEngine;
@@ -20,6 +21,26 @@ namespace Colosseum.Editor
public static class RebuildDrogBehaviorAuthoringGraph
{
private const string GraphAssetPath = "Assets/_Game/AI/BT_Drog.asset";
private const string DefaultPunishPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_밟기.asset";
private const string DefaultSignaturePatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_집행.asset";
private const string DefaultMobilityPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_도약.asset";
private const string DefaultSecondaryPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_연타2.asset";
private const string DefaultComboPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_연타3-강타.asset";
private const string DefaultPrimaryPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_연타1.asset";
private const string DefaultPressurePatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_연타4-발구르기.asset";
private const string DefaultUtilityPatternPath = "Assets/_Game/Data/Patterns/Data_Pattern_Drog_투척.asset";
private const string DefaultPhase3TransitionSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Drog_포효.asset";
private const float DefaultDownedTargetSearchRadius = 6f;
private const float DefaultLeapTargetMinDistance = 8f;
private const float DefaultThrowTargetMinDistance = 5f;
private const float DefaultPrimaryBranchAttackRange = 3f;
private const float DefaultTargetSearchRange = 20f;
private const float DefaultThrowAvailabilityDelay = 4f;
private const float DefaultPhaseTransitionLockDuration = 1.25f;
private const float DefaultPhase3SignatureDelay = 0.25f;
private const float DefaultPhase2EnterHealthPercent = 75f;
private const float DefaultPhase3EnterHealthPercent = 40f;
[MenuItem("Tools/Colosseum/Rebuild Drog Behavior Authoring Graph")]
private static void Rebuild()
@@ -172,7 +193,7 @@ namespace Colosseum.Editor
}
authoringGraphType = graphAsset.GetType();
object targetVariable = FindBlackboardVariableModel("Target");
object targetVariable = EnsureBlackboardVariable<GameObject>("Target", null);
if (targetVariable == null)
{
Debug.LogError("[DrogBTRebuild] Target 블랙보드 변수를 찾지 못했습니다.");
@@ -180,43 +201,48 @@ namespace Colosseum.Editor
}
// 구조 노드
object startNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.Start", true), new Vector2(420f, -800f));
object repeatNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.RepeaterModifier", true), new Vector2(420f, -620f));
object startNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.Start", true), new Vector2(-1320f, -920f));
object repeatNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.RepeaterModifier", true), new Vector2(-1320f, -720f));
// ── 프리팹에서 패턴 에셋 로드 ──
const string prefabPath = "Assets/_Game/Prefabs/Bosses/Prefab_Boss_Drog.prefab";
GameObject prefab = AssetDatabase.LoadMainAssetAtPath(prefabPath) as GameObject;
BossCombatBehaviorContext context = prefab?.GetComponent<BossCombatBehaviorContext>();
if (context == null)
{
Debug.LogError("[DrogBTRebuild] 드로그 프리팹에서 BossCombatBehaviorContext를 찾지 못했습니다.");
return;
}
// ── 드로그 패턴과 판단 수치는 노드 로컬 값으로 두고, Target만 블랙보드로 공유합니다. ──
RemoveBlackboardVariables(
"PunishPattern",
"SignaturePattern",
"MobilityPattern",
"ComboPattern",
"PrimaryPattern",
"UtilityPattern",
"PunishSearchRadius",
"MobilityTriggerDistance",
"UtilityTriggerDistance",
"PrimaryAttackRange",
"Phase2HealthPercent",
"Phase3HealthPercent",
"SightRange",
"AttackRange",
"MoveSpeed");
// protected 필드에서 BossPatternData 에셋 읽기 (리플렉션)
BossPatternData punishPattern = ReadProtectedField<BossPatternData>(context, "punishPattern");
BossPatternData signaturePattern = ReadProtectedField<BossPatternData>(context, "signaturePattern");
BossPatternData mobilityPattern = ReadProtectedField<BossPatternData>(context, "mobilityPattern");
BossPatternData comboPattern = ReadProtectedField<BossPatternData>(context, "comboPattern");
BossPatternData primaryPattern = ReadProtectedField<BossPatternData>(context, "primaryPattern");
BossPatternData utilityPattern = ReadProtectedField<BossPatternData>(context, "utilityPattern");
float punishSearchRadius = ReadProtectedFieldValue<float>(context, "punishSearchRadius", 6f);
BossPatternData punishPattern = LoadRequiredAsset<BossPatternData>(DefaultPunishPatternPath, "밟기 패턴");
BossPatternData signaturePattern = LoadRequiredAsset<BossPatternData>(DefaultSignaturePatternPath, "집행 개시 패턴");
BossPatternData mobilityPattern = LoadRequiredAsset<BossPatternData>(DefaultMobilityPatternPath, "점프 패턴");
BossPatternData secondaryPattern = LoadRequiredAsset<BossPatternData>(DefaultSecondaryPatternPath, "연타2 패턴");
BossPatternData comboPattern = LoadRequiredAsset<BossPatternData>(DefaultComboPatternPath, "연타3-강타 패턴");
BossPatternData primaryPattern = LoadRequiredAsset<BossPatternData>(DefaultPrimaryPatternPath, "기본 근접 패턴");
BossPatternData pressurePattern = LoadRequiredAsset<BossPatternData>(DefaultPressurePatternPath, "연타4-발구르기 패턴");
BossPatternData utilityPattern = LoadRequiredAsset<BossPatternData>(DefaultUtilityPatternPath, "투척 패턴");
SkillData phase3TransitionSkill = LoadRequiredAsset<SkillData>(DefaultPhase3TransitionSkillPath, "Phase 3 포효 스킬");
// 필수 패턴 검증 (combo는 선택 — 할당되지 않은 경우 해당 Branch만 생략)
if (punishPattern == null || signaturePattern == null || mobilityPattern == null ||
primaryPattern == null || utilityPattern == null)
secondaryPattern == null || comboPattern == null || primaryPattern == null || pressurePattern == null ||
utilityPattern == null || phase3TransitionSkill == null)
{
Debug.LogError("[DrogBTRebuild] 프리팹에서 필수 패턴 에셋을 읽지 못했습니다.");
return;
}
if (comboPattern == null)
Debug.LogWarning("[DrogBTRebuild] comboPattern이 할당되지 않았습니다. 해당 Branch를 생략합니다.");
// ── 계단식 우선순위 체인 ──
// 설계안 우선순위: 다운 추가타 > 도약 > 집행 개시 > 기본 루프 > 조합 > 유틸리티
// 각 Branch: CheckPatternReady → true → UsePatternByRole
// false → 다음 우선순위 Branch 시도
// 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
@@ -229,149 +255,257 @@ namespace Colosseum.Editor
// Action: (-598, y + 199)
const float branchX = -800f;
const float rootRefreshX = branchX - 540f;
const float mainSequenceX = branchX + 340f;
const float mainValidateX = branchX + 700f;
const float mainUseX = branchX + 1100f;
const float truePortOffsetX = 203f;
const float truePortOffsetY = 120f;
const float falsePortOffsetX = -211f;
const float falsePortOffsetY = 124f;
const float actionOffsetX = 202f;
const float actionOffsetY = 219f;
const float startY = -800f;
const float stepY = 320f;
const float startY = -700f;
const float rootRefreshY = startY - 120f;
const float stepY = 620f;
const float nestedBranchOffsetY = 180f;
const float nestedActionOffsetY = 360f;
// #1 Punish — 다운 추가타 (전제 조건: 다운된 대상이 반경 이내에 있어야 함)
// 루프 시작마다 주 대상을 블랙보드에 동기화한 뒤 패턴 우선순위 체인으로 들어갑니다.
object rootRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(rootRefreshX, rootRefreshY));
SetNodeFieldValue(rootRefreshNode, "SearchRange", DefaultTargetSearchRange, setFieldValueMethod);
// #1 Punish — 밟기 (전제 조건: 다운된 대상이 반경 이내에 있어야 함)
object downBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY));
AttachPatternReadyCondition(downBranch, punishPattern, authoringAssembly);
AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "searchRadius", punishSearchRadius, authoringAssembly);
AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "SearchRadius", DefaultDownedTargetSearchRadius, authoringAssembly);
AttachPhaseConditionIfNeeded(downBranch, punishPattern, authoringAssembly);
SetBranchRequiresAll(downBranch, true);
object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + actionOffsetY));
object downSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
new Vector2(mainSequenceX, startY));
object downSelectNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SelectNearestDownedTargetAction), new Vector2(mainValidateX, startY));
SetNodeFieldValue(downSelectNode, "SearchRadius", DefaultDownedTargetSearchRadius, setFieldValueMethod);
LinkTarget(downSelectNode, targetVariable);
object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY));
SetNodeFieldValue(downUseNode, "Pattern", punishPattern, setFieldValueMethod);
LinkTarget(downUseNode, targetVariable);
ConnectChildren(graphAsset, connectEdgeMethod, downSequence, downSelectNode, downUseNode);
// #2 Mobility — 도약 (전제 조건: 지나치게 먼 대상이 존재해야 함)
float mobilityTriggerDistance = ReadProtectedFieldValue<float>(context, "mobilityTriggerDistance", 8f);
object leapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY));
AttachPatternReadyCondition(leapBranch, mobilityPattern, authoringAssembly);
AttachConditionWithValue(leapBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", mobilityTriggerDistance, authoringAssembly);
AttachPhaseConditionIfNeeded(leapBranch, mobilityPattern, authoringAssembly);
SetBranchRequiresAll(leapBranch, true);
object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY + actionOffsetY));
SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
LinkTarget(leapUseNode, targetVariable);
// #3 Signature — 집행 개시 (Sequence: 패턴 실행 → 결과 분기)
// #2 Signature — 집행 개시 (Sequence: 패턴 실행 → 결과 분기)
// signatureBranch.True → Sequence:
// Child 1: 집행개시 패턴 실행 (ChargeWait 포함)
// Child 2: Branch(패턴 성공? = 차단 안 됨) → 범위 효과 또는 보스 경직
// 패턴이 Failure 반환(차단 성공) → Sequence Failure → signatureBranch False → 다음 우선순위
object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
// 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(branchX + 220f, startY + stepY * 2));
new Vector2(mainSequenceX, startY + stepY));
// Child 1: 집행개시 패턴 실행
object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 2));
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 2: 패턴 완료 시 결과 분기
// 패턴이 Success 반환(차단 안 됨 = 충전 완료) → True → 실패 효과 적용
// 패턴이 Failure 반환(차단 성공) → False → 보스 경직
object outcomeBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX + 220f, startY + stepY * 2 + 180f));
// 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 failureEffectsNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SignatureFailureEffectsAction), new Vector2(branchX + 400f, startY + stepY * 2 + 180f));
object staggerNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(BossStaggerAction), new Vector2(branchX + 400f, startY + stepY * 2 + 360f));
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 → 실패 효과 (충전 완료 = 플레이어들이 차단 실패)
ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "True", failureEffectsNode);
// outcomeBranch False → 보스 경직 (차단 성공)
ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "False", staggerNode);
// 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, signatureUseNode, outcomeBranch);
ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureValidateNode, signatureUseNode, outcomeBranch);
// 메인 체인: signatureBranch.True → Sequence
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureSequence);
// #4 Combo — 콤보 패턴 + 조건부 도약 (Sequence)
// comboBranch.True → Sequence:
// Child 1: 연타2-강타 실행
// Child 2: Branch(거리 초과 대상 존재) → 도약 실행
// 거리 초과 대상이 없으면 Branch Failure → Sequence Failure → comboBranch Failure → primaryBranch로 연결
object comboBranch = null;
object comboUseNode = null;
if (comboPattern != null)
{
// 메인 체인용 Branch (콤보 준비 + 페이즈 조건)
comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 3));
AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly);
AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly);
SetBranchRequiresAll(comboBranch, true);
// #3 Combo — 연타3-강타
object comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly);
AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly);
SetBranchRequiresAll(comboBranch, true);
// Sequence: 콤보 실행 → 조건부 도약
object comboSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
new Vector2(branchX + 220f, startY + stepY * 3));
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));
LinkTarget(comboValidateNode, targetVariable);
object comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(mainUseX, startY + stepY * 2));
SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod);
LinkTarget(comboUseNode, targetVariable);
ConnectChildren(graphAsset, connectEdgeMethod, comboSequence, comboValidateNode, comboUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence);
// Child 1: 콤보 패턴 실행 (연타2-강타 + 대기)
comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 3));
SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod);
LinkTarget(comboUseNode, targetVariable);
// #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);
// Child 2: 조건부 도약 (거리 초과 대상 있을 때만)
object comboLeapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX + 220f, startY + stepY * 3 + 180f));
AttachConditionWithValue(comboLeapBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", mobilityTriggerDistance, authoringAssembly);
object comboLeapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 3 + 180f));
SetNodeFieldValue(comboLeapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
LinkTarget(comboLeapUseNode, targetVariable);
ConnectBranch(graphAsset, connectEdgeMethod, comboLeapBranch, "True", comboLeapUseNode);
// Sequence에 자식 연결
ConnectChildren(graphAsset, connectEdgeMethod, comboSequence, comboUseNode, comboLeapBranch);
// 메인 체인: comboBranch.True → Sequence
ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence);
}
// #5 Primary — 사거리 + 기본 패턴 준비 (모두 충족)
// #5 Primary — 연타1
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 primaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 4 + actionOffsetY));
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 Utility — 유틸리티 (전제 조건: 원거리 대상이 존재해야 함)
float utilityTriggerDistance = ReadProtectedFieldValue<float>(context, "utilityTriggerDistance", 5f);
object utilityBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 5));
// #6 Secondary Basic — 연타2
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 — 연타4-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", utilityTriggerDistance, authoringAssembly);
AttachConditionWithValue(utilityBranch, typeof(IsTargetBeyondDistanceCondition), "MinDistance", DefaultThrowTargetMinDistance, authoringAssembly);
AttachConditionWithValue(utilityBranch, typeof(IsPhaseElapsedTimeAboveCondition), "Seconds", DefaultThrowAvailabilityDelay, authoringAssembly);
AttachPhaseConditionIfNeeded(utilityBranch, utilityPattern, authoringAssembly);
SetBranchRequiresAll(utilityBranch, true);
object utilityUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 5 + actionOffsetY));
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);
// #7 Chase — fallback (Branch 아님, Sequence 사용)
object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 6));
object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 6 + 80f));
object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 6 + 80f));
object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 6 + 80f));
// #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));
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));
SetNodeFieldValue(chaseUseNode, "StopDistance", DefaultPrimaryBranchAttackRange, setFieldValueMethod);
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(rootRefreshNode), GetDefaultInputPort(downBranch));
List<object> phaseBranches = new List<object>();
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<object> { downBranch, leapBranch, signatureBranch, outcomeBranch };
if (comboBranch != null) allBranches.Add(comboBranch);
allBranches.AddRange(new[] { primaryBranch, utilityBranch });
var allBranches = new List<object>();
allBranches.AddRange(phaseBranches);
allBranches.AddRange(new[] { downBranch, leapBranch, signatureBranch, outcomeBranch });
allBranches.AddRange(new[] { comboBranch, primaryBranch, secondaryBranch, pressureBranch, utilityBranch });
foreach (object branch in allBranches)
{
createNodePortsMethod?.Invoke(graphAsset, new object[] { branch });
@@ -392,32 +526,35 @@ namespace Colosseum.Editor
// ── 연결 ──
// Start → Repeater → 첫 번째 Branch
// Start → Repeater → phaseEntry(페이즈 전환 조건 -> 전투 의사결정 체인)
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode));
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(downBranch));
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(phaseEntryNode));
// 각 Branch의 True FloatingPort → Action (combo, signature는 내부에서 Sequence로 연결됨)
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downSequence);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapSequence);
// signatureBranch.True는 signatureSequence에 이미 연결됨
ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "True", primaryUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "True", utilityUseNode);
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)
// combo 유무에 따라 연결 경로가 달라짐
object afterSignature = comboBranch ?? primaryBranch;
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "False", leapBranch);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "False", signatureBranch);
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "False", afterSignature);
if (comboBranch != null)
ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "False", primaryBranch);
ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "False", utilityBranch);
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);
// Chase Sequence 자식 연결
ConnectChildren(graphAsset, connectEdgeMethod, chaseSequence, chaseRefreshNode, chaseHasTargetNode, chaseUseNode);
// Chase 노드 블랙보드 변수 연결
// Chase/루트 노드 블랙보드 변수 연결
LinkTarget(rootRefreshNode, targetVariable);
LinkTarget(chaseRefreshNode, targetVariable);
LinkTarget(chaseHasTargetNode, targetVariable);
LinkTarget(chaseUseNode, targetVariable);
@@ -569,15 +706,6 @@ namespace Colosseum.Editor
}
}
/// <summary>
/// ConditionModel의 필드를 블랙보드 변수에 연결합니다.
/// </summary>
private static void LinkConditionFieldToVariable(object conditionModel, string fieldName, Type fieldType, object variableModel)
{
MethodInfo setFieldMethod = conditionModel.GetType().GetMethod("SetField", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
setFieldMethod?.Invoke(conditionModel, new object[] { fieldName, variableModel, fieldType });
}
/// <summary>
/// Condition을 부착하고, 지정된 enum 필드 값을 설정합니다.
/// CheckPatternReadyCondition처럼 필드 값으로 역할을 구분하는 Condition에 사용합니다.
@@ -613,6 +741,31 @@ namespace Colosseum.Editor
}
}
private static void SetConditionFieldValue(object conditionModel, string fieldName, object fieldValue)
{
if (conditionModel == null || fieldValue == null)
return;
try
{
MethodInfo genericSetField = conditionModel.GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(method => method.Name == "SetField" && method.IsGenericMethod && method.GetParameters().Length == 2);
if (genericSetField == null)
{
Debug.LogWarning($"[DrogBTRebuild] SetConditionFieldValue: '{fieldName}' 필드 설정 메서드를 찾지 못했습니다.");
return;
}
MethodInfo closedMethod = genericSetField.MakeGenericMethod(fieldValue.GetType());
closedMethod.Invoke(conditionModel, new object[] { fieldName, fieldValue });
}
catch (Exception ex)
{
Debug.LogError($"[DrogBTRebuild] SetConditionFieldValue 실패 ({fieldName}): {ex.GetType().Name}: {ex.Message}");
}
}
/// <summary>
/// 노드 모델의 지정된 enum 필드 값을 설정합니다.
/// UsePatternByRoleAction처럼 필드 값으로 역할을 구분하는 Action에 사용합니다.
@@ -701,35 +854,80 @@ namespace Colosseum.Editor
return success ? parameters[0] : null;
}
private static object FindBlackboardVariableModel(string variableName)
private static IList GetBlackboardVariables(UnityEngine.Object blackboardAsset)
{
UnityEngine.Object blackboardAsset = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath)
.FirstOrDefault(asset => asset != null && asset.GetType().Name.Contains("BehaviorBlackboardAuthoringAsset", StringComparison.Ordinal));
if (blackboardAsset == null)
return null;
PropertyInfo variablesProperty = blackboardAsset.GetType().GetProperty("Variables", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo variablesField = blackboardAsset.GetType().GetField("m_Variables", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
IEnumerable variables = variablesProperty?.GetValue(blackboardAsset) as IEnumerable ?? variablesField?.GetValue(blackboardAsset) as IEnumerable;
if (variables == null)
return null;
return variablesProperty?.GetValue(blackboardAsset) as IList ?? variablesField?.GetValue(blackboardAsset) as IList;
}
foreach (object variable in variables)
private static string GetVariableName(object variableModel)
{
return GetFieldOrPropertyValue(variableModel, "Name") as string;
}
private static Type ResolveTypedVariableModelGenericType(IList existingVariables)
{
for (int i = 0; i < existingVariables.Count; i++)
{
object variable = existingVariables[i];
if (variable == null)
continue;
PropertyInfo nameProperty = variable.GetType().GetProperty("Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo nameField = variable.GetType().GetField("Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string name = nameProperty?.GetValue(variable) as string ?? nameField?.GetValue(variable) as string;
if (name == variableName)
return variable;
Type variableType = variable.GetType();
if (variableType.IsGenericType)
return variableType.GetGenericTypeDefinition();
}
return null;
}
private static object CreateSerializableGuid(Type variableModelType)
{
FieldInfo idField = variableModelType.GetField("ID", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
Type guidType = idField?.FieldType;
ConstructorInfo guidConstructor = guidType?.GetConstructor(new[] { typeof(ulong), typeof(ulong) });
if (guidConstructor == null)
return null;
byte[] guidBytes = Guid.NewGuid().ToByteArray();
ulong value0 = BitConverter.ToUInt64(guidBytes, 0);
ulong value1 = BitConverter.ToUInt64(guidBytes, 8);
return guidConstructor.Invoke(new object[] { value0, value1 });
}
private static object GetFieldOrPropertyValue(object target, string memberName)
{
if (target == null)
return null;
PropertyInfo property = target.GetType().GetProperty(memberName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (property != null)
return property.GetValue(target);
FieldInfo field = target.GetType().GetField(memberName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
return field?.GetValue(target);
}
private static void SetFieldOrPropertyValue(object target, string memberName, object value)
{
if (target == null)
return;
PropertyInfo property = target.GetType().GetProperty(memberName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (property != null && property.CanWrite)
{
property.SetValue(target, value);
return;
}
FieldInfo field = target.GetType().GetField(memberName, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
field?.SetValue(target, value);
}
private static void LinkTarget(object node, object targetVariable)
{
LinkFieldToVariable(node, "Target", typeof(GameObject), targetVariable);
@@ -982,37 +1180,111 @@ namespace Colosseum.Editor
}
/// <summary>
/// 컴포넌트의 protected 필드 값을 읽습니다 (참조 타입용).
/// 프리팹에서 BossPatternData 에셋을 로드할 때 사용합니다.
/// BT 재빌드에 필요한 자산을 지정 경로에서 직접 로드합니다.
/// </summary>
private static T ReadProtectedField<T>(object obj, string fieldName) where T : class
private static T LoadRequiredAsset<T>(string assetPath, string assetLabel) where T : UnityEngine.Object
{
Type type = obj.GetType();
while (type != null)
{
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (field != null)
return field.GetValue(obj) as T;
type = type.BaseType;
}
Debug.LogError($"[DrogBTRebuild] '{fieldName}' 필드를 {obj.GetType().Name}에서 찾지 못했습니다.");
return null;
T asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
if (asset == null)
Debug.LogError($"[DrogBTRebuild] {assetLabel} 로드 실패: {assetPath}");
return asset;
}
/// <summary>
/// 컴포넌트의 protected 필드 값을 읽습니다 (값 타입용).
/// 선택 자산을 로드합니다. 없으면 null을 반환합니다.
/// </summary>
private static T ReadProtectedFieldValue<T>(object obj, string fieldName, T defaultValue) where T : struct
private static T LoadOptionalAsset<T>(string assetPath) where T : UnityEngine.Object
{
Type type = obj.GetType();
while (type != null)
return AssetDatabase.LoadAssetAtPath<T>(assetPath);
}
/// <summary>
/// BT 블랙보드에 필요한 변수가 없으면 기본값으로 생성하고, 있으면 기존 값을 유지합니다.
/// </summary>
private static object EnsureBlackboardVariable<T>(string variableName, T defaultValue)
{
UnityEngine.Object blackboardAsset = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath)
.FirstOrDefault(asset => asset != null && asset.GetType().Name.Contains("BehaviorBlackboardAuthoringAsset", StringComparison.Ordinal));
if (blackboardAsset == null)
{
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (field != null)
return (T)field.GetValue(obj);
type = type.BaseType;
Debug.LogError($"[DrogBTRebuild] 블랙보드 에셋을 찾지 못했습니다: {variableName}");
return null;
}
return defaultValue;
IList variables = GetBlackboardVariables(blackboardAsset);
if (variables == null)
{
Debug.LogError($"[DrogBTRebuild] 블랙보드 변수 목록을 읽지 못했습니다: {variableName}");
return null;
}
for (int i = 0; i < variables.Count; i++)
{
object variable = variables[i];
if (variable == null || GetVariableName(variable) != variableName)
continue;
return variable;
}
Type typedVariableModelGeneric = ResolveTypedVariableModelGenericType(variables);
if (typedVariableModelGeneric == null)
{
Debug.LogError($"[DrogBTRebuild] TypedVariableModel<> 타입을 찾지 못했습니다: {variableName}");
return null;
}
Type typedVariableModelType = typedVariableModelGeneric.MakeGenericType(typeof(T));
object variableModel = Activator.CreateInstance(typedVariableModelType);
if (variableModel == null)
{
Debug.LogError($"[DrogBTRebuild] 블랙보드 변수 생성 실패: {variableName}");
return null;
}
SetFieldOrPropertyValue(variableModel, "ID", CreateSerializableGuid(typedVariableModelType));
SetFieldOrPropertyValue(variableModel, "Name", variableName);
SetFieldOrPropertyValue(variableModel, "IsExposed", true);
SetFieldOrPropertyValue(variableModel, "IsShared", false);
SetFieldOrPropertyValue(variableModel, "m_Value", defaultValue);
SetFieldOrPropertyValue(variableModel, "ObjectValue", defaultValue);
variables.Add(variableModel);
EditorUtility.SetDirty(blackboardAsset);
return variableModel;
}
/// <summary>
/// 현재 그래프에서 더 이상 쓰지 않는 블랙보드 변수를 제거합니다.
/// </summary>
private static void RemoveBlackboardVariables(params string[] variableNames)
{
if (variableNames == null || variableNames.Length == 0)
return;
UnityEngine.Object blackboardAsset = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath)
.FirstOrDefault(asset => asset != null && asset.GetType().Name.Contains("BehaviorBlackboardAuthoringAsset", StringComparison.Ordinal));
if (blackboardAsset == null)
return;
IList variables = GetBlackboardVariables(blackboardAsset);
if (variables == null)
return;
HashSet<string> variableNameSet = new HashSet<string>(variableNames, StringComparer.Ordinal);
for (int i = variables.Count - 1; i >= 0; i--)
{
object variable = variables[i];
if (variable == null || !variableNameSet.Contains(GetVariableName(variable)))
continue;
variables.RemoveAt(i);
}
EditorUtility.SetDirty(blackboardAsset);
}
/// <summary>
@@ -1024,22 +1296,21 @@ namespace Colosseum.Editor
object condModel = AttachCondition(branchNode, typeof(CheckPatternReadyCondition), authoringAssembly);
if (condModel == null)
{
Debug.LogError($"[DrogBTRebuild] CheckPatternReadyCondition 부착 실패: {pattern?.PatternName}");
Debug.LogError("[DrogBTRebuild] CheckPatternReadyCondition 부착 실패");
return;
}
// ConditionModel의 실제 타입에서 SetField<T>를 조회하여 BossPatternData 참조 설정
MethodInfo genericSetField = condModel.GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
if (genericSetField != null)
{
MethodInfo closedMethod = genericSetField.MakeGenericMethod(typeof(BossPatternData));
closedMethod.Invoke(condModel, new object[] { "Pattern", pattern });
}
else
.FirstOrDefault(method => method.Name == "SetField" && method.IsGenericMethod && method.GetParameters().Length == 2);
if (genericSetField == null)
{
Debug.LogError("[DrogBTRebuild] CheckPatternReadyCondition에서 SetField<T>를 찾지 못했습니다.");
return;
}
MethodInfo closedMethod = genericSetField.MakeGenericMethod(typeof(BossPatternData));
closedMethod.Invoke(condModel, new object[] { "Pattern", pattern });
}
/// <summary>
@@ -1053,5 +1324,6 @@ namespace Colosseum.Editor
AttachConditionWithValue(branchNode, typeof(IsMinPhaseSatisfiedCondition), "MinPhase", pattern.MinPhase, authoringAssembly);
}
}
}