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

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using System.Collections.Generic;
using Colosseum.AI;
using Colosseum.Abnormalities;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Serialization;
namespace Colosseum.Enemy
{
/// <summary>
/// 마지막 패턴 실행 결과입니다.
/// </summary>
public enum BossPatternExecutionResult
{
None,
Running,
Succeeded,
Failed,
Cancelled,
}
/// <summary>
/// 보스 BT가 읽고 쓰는 런타임 전투 상태를 보관합니다.
/// 타겟, 페이즈 진행 상태, 패턴 쿨다운 같은 전투 런타임 결과를 외부 시스템과 공유합니다.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(SkillController))]
public class BossBehaviorRuntimeState : NetworkBehaviour
{
[Header("References")]
[SerializeField] protected BossEnemy bossEnemy;
[SerializeField] protected EnemyBase enemyBase;
[SerializeField] protected SkillController skillController;
[SerializeField] protected AbnormalityManager abnormalityManager;
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[SerializeField] protected BehaviorGraphAgent behaviorGraphAgent;
[Header("Pattern Flow")]
[Tooltip("대형 패턴(시그니처/기동/조합) 직후 기본 패턴 최소 순환 횟수")]
[Min(0)] [SerializeField] protected int basicLoopMinCountAfterBigPattern = 2;
[Header("시그니처 효과 설정")]
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
[Tooltip("시그니처 준비 상태를 나타내는 이상상태")]
[SerializeField] protected AbnormalityData signatureTelegraphAbnormality;
[Tooltip("시그니처 차단 성공 시 보스가 멈추는 시간")]
[Min(0f)] [SerializeField] protected float signatureSuccessStaggerDuration = 2f;
[Tooltip("시그니처 실패 시 모든 플레이어에게 적용할 디버프")]
[SerializeField] protected AbnormalityData signatureFailureAbnormality;
[Tooltip("시그니처 실패 시 모든 플레이어에게 주는 기본 피해")]
[Min(0f)] [SerializeField] protected float signatureFailureDamage = 40f;
[Tooltip("시그니처 실패 시 넉백이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackRadius = 8f;
[Tooltip("시그니처 실패 시 다운이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureDownRadius = 3f;
[Tooltip("시그니처 실패 시 넉백 속도")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackSpeed = 12f;
[Tooltip("시그니처 실패 시 넉백 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackDuration = 0.35f;
[Tooltip("시그니처 실패 시 다운 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureDownDuration = 2f;
[Header("Phase State")]
[Tooltip("BT가 관리하는 최대 페이즈 수")]
[Min(1)] [SerializeField] protected int maxPatternPhase = 3;
[Tooltip("디버그 로그 출력 여부")]
[SerializeField] protected bool debugMode = false;
protected readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
protected readonly Dictionary<string, bool> customPhaseConditions = new Dictionary<string, bool>();
protected GameObject currentTarget;
protected int meleePatternCounter;
protected int basicLoopCountSinceLastBigPattern;
protected int currentPatternPhase = 1;
protected float currentPhaseStartTime;
protected BossPatternExecutionResult lastPatternExecutionResult;
protected BossPatternData lastExecutedPattern;
/// <summary>
/// 현재 전투 대상
/// </summary>
public GameObject CurrentTarget => currentTarget;
/// <summary>
/// BT가 관리하는 현재 페이즈
/// </summary>
public int CurrentPatternPhase => Mathf.Clamp(currentPatternPhase, 1, Mathf.Max(1, maxPatternPhase));
/// <summary>
/// BT가 관리하는 최대 페이즈 수
/// </summary>
public int MaxPatternPhase => Mathf.Max(1, maxPatternPhase);
/// <summary>
/// 현재 페이즈의 경과 시간
/// </summary>
public float PhaseElapsedTime => Time.time - currentPhaseStartTime;
/// <summary>
/// 마지막 대형 패턴 이후 누적된 기본 루프 횟수
/// </summary>
public int BasicLoopCountSinceLastBigPattern => basicLoopCountSinceLastBigPattern;
/// <summary>
/// 마지막 패턴 실행 결과
/// </summary>
public BossPatternExecutionResult LastPatternExecutionResult => lastPatternExecutionResult;
/// <summary>
/// 마지막으로 실행한 패턴
/// </summary>
public BossPatternData LastExecutedPattern => lastExecutedPattern;
/// <summary>
/// EnemyBase 접근자
/// </summary>
public EnemyBase EnemyBase => enemyBase;
/// <summary>
/// 디버그 로그 출력 여부
/// </summary>
public bool DebugModeEnabled => debugMode;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 주는 기본 피해
/// </summary>
public float SignatureFailureDamage => signatureFailureDamage;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 적용할 디버프
/// </summary>
public AbnormalityData SignatureFailureAbnormality => signatureFailureAbnormality;
/// <summary>
/// 시그니처 실패 시 넉백이 적용되는 반경
/// </summary>
public float SignatureFailureKnockbackRadius => signatureFailureKnockbackRadius;
/// <summary>
/// 시그니처 실패 시 다운이 적용되는 반경
/// </summary>
public float SignatureFailureDownRadius => signatureFailureDownRadius;
/// <summary>
/// 시그니처 실패 시 넉백 속도
/// </summary>
public float SignatureFailureKnockbackSpeed => signatureFailureKnockbackSpeed;
/// <summary>
/// 시그니처 실패 시 넉백 지속 시간
/// </summary>
public float SignatureFailureKnockbackDuration => signatureFailureKnockbackDuration;
/// <summary>
/// 시그니처 실패 시 다운 지속 시간
/// </summary>
public float SignatureFailureDownDuration => signatureFailureDownDuration;
/// <summary>
/// 마지막 충전 차단 시 설정된 경직 시간 (BossPatternActionBase가 설정)
/// </summary>
public float LastChargeStaggerDuration { get; set; }
/// <summary>
/// 마지막 패턴 실행에서 충전이 차단되었는지 여부.
/// BT 노드(IsChargeBrokenCondition)에서 판독합니다.
/// </summary>
public bool WasChargeBroken { get; set; }
/// <summary>
/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
/// </summary>
public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
/// <summary>
protected virtual void Awake()
{
ResolveReferences();
ResetPhaseState();
}
public override void OnNetworkSpawn()
{
ResolveReferences();
ResetPhaseState();
if (!IsServer)
enabled = false;
}
protected virtual void Update()
{
if (!IsServer)
return;
ResolveReferences();
if (bossEnemy == null || enemyBase == null || skillController == null)
return;
if (bossEnemy.IsDead)
return;
if (IsBehaviorSuppressed)
StopMovement();
}
/// <summary>
/// BT가 선택한 현재 전투 대상을 동기화합니다.
/// </summary>
public void SetCurrentTarget(GameObject target)
{
currentTarget = target;
}
/// <summary>
/// BT가 현재 페이즈 값을 갱신합니다.
/// 필요하면 경과 시간 기준도 함께 초기화합니다.
/// </summary>
public void SetCurrentPatternPhase(int phase, bool resetTimer = true)
{
currentPatternPhase = Mathf.Clamp(phase, 1, MaxPatternPhase);
if (resetTimer)
currentPhaseStartTime = Time.time;
}
/// <summary>
/// 현재 페이즈 타이머를 다시 시작합니다.
/// </summary>
public void RestartCurrentPhaseTimer()
{
currentPhaseStartTime = Time.time;
}
/// <summary>
/// 패턴 실행 시작을 기록합니다.
/// </summary>
public void BeginPatternExecution(BossPatternData pattern)
{
lastExecutedPattern = pattern;
lastPatternExecutionResult = BossPatternExecutionResult.Running;
}
/// <summary>
/// 패턴 실행 결과를 기록합니다.
/// </summary>
public void CompletePatternExecution(BossPatternData pattern, BossPatternExecutionResult result)
{
lastExecutedPattern = pattern;
lastPatternExecutionResult = result;
}
/// <summary>
/// 페이즈 커스텀 조건을 기록합니다.
/// </summary>
public void SetPhaseCustomCondition(string conditionId, bool value)
{
if (string.IsNullOrEmpty(conditionId))
return;
customPhaseConditions[conditionId] = value;
}
/// <summary>
/// 페이즈 커스텀 조건 값을 읽습니다.
/// </summary>
public bool CheckPhaseCustomCondition(string conditionId)
{
return !string.IsNullOrEmpty(conditionId)
&& customPhaseConditions.TryGetValue(conditionId, out bool value)
&& value;
}
/// <summary>
/// 근접 패턴 사용 카운터를 갱신합니다.
/// </summary>
public void RegisterPatternUse(BossPatternData pattern)
{
if (pattern == null)
return;
if (pattern.IsMelee)
{
meleePatternCounter++;
basicLoopCountSinceLastBigPattern++;
}
if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
{
basicLoopCountSinceLastBigPattern = 0;
}
}
/// <summary>
/// 로그를 출력합니다.
/// </summary>
public void LogDebug(string source, string message)
{
if (debugMode)
Debug.Log($"[{source}] {message}");
}
/// <summary>
/// 지정 패턴이 grace period를 통과했는지 반환합니다.
/// Punish/Melee/Utility는 항상 허용됩니다.
/// </summary>
public bool IsPatternGracePeriodAllowed(BossPatternData pattern)
{
if (pattern == null)
return false;
if (pattern.Category == PatternCategory.Punish)
return true;
if (pattern.IsMelee || pattern.TargetMode == TargetResolveMode.Utility)
return true;
return basicLoopCountSinceLastBigPattern >= basicLoopMinCountAfterBigPattern;
}
public bool IsPatternReady(BossPatternData pattern)
{
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
return false;
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
return true;
return Time.time >= readyTime;
}
/// <summary>
/// 패턴 쿨다운을 설정합니다. BT 노드(BossPatternActionBase)와 코드 폴백 모두에서 호출합니다.
/// </summary>
public void SetPatternCooldown(BossPatternData pattern)
{
if (pattern != null)
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
}
protected void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
protected virtual void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GetComponent<BossEnemy>();
if (enemyBase == null)
enemyBase = GetComponent<EnemyBase>();
if (skillController == null)
skillController = GetComponent<SkillController>();
if (abnormalityManager == null)
abnormalityManager = GetComponent<AbnormalityManager>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
if (behaviorGraphAgent == null)
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
}
public virtual void ResetPhaseState()
{
currentPatternPhase = 1;
currentPhaseStartTime = Time.time;
lastPatternExecutionResult = BossPatternExecutionResult.None;
lastExecutedPattern = null;
customPhaseConditions.Clear();
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
}
private static bool HasAnimatorParameter(Animator animator, string parameterName, AnimatorControllerParameterType parameterType)
{
if (animator == null || string.IsNullOrEmpty(parameterName))
return false;
AnimatorControllerParameter[] parameters = animator.parameters;
for (int i = 0; i < parameters.Length; i++)
{
AnimatorControllerParameter parameter = parameters[i];
if (parameter.type == parameterType && parameter.name == parameterName)
return true;
}
return false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using Colosseum.AI;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Serialization;
namespace Colosseum.Enemy
{
/// <summary>
/// 보스 공통 전투 BT가 참조하는 전투 컨텍스트입니다.
/// 패턴 슬롯, 거리 기준, 페이즈별 주기, 공통 타겟 판정 정보를 제공합니다.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(SkillController))]
public abstract class BossCombatBehaviorContext : NetworkBehaviour
{
[Header("References")]
[SerializeField] protected BossEnemy bossEnemy;
[SerializeField] protected EnemyBase enemyBase;
[SerializeField] protected SkillController skillController;
[SerializeField] protected AbnormalityManager abnormalityManager;
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[SerializeField] protected BehaviorGraphAgent behaviorGraphAgent;
[Header("Pattern Data")]
[Tooltip("기본 근접 압박 패턴")]
[FormerlySerializedAs("mainPattern")]
[SerializeField] protected BossPatternData primaryPattern;
[Tooltip("기동 또는 거리 징벌 패턴")]
[FormerlySerializedAs("leapPattern")]
[SerializeField] protected BossPatternData mobilityPattern;
[Tooltip("비주 대상 원거리 견제 패턴")]
[SerializeField] protected BossPatternData utilityPattern;
[Tooltip("Phase 3 조합 패턴")]
[SerializeField] protected BossPatternData comboPattern;
[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
[FormerlySerializedAs("downPunishPattern")]
[SerializeField] protected BossPatternData punishPattern;
[Tooltip("파티 누킹을 시험하는 시그니처 패턴")]
[SerializeField] protected BossPatternData signaturePattern;
[Header("Phase Thresholds")]
[Tooltip("2페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase2HealthThreshold = 0.75f;
[Tooltip("3페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase3HealthThreshold = 0.4f;
[Header("Targeting")]
[Tooltip("타겟 재탐색 주기")]
[FormerlySerializedAs("targetRefreshInterval")]
[Min(0.05f)] [SerializeField] protected float primaryTargetRefreshInterval = 0.2f;
[Tooltip("기동 패턴을 고려하기 시작하는 거리")]
[FormerlySerializedAs("leapDistanceThreshold")]
[Min(0f)] [SerializeField] protected float mobilityTriggerDistance = 8f;
[Tooltip("징벌 패턴을 고려할 최대 반경")]
[FormerlySerializedAs("downPunishSearchRadius")]
[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
[Tooltip("원거리 견제 패턴을 고려하기 시작하는 최소 거리")]
[Min(0f)] [SerializeField] protected float utilityTriggerDistance = 5f;
[Header("Pattern Flow")]
[Tooltip("대형 패턴(시그니처/기동/조합) 직후 기본 패턴 최소 순환 횟수")]
[Min(0)] [SerializeField] protected int basicLoopMinCountAfterBigPattern = 2;
[Header("시그니처 효과 설정")]
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
[Tooltip("시그니처 준비 상태를 나타내는 이상상태")]
[SerializeField] protected AbnormalityData signatureTelegraphAbnormality;
[Tooltip("시그니처 차단 성공 시 보스가 멈추는 시간")]
[Min(0f)] [SerializeField] protected float signatureSuccessStaggerDuration = 2f;
[Tooltip("시그니처 실패 시 모든 플레이어에게 적용할 디버프")]
[SerializeField] protected AbnormalityData signatureFailureAbnormality;
[Tooltip("시그니처 실패 시 모든 플레이어에게 주는 기본 피해")]
[Min(0f)] [SerializeField] protected float signatureFailureDamage = 40f;
[Tooltip("시그니처 실패 시 넉백이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackRadius = 8f;
[Tooltip("시그니처 실패 시 다운이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureDownRadius = 3f;
[Tooltip("시그니처 실패 시 넉백 속도")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackSpeed = 12f;
[Tooltip("시그니처 실패 시 넉백 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackDuration = 0.35f;
[Tooltip("시그니처 실패 시 다운 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureDownDuration = 2f;
[Header("Behavior")]
[Tooltip("true면 컨텍스트 코드가 AI를 직접 구동합니다. false면 BehaviorGraph가 모든 의사결정을 담당합니다.")]
[SerializeField] protected bool disableBehaviorGraph = false;
[Tooltip("디버그 로그 출력 여부")]
[SerializeField] protected bool debugMode = false;
protected readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
protected Coroutine activePatternCoroutine;
protected GameObject currentTarget;
protected float nextTargetRefreshTime;
protected int meleePatternCounter;
protected int basicLoopCountSinceLastBigPattern;
/// <summary>
/// 전용 컨텍스트 사용 시 BehaviorGraph를 비활성화할지 여부
/// </summary>
public bool DisableBehaviorGraph => disableBehaviorGraph;
/// <summary>
/// 기동 패턴을 고려하는 최소 거리
/// </summary>
public float MobilityTriggerDistance => mobilityTriggerDistance;
/// <summary>
/// 원거리 견제 패턴을 고려하는 최소 거리
/// </summary>
public float UtilityTriggerDistance => utilityTriggerDistance;
/// <summary>
/// 징벌 패턴을 고려하는 최대 반경
/// </summary>
public float PunishSearchRadius => punishSearchRadius;
/// <summary>
/// 현재 전투 대상
/// </summary>
public GameObject CurrentTarget => currentTarget;
/// <summary>
/// EnemyBase 접근자
/// </summary>
public EnemyBase EnemyBase => enemyBase;
/// <summary>
/// 현재 전투 기준이 되는 주 대상을 반환합니다.
/// </summary>
public GameObject ResolvePrimaryTarget()
{
if (IsValidHostileTarget(currentTarget))
return currentTarget;
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
: null;
return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
/// <summary>
/// 디버그 로그 출력 여부
/// </summary>
public bool DebugModeEnabled => debugMode;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 주는 기본 피해
/// </summary>
public float SignatureFailureDamage => signatureFailureDamage;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 적용할 디버프
/// </summary>
public AbnormalityData SignatureFailureAbnormality => signatureFailureAbnormality;
/// <summary>
/// 시그니처 실패 시 넉백이 적용되는 반경
/// </summary>
public float SignatureFailureKnockbackRadius => signatureFailureKnockbackRadius;
/// <summary>
/// 시그니처 실패 시 다운이 적용되는 반경
/// </summary>
public float SignatureFailureDownRadius => signatureFailureDownRadius;
/// <summary>
/// 시그니처 실패 시 넉백 속도
/// </summary>
public float SignatureFailureKnockbackSpeed => signatureFailureKnockbackSpeed;
/// <summary>
/// 시그니처 실패 시 넉백 지속 시간
/// </summary>
public float SignatureFailureKnockbackDuration => signatureFailureKnockbackDuration;
/// <summary>
/// 시그니처 실패 시 다운 지속 시간
/// </summary>
public float SignatureFailureDownDuration => signatureFailureDownDuration;
/// <summary>
/// 마지막 충전 차단 시 설정된 경직 시간 (BossPatternActionBase가 설정)
/// </summary>
public float LastChargeStaggerDuration { get; set; }
/// <summary>
/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
/// </summary>
public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
/// <summary>
/// 현재 보스 패턴 페이즈
/// </summary>
public int CurrentPatternPhase
{
get
{
float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
: 1f;
if (healthRatio <= phase3HealthThreshold)
return 3;
if (healthRatio <= phase2HealthThreshold)
return 2;
return 1;
}
}
protected virtual void Awake()
{
ResolveReferences();
}
public override void OnNetworkSpawn()
{
ResolveReferences();
if (!IsServer)
enabled = false;
}
protected virtual void Update()
{
if (!IsServer)
return;
ResolveReferences();
if (bossEnemy == null || enemyBase == null || skillController == null)
return;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
return;
if (IsBehaviorSuppressed)
{
StopMovement();
return;
}
if (!disableBehaviorGraph)
return;
RefreshTargetIfNeeded();
UpdateMovement();
if (skillController.IsPlayingAnimation)
return;
// 1. 다운 추가타 (최우선 인터럽트, grace period 면제)
if (TryStartPunishPattern())
return;
// 2. 조합 패턴 (Phase 3, 드물게)
if (TryStartComboPattern())
return;
// 4. 기동 패턴 (거리 기반 조건부)
if (TryStartMobilityPattern())
return;
// 5. 원거리 견제 (보조)
if (TryStartUtilityPattern())
return;
// 6. 기본 루프
TryStartPrimaryLoopPattern();
}
/// <summary>
/// 근접 패턴 사용 카운터를 갱신합니다.
/// </summary>
public void RegisterPatternUse(BossPatternData pattern)
{
if (pattern == null)
return;
if (pattern.IsMelee)
{
meleePatternCounter++;
basicLoopCountSinceLastBigPattern++;
}
if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
{
basicLoopCountSinceLastBigPattern = 0;
}
}
/// <summary>
/// 살아 있는 적대 대상인지 확인합니다.
/// </summary>
public bool IsValidHostileTarget(GameObject candidate)
{
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(gameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
return damageable == null || !damageable.IsDead;
}
/// <summary>
/// 기동 패턴 대상으로 유효한지 확인합니다.
/// </summary>
public bool IsValidMobilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= mobilityTriggerDistance && distance <= maxDistance;
}
/// <summary>
/// 기동 패턴 대상으로 사용할 수 있는 가장 먼 유효 타겟을 찾습니다.
/// </summary>
public GameObject FindMobilityTarget()
{
GameObject[] candidates = GameObject.FindGameObjectsWithTag("Player");
GameObject farthestTarget = null;
float bestDistance = mobilityTriggerDistance;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidMobilityTarget(candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > maxDistance || distance <= bestDistance)
continue;
bestDistance = distance;
farthestTarget = candidate;
}
return farthestTarget;
}
/// <summary>
/// 원거리 견제 패턴 대상으로 유효한지 확인합니다.
/// </summary>
public bool IsValidUtilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
if (candidate == ResolvePrimaryTarget())
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= utilityTriggerDistance && distance <= maxDistance;
}
/// <summary>
/// 현재 주 대상이 아닌 원거리 견제 대상을 찾습니다.
/// </summary>
public GameObject FindUtilityTarget()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
List<GameObject> validTargets = new List<GameObject>();
GameObject primaryTarget = ResolvePrimaryTarget();
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 (!IsValidUtilityTarget(candidate))
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
{
if (IsValidHostileTarget(primaryTarget))
{
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, primaryTarget.transform.position);
if (distance >= utilityTriggerDistance && distance <= maxDistance)
return primaryTarget;
}
return null;
}
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
/// <summary>
/// 가장 가까운 생존 플레이어를 찾습니다.
/// </summary>
public GameObject FindNearestLivingTarget()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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 (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > aggroRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
/// <summary>
/// 로그를 출력합니다.
/// </summary>
public void LogDebug(string source, string message)
{
if (debugMode)
Debug.Log($"[{source}] {message}");
}
/// <summary>
/// 모든 패턴 슬롯에 포함된 고유 스킬 목록을 반환합니다. 디버그 용도로 사용됩니다.
/// </summary>
public List<SkillData> GetAllPatternSkills()
{
HashSet<SkillData> skillSet = new HashSet<SkillData>();
BossPatternData[] allPatterns = { primaryPattern, mobilityPattern, utilityPattern, comboPattern, punishPattern, signaturePattern };
for (int i = 0; i < allPatterns.Length; i++)
{
BossPatternData pattern = allPatterns[i];
if (pattern?.Steps == null)
continue;
for (int j = 0; j < pattern.Steps.Count; j++)
{
PatternStep step = pattern.Steps[j];
if (step.Skill != null)
skillSet.Add(step.Skill);
}
}
return new List<SkillData>(skillSet);
}
/// <summary>
/// 지정 패턴이 grace period를 통과했는지 반환합니다.
/// Punish/Melee/Utility는 항상 허용됩니다.
/// </summary>
public bool IsPatternGracePeriodAllowed(BossPatternData pattern)
{
if (pattern == null)
return false;
if (pattern.Category == PatternCategory.Punish)
return true;
if (pattern.IsMelee || pattern.TargetMode == TargetResolveMode.Utility)
return true;
return basicLoopCountSinceLastBigPattern >= basicLoopMinCountAfterBigPattern;
}
/// <summary>
/// 조합 패턴 사용 가능 여부를 반환합니다.
/// </summary>
public bool IsComboPatternReady()
{
if (!IsServer || bossEnemy == null || skillController == null)
return false;
if (IsBehaviorSuppressed)
return false;
if (activePatternCoroutine != null)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
return false;
if (!IsPatternGracePeriodAllowed(comboPattern))
return false;
return IsPatternReady(comboPattern);
}
protected virtual bool TryStartPrimaryLoopPattern()
{
if (currentTarget == null)
return false;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
if (distanceToTarget > attackRange + 0.25f)
return false;
BossPatternData selectedPattern = SelectPrimaryLoopPattern();
if (selectedPattern == null)
return false;
StartPattern(selectedPattern, currentTarget);
return true;
}
protected virtual bool TryStartMobilityPattern()
{
BossPatternData pattern = mobilityPattern;
if (!IsPatternReady(pattern))
return false;
GameObject target = FindMobilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
protected virtual bool TryStartUtilityPattern()
{
BossPatternData pattern = utilityPattern;
if (!IsPatternReady(pattern))
return false;
GameObject target = FindUtilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
/// <summary>
/// 다운 대상이 존재하면 징벌 패턴을 발동합니다.
/// </summary>
protected virtual bool TryStartPunishPattern()
{
BossPatternData pattern = punishPattern;
if (!IsPatternReady(pattern))
return false;
HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
GameObject nearestDownedTarget = null;
float nearestDistance = float.MaxValue;
for (int i = 0; i < hitReactionControllers.Length; i++)
{
HitReactionController controller = hitReactionControllers[i];
if (controller == null || !controller.IsDowned)
continue;
GameObject candidate = controller.gameObject;
if (candidate == null || !candidate.activeInHierarchy)
continue;
if (Team.IsSameTeam(gameObject, candidate))
continue;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > punishSearchRadius || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestDownedTarget = candidate;
}
if (nearestDownedTarget == null)
return false;
currentTarget = nearestDownedTarget;
StartPattern(pattern, nearestDownedTarget);
return true;
}
/// <summary>
/// Phase 3 조합 패턴을 발동합니다.
/// </summary>
protected virtual bool TryStartComboPattern()
{
if (!IsComboPatternReady())
return false;
currentTarget = ResolvePrimaryTarget();
StartPattern(comboPattern, currentTarget);
return true;
}
protected virtual BossPatternData SelectPrimaryLoopPattern()
{
if (!IsPatternReady(primaryPattern))
return null;
meleePatternCounter++;
return primaryPattern;
}
/// <summary>
/// 기본 패턴을 선택하고 카운터를 갱신합니다.
/// </summary>
public BossPatternData SelectAndRegisterBasicLoopPattern()
{
if (!IsPatternReady(primaryPattern))
return null;
RegisterPatternUse(primaryPattern);
return primaryPattern;
}
/// <summary>
/// 기본 패턴이 사용 가능한지 확인합니다.
/// 상태 변경 없이 순수 검사만 수행합니다.
/// </summary>
public bool IsBasicLoopReady()
{
return IsPatternReady(primaryPattern);
}
protected virtual void StartPattern(BossPatternData pattern, GameObject target)
{
if (pattern == null || activePatternCoroutine != null)
return;
currentTarget = target;
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
CombatBalanceTracker.RecordBossPattern(pattern.PatternName);
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
}
protected virtual IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
{
StopMovement();
bool completed = true;
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
yield return new WaitForSeconds(step.Duration);
continue;
}
if (step.Skill == null)
{
completed = false;
Debug.LogWarning($"[{GetType().Name}] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
break;
}
if (step.Skill.JumpToTarget)
{
GameObject jumpTarget = FindMobilityTarget();
if (jumpTarget == null)
{
LogDebug(GetType().Name, $"점프 대상 없음, 패턴 조기 종료: {pattern.PatternName}");
break;
}
target = jumpTarget;
currentTarget = jumpTarget;
enemyBase?.SetJumpTarget(jumpTarget.transform.position);
}
if (!skillController.ExecuteSkill(step.Skill))
{
completed = false;
LogDebug(GetType().Name, $"스킬 실행 실패: {step.Skill.SkillName}");
break;
}
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
if (bossEnemy == null || bossEnemy.IsDead)
break;
}
if (completed)
{
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
}
activePatternCoroutine = null;
currentTarget = target;
}
protected bool IsPatternReady(BossPatternData pattern)
{
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
return false;
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
return true;
return Time.time >= readyTime;
}
protected virtual void RefreshTargetIfNeeded()
{
if (Time.time < nextTargetRefreshTime)
return;
nextTargetRefreshTime = Time.time + primaryTargetRefreshInterval;
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
protected virtual void UpdateMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
if (skillController != null && skillController.IsPlayingAnimation)
{
StopMovement();
return;
}
if (currentTarget == null)
{
StopMovement();
return;
}
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
if (distanceToTarget <= attackRange)
{
StopMovement();
return;
}
navMeshAgent.isStopped = false;
navMeshAgent.stoppingDistance = attackRange;
navMeshAgent.SetDestination(currentTarget.transform.position);
}
protected void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
protected virtual void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GetComponent<BossEnemy>();
if (enemyBase == null)
enemyBase = GetComponent<EnemyBase>();
if (skillController == null)
skillController = GetComponent<SkillController>();
if (abnormalityManager == null)
abnormalityManager = GetComponent<AbnormalityManager>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
if (behaviorGraphAgent == null)
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
}
private static bool HasAnimatorParameter(Animator animator, string parameterName, AnimatorControllerParameterType parameterType)
{
if (animator == null || string.IsNullOrEmpty(parameterName))
return false;
AnimatorControllerParameter[] parameters = animator.parameters;
for (int i = 0; i < parameters.Length; i++)
{
AnimatorControllerParameter parameter = parameters[i];
if (parameter.type == parameterType && parameter.name == parameterName)
return true;
}
return false;
}
}
}

View File

@@ -1,54 +1,26 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using Unity.Behavior;
using Unity.Netcode;
using UnityEngine;
using Colosseum.Stats;
namespace Colosseum.Enemy
{
/// <summary>
/// 보스 캐릭터. 페이즈 시스템과 동적 AI 전환을 지원합니다.
/// Unity Behavior 패키지를 사용하여 Behavior Tree 기반 AI를 구현합니다.
/// 보스 캐릭터니다.
/// </summary>
public class BossEnemy : EnemyBase
{
[Header("Boss Settings")]
[Tooltip("보스 페이즈 데이터 목록 (순서대로 전환)")]
[SerializeField] private List<BossPhaseData> phases = new();
[Tooltip("초기 Behavior Graph")]
[SerializeField] private BehaviorGraph initialBehaviorGraph;
[Header("Phase Settings")]
[Tooltip("페이즈 전환 시 무적 시간")]
[Min(0f)] [SerializeField] private float phaseTransitionInvincibilityTime = 2f;
[Tooltip("페이즈 전환 연출 시간")]
[Min(0f)] [SerializeField] private float phaseTransitionDuration = 3f;
[Header("Debug")]
[SerializeField] private bool debugMode = true;
// 컴포넌트
private BehaviorGraphAgent behaviorAgent;
private BossCombatBehaviorContext combatBehaviorContext;
// 페이즈 상태
private int currentPhaseIndex = 0;
private bool isTransitioning = false;
private float phaseStartTime;
private float phaseElapsedTime;
private bool isInvincible = false;
// 커스텀 조건 딕셔너리
private Dictionary<string, bool> customConditions = new Dictionary<string, bool>();
// 이벤트
public event System.Action<int> OnPhaseChanged; // phaseIndex
public event System.Action<float> OnPhaseTransitionStart; // transitionDuration
public event System.Action OnPhaseTransitionEnd;
// 정적 이벤트 (UI 자동 연결용)
/// <summary>
/// 보스 스폰 시 발생하는 정적 이벤트
@@ -60,13 +32,6 @@ namespace Colosseum.Enemy
/// </summary>
public static BossEnemy ActiveBoss { get; private set; }
// Properties
public int CurrentPhaseIndex => currentPhaseIndex;
public BossPhaseData CurrentPhase => phases.Count > currentPhaseIndex ? phases[currentPhaseIndex] : null;
public int TotalPhases => phases.Count;
public bool IsTransitioning => isTransitioning;
public float PhaseElapsedTime => phaseElapsedTime;
public override void OnNetworkSpawn()
{
base.OnNetworkSpawn();
@@ -78,15 +43,8 @@ namespace Colosseum.Enemy
behaviorAgent = gameObject.AddComponent<BehaviorGraphAgent>();
}
combatBehaviorContext = GetComponent<BossCombatBehaviorContext>();
// 초기 AI 설정
if (IsServer && combatBehaviorContext != null && combatBehaviorContext.DisableBehaviorGraph)
{
behaviorAgent.enabled = false;
behaviorAgent.Graph = null;
}
else if (IsServer && initialBehaviorGraph != null)
if (IsServer && initialBehaviorGraph != null)
{
behaviorAgent.Graph = initialBehaviorGraph;
}
@@ -101,185 +59,12 @@ namespace Colosseum.Enemy
}
}
protected override void InitializeStats()
{
base.InitializeStats();
phaseStartTime = Time.time;
phaseElapsedTime = 0f;
currentPhaseIndex = 0;
isTransitioning = false;
isInvincible = false;
customConditions.Clear();
}
protected override void OnServerUpdate()
{
if (isTransitioning) return;
phaseElapsedTime = Time.time - phaseStartTime;
CheckPhaseTransition();
}
/// <summary>
/// 페이즈 전환 조건 확인
/// </summary>
private void CheckPhaseTransition()
{
int nextPhaseIndex = currentPhaseIndex + 1;
if (nextPhaseIndex >= phases.Count)
return;
BossPhaseData nextPhase = phases[nextPhaseIndex];
if (nextPhase == null)
return;
if (nextPhase.CheckTransitionCondition(this, phaseElapsedTime))
{
StartPhaseTransition(nextPhaseIndex);
}
}
/// <summary>
/// 페이즈 전환 시작
/// </summary>
private void StartPhaseTransition(int newPhaseIndex)
{
if (newPhaseIndex >= phases.Count || isTransitioning)
return;
isTransitioning = true;
isInvincible = true;
StartCoroutine(PhaseTransitionCoroutine(newPhaseIndex));
}
private System.Collections.IEnumerator PhaseTransitionCoroutine(int newPhaseIndex)
{
BossPhaseData newPhase = phases[newPhaseIndex];
// 전환 이벤트
OnPhaseTransitionStart?.Invoke(phaseTransitionDuration);
// 전환 연출
yield return PlayPhaseTransitionEffect(newPhase);
// AI 그래프 교체
if (newPhase.BehaviorGraph != null && behaviorAgent != null)
{
behaviorAgent.End();
behaviorAgent.Graph = newPhase.BehaviorGraph;
}
// 페이즈 전환 완료
currentPhaseIndex = newPhaseIndex;
phaseStartTime = Time.time;
phaseElapsedTime = 0f;
// 무적 해제
yield return new WaitForSeconds(phaseTransitionInvincibilityTime);
isInvincible = false;
isTransitioning = false;
OnPhaseTransitionEnd?.Invoke();
OnPhaseChanged?.Invoke(currentPhaseIndex);
if (debugMode)
{
Debug.Log($"[Boss] Phase transition: {currentPhaseIndex} ({newPhase.PhaseName})");
}
}
/// <summary>
/// 페이즈 전환 연출 재생
/// </summary>
private System.Collections.IEnumerator PlayPhaseTransitionEffect(BossPhaseData newPhase)
{
// 애니메이션 재생
if (animator != null && newPhase.PhaseStartAnimation != null)
{
animator.Play(newPhase.PhaseStartAnimation.name);
}
// 이펙트 생성
if (newPhase.PhaseTransitionEffect != null)
{
var effect = Instantiate(newPhase.PhaseTransitionEffect, transform.position, transform.rotation);
Destroy(effect, phaseTransitionDuration);
}
// 전환 시간 대기
yield return new WaitForSeconds(phaseTransitionDuration);
}
/// <summary>
/// 대미지 적용 (무적 상태 고려)
/// </summary>
public override float TakeDamage(float damage, object source = null)
{
if (isInvincible)
return 0f;
return base.TakeDamage(damage, source);
}
/// <summary>
/// 커스텀 조건 설정
/// </summary>
public void SetCustomCondition(string conditionId, bool value)
{
customConditions[conditionId] = value;
}
/// <summary>
/// 커스텀 조건 확인
/// </summary>
public bool CheckCustomCondition(string conditionId)
{
return customConditions.TryGetValue(conditionId, out bool value) && value;
}
/// <summary>
/// 수동으로 페이즈 전환
/// </summary>
public void ForcePhaseTransition(int phaseIndex)
{
if (!IsServer)
return;
if (phaseIndex >= 0 && phaseIndex < phases.Count && phaseIndex != currentPhaseIndex)
{
StartPhaseTransition(phaseIndex);
}
}
/// <summary>
/// 현재 페이즈 재시작
/// </summary>
public void RestartCurrentPhase()
{
if (!IsServer)
return;
phaseStartTime = Time.time;
phaseElapsedTime = 0f;
if (behaviorAgent != null)
{
behaviorAgent.Restart();
}
}
protected override void HandleDeath()
{
// 마지막 페이즈에서만 사망 처리
if (currentPhaseIndex < phases.Count - 1 && !isTransitioning)
{
// 아직 페이즈가 남아있으면 강제로 다음 페이즈로
StartPhaseTransition(currentPhaseIndex + 1);
return;
}
// AI 완전 중단 (순서 중요: enabled=false를 먼저 호출하여 Update() 차단)
if (behaviorAgent != null)
{
@@ -291,30 +76,5 @@ namespace Colosseum.Enemy
base.HandleDeath();
}
#region Debug
private void OnDrawGizmosSelected()
{
if (!debugMode)
return;
// 현재 페이즈 정보 표시
#if UNITY_EDITOR
if (phases != null && currentPhaseIndex < phases.Count)
{
var phase = phases[currentPhaseIndex];
if (phase != null)
{
UnityEditor.Handles.Label(
transform.position + Vector3.up * 3f,
$"Phase {currentPhaseIndex + 1}/{phases.Count}\n{phase.PhaseName}"
);
}
}
#endif
}
#endregion
}
}

View File

@@ -70,11 +70,13 @@ namespace Colosseum.Enemy
/// </summary>
public bool CheckTransitionCondition(BossEnemy boss, float elapsedTime)
{
BossBehaviorRuntimeState context = boss != null ? boss.GetComponent<BossBehaviorRuntimeState>() : null;
return transitionType switch
{
PhaseTransitionType.HealthPercent => boss.CurrentHealth / boss.MaxHealth <= healthPercentThreshold,
PhaseTransitionType.TimeElapsed => elapsedTime >= timeThreshold,
PhaseTransitionType.CustomCondition => boss.CheckCustomCondition(customConditionId),
PhaseTransitionType.CustomCondition => context != null && context.CheckPhaseCustomCondition(customConditionId),
PhaseTransitionType.Manual => false,
_ => false,
};

View File

@@ -1,10 +0,0 @@
namespace Colosseum.Enemy
{
/// <summary>
/// 드로그가 사용하는 보스 전투 컨텍스트 컴포넌트입니다.
/// 현재는 공통 보스 전투 BT 프레임워크를 그대로 사용합니다.
/// </summary>
public class DrogPatternController : BossCombatBehaviorContext
{
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: c5b2d4ef2f1b4ee49b5f7f2c7175fd10
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -286,6 +286,9 @@ namespace Colosseum.Enemy
if (!IsServer || isDead.Value)
return 0f;
if (ShouldIgnoreIncomingDamage(damage, source))
return 0f;
float mitigatedDamage = ConsumeShield(damage);
float actualDamage = Mathf.Min(mitigatedDamage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
@@ -305,6 +308,14 @@ namespace Colosseum.Enemy
return actualDamage;
}
/// <summary>
/// 하위 클래스가 특정 상태에서 피해를 무시해야 할 때 사용합니다.
/// </summary>
protected virtual bool ShouldIgnoreIncomingDamage(float damage, object source)
{
return false;
}
/// <summary>
/// 대미지 피드백 (애니메이션, 이펙트)
/// </summary>