feat: 드로그 보스 리네임 및 기본 패턴 구현

- TestBoss 관련 프리팹, 데이터, 애니메이션, BT 자산을 Drog 명칭으로 정리
- 드로그 전용 패턴 컨트롤러와 기본 패턴 루프를 추가
- 오른손치기2 기반 내려찍기와 다운 추가타 연계 진입점을 구현
- 점프, 스윙, 다운 추가타 관련 스킬 및 이펙트 데이터를 정리
This commit is contained in:
2026-03-21 12:29:29 +09:00
parent 9791b11d13
commit 9d84154b54
62 changed files with 793 additions and 61 deletions

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@@ -33,6 +33,7 @@ namespace Colosseum.Enemy
// 컴포넌트
private BehaviorGraphAgent behaviorAgent;
private DrogPatternController drogPatternController;
// 페이즈 상태
private int currentPhaseIndex = 0;
@@ -77,8 +78,15 @@ namespace Colosseum.Enemy
behaviorAgent = gameObject.AddComponent<BehaviorGraphAgent>();
}
drogPatternController = GetComponent<DrogPatternController>();
// 초기 AI 설정
if (IsServer && initialBehaviorGraph != null)
if (IsServer && drogPatternController != null && drogPatternController.DisableBehaviorGraph)
{
behaviorAgent.enabled = false;
behaviorAgent.Graph = null;
}
else if (IsServer && initialBehaviorGraph != null)
{
behaviorAgent.Graph = initialBehaviorGraph;
}

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@@ -0,0 +1,408 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Netcode;
using Colosseum.AI;
using Colosseum.Player;
using Colosseum.Skills;
namespace Colosseum.Enemy
{
/// <summary>
/// 드로그 전용 패턴 선택 컨트롤러입니다.
/// 기본 루프, 도약, 다운 추가타 같은 고우선 패턴을 직접 선택합니다.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(SkillController))]
public class DrogPatternController : NetworkBehaviour
{
[Header("References")]
[SerializeField] private BossEnemy bossEnemy;
[SerializeField] private EnemyBase enemyBase;
[SerializeField] private SkillController skillController;
[SerializeField] private UnityEngine.AI.NavMeshAgent navMeshAgent;
[Header("Pattern Data")]
[Tooltip("기본 근접 압박 패턴")]
[SerializeField] private BossPatternData mainPattern;
[Tooltip("먼 대상 징벌용 도약 패턴")]
[SerializeField] private BossPatternData leapPattern;
[Tooltip("다운 대상이 있을 때 우선 발동하는 광역 추가타 패턴")]
[SerializeField] private BossPatternData downPunishPattern;
[Header("Phase Thresholds")]
[Tooltip("2페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] private float phase2HealthThreshold = 0.75f;
[Tooltip("3페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] private float phase3HealthThreshold = 0.4f;
[Header("Targeting")]
[Tooltip("타겟 재탐색 주기")]
[Min(0.05f)] [SerializeField] private float targetRefreshInterval = 0.2f;
[Tooltip("도약 패턴을 고려하기 시작하는 거리")]
[Min(0f)] [SerializeField] private float leapDistanceThreshold = 8f;
[Tooltip("다운 추가타를 고려할 최대 반경")]
[Min(0f)] [SerializeField] private float downPunishSearchRadius = 6f;
[Header("Behavior")]
[Tooltip("드로그 전용 컨트롤러 사용 시 기존 BehaviorGraph를 비활성화할지 여부")]
[SerializeField] private bool disableBehaviorGraph = true;
[Tooltip("디버그 로그 출력 여부")]
[SerializeField] private bool debugMode = false;
private readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
private Coroutine activePatternCoroutine;
private GameObject currentTarget;
private float nextTargetRefreshTime;
/// <summary>
/// 드로그 컨트롤러 사용 시 BehaviorGraph를 비활성화할지 여부
/// </summary>
public bool DisableBehaviorGraph => disableBehaviorGraph;
/// <summary>
/// 현재 전용 패턴 실행 중인지 여부
/// </summary>
public bool IsExecutingPattern => activePatternCoroutine != null;
/// <summary>
/// 현재 드로그 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;
}
}
private void Awake()
{
ResolveReferences();
}
public override void OnNetworkSpawn()
{
ResolveReferences();
if (!IsServer)
{
enabled = false;
}
}
private void Update()
{
if (!IsServer)
return;
ResolveReferences();
if (bossEnemy == null || enemyBase == null || skillController == null)
return;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
return;
RefreshTargetIfNeeded();
UpdateMovement();
if (activePatternCoroutine != null || skillController.IsPlayingAnimation)
return;
if (TryStartDownPunishPattern())
return;
TryStartMainPattern();
}
private bool TryStartDownPunishPattern()
{
if (!IsPatternReady(downPunishPattern))
return false;
GameObject downedTarget = FindNearestDownedTarget();
if (downedTarget == null)
return false;
StartPattern(downPunishPattern, downedTarget);
return true;
}
private bool TryStartMainPattern()
{
if (currentTarget == null)
return false;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
if (distanceToTarget >= leapDistanceThreshold && IsPatternReady(leapPattern))
{
StartPattern(leapPattern, currentTarget);
return true;
}
float attackRange = enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
if (distanceToTarget <= attackRange + 0.25f && IsPatternReady(mainPattern))
{
StartPattern(mainPattern, currentTarget);
return true;
}
return false;
}
private void StartPattern(BossPatternData pattern, GameObject target)
{
if (pattern == null || activePatternCoroutine != null)
return;
if (debugMode)
{
string targetName = target != null ? target.name : "None";
Debug.Log($"[DrogPattern] 패턴 시작: {pattern.PatternName} / Target={targetName} / Phase={CurrentPatternPhase}");
}
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
}
private IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
{
StopMovement();
bool completed = true;
BossPatternData chainedPattern = null;
GameObject chainedTarget = null;
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
yield return new WaitForSeconds(step.Duration);
continue;
}
if (step.Skill == null)
{
completed = false;
Debug.LogWarning($"[DrogPattern] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
break;
}
if (step.Skill.JumpToTarget && target != null)
{
enemyBase?.SetJumpTarget(target.transform.position);
}
if (!skillController.ExecuteSkill(step.Skill))
{
completed = false;
if (debugMode)
{
Debug.LogWarning($"[DrogPattern] 스킬 실행 실패: {step.Skill.SkillName}");
}
break;
}
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
if (bossEnemy == null || bossEnemy.IsDead)
{
completed = false;
break;
}
if (pattern != downPunishPattern && TryPrepareDownPunishChain(out chainedTarget))
{
chainedPattern = downPunishPattern;
break;
}
}
if (completed)
{
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
}
activePatternCoroutine = null;
if (chainedPattern != null && chainedTarget != null && bossEnemy != null && !bossEnemy.IsDead)
{
StartPattern(chainedPattern, chainedTarget);
}
}
private 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;
}
private void RefreshTargetIfNeeded()
{
if (Time.time < nextTargetRefreshTime)
return;
nextTargetRefreshTime = Time.time + targetRefreshInterval;
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingPlayer();
}
private void UpdateMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
if (activePatternCoroutine != null || (skillController != null && skillController.IsPlayingAnimation))
{
StopMovement();
return;
}
if (currentTarget == null)
{
StopMovement();
return;
}
float attackRange = 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.SetDestination(currentTarget.transform.position);
}
private void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
private GameObject FindNearestDownedTarget()
{
HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
GameObject bestTarget = null;
float bestDistance = 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 || Team.IsSameTeam(gameObject, candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > downPunishSearchRadius || distance >= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private bool TryPrepareDownPunishChain(out GameObject downedTarget)
{
downedTarget = null;
if (!IsPatternReady(downPunishPattern))
return false;
downedTarget = FindNearestDownedTarget();
if (downedTarget == null)
return false;
if (debugMode)
{
Debug.Log($"[DrogPattern] 다운 대상 감지, 다운 추가타 연계 준비: {downedTarget.name}");
}
return true;
}
private GameObject FindNearestLivingPlayer()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject bestTarget = null;
float bestDistance = float.MaxValue;
float aggroRange = 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 (Team.IsSameTeam(gameObject, candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > aggroRange || distance >= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GetComponent<BossEnemy>();
if (enemyBase == null)
enemyBase = GetComponent<EnemyBase>();
if (skillController == null)
skillController = GetComponent<SkillController>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
}
}
}

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@@ -0,0 +1,11 @@
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@@ -30,7 +30,11 @@ namespace Colosseum.Skills.Effects
return;
}
if (!target.TryGetComponent(out HitReactionController hitReactionController))
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
hitReactionController = target.GetComponentInParent<HitReactionController>();
if (hitReactionController == null)
{
Debug.LogWarning($"[DownEffect] HitReactionController not found on target: {target.name}");
return;

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@@ -0,0 +1,93 @@
using UnityEngine;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Stats;
using Colosseum.Weapons;
namespace Colosseum.Skills.Effects
{
/// <summary>
/// 피격 제어 상태에 따라 추가 피해를 줄 수 있는 대미지 효과입니다.
/// 현재는 다운 상태인 대상에게 추가 배율을 적용합니다.
/// </summary>
[CreateAssetMenu(fileName = "HitReactionDamageEffect", menuName = "Colosseum/Skills/Effects/HitReaction Damage")]
public class HitReactionDamageEffect : SkillEffect
{
[Header("Damage Settings")]
[Min(0f)] [SerializeField] private float baseDamage = 10f;
[SerializeField] private DamageType damageType = DamageType.Physical;
[Tooltip("스탯 계수 (1.0 = 100%)")]
[Min(0f)] [SerializeField] private float statScaling = 1f;
[Header("Hit Reaction Bonus")]
[Tooltip("다운 상태인 대상에게 추가 배율을 적용할지 여부")]
[SerializeField] private bool bonusAgainstDownedTarget = true;
[Tooltip("다운 상태 대상에게 적용되는 추가 피해 배율")]
[Min(1f)] [SerializeField] private float downedDamageMultiplier = 1.5f;
protected override void ApplyEffect(GameObject caster, GameObject target)
{
if (target == null)
return;
IDamageable damageable = target.GetComponent<IDamageable>();
if (damageable == null)
return;
float totalDamage = CalculateDamage(caster);
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
hitReactionController = target.GetComponentInParent<HitReactionController>();
if (bonusAgainstDownedTarget
&& hitReactionController != null
&& hitReactionController.IsDowned)
{
totalDamage *= downedDamageMultiplier;
}
damageable.TakeDamage(totalDamage, caster);
}
/// <summary>
/// 시전자 스탯 기반 대미지 계산
/// 공식: baseDamage + (statDamage * scaling)
/// </summary>
private float CalculateDamage(GameObject caster)
{
if (damageType == DamageType.True)
{
return baseDamage;
}
CharacterStats stats = caster != null ? caster.GetComponent<CharacterStats>() : null;
if (stats == null)
{
return baseDamage;
}
float statDamage = damageType switch
{
DamageType.Physical => stats.PhysicalDamage,
DamageType.Magical => stats.MagicDamage,
DamageType.Ranged => stats.Dexterity.FinalValue * 2f,
_ => 0f,
};
float baseTotal = baseDamage + (statDamage * statScaling);
return baseTotal * GetDamageMultiplier(caster);
}
/// <summary>
/// 시전자의 무기 데미지 배율 조회
/// </summary>
private float GetDamageMultiplier(GameObject caster)
{
WeaponEquipment weaponEquipment = caster != null ? caster.GetComponent<WeaponEquipment>() : null;
return weaponEquipment != null ? weaponEquipment.DamageMultiplier : 1f;
}
}
}

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@@ -0,0 +1,11 @@
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@@ -28,13 +28,21 @@ namespace Colosseum.Skills.Effects
Vector3 knockbackVelocity = direction * force + Vector3.up * upwardForce;
if (target.TryGetComponent<HitReactionController>(out var hitReactionController))
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
hitReactionController = target.GetComponentInParent<HitReactionController>();
if (hitReactionController != null)
{
hitReactionController.ApplyKnockback(knockbackVelocity, duration);
return;
}
if (target.TryGetComponent<PlayerMovement>(out var playerMovement))
PlayerMovement playerMovement = target.GetComponent<PlayerMovement>();
if (playerMovement == null)
playerMovement = target.GetComponentInParent<PlayerMovement>();
if (playerMovement != null)
{
playerMovement.ApplyForcedMovement(knockbackVelocity, duration);
}