[AI] Behavior Actions 시스템 추가
Ultraworked with [Sisyphus](https://github.com/code-yeonggu/oh-my-opencode) Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
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using System;
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using Unity.Behavior;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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using Unity.Properties;
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "ChaseTarget", story: "타겟 추적", category: "Action", id: "0889fbb015b8bf414ef569af08bb6868")]
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public partial class ChaseTargetAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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[SerializeReference]
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public BlackboardVariable<float> Speed = new BlackboardVariable<float>(0f);
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[SerializeReference]
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public BlackboardVariable<float> StopDistance = new BlackboardVariable<float>(2f);
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private UnityEngine.AI.NavMeshAgent agent;
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protected override Status OnStart()
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{
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if (Target.Value == null)
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{
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return Status.Failure;
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}
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agent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
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if (agent == null)
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{
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Debug.LogWarning("[ChaseTarget] NavMeshAgent not found");
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return Status.Failure;
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}
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// Speed가 0 이하면 NavMeshAgent의 기존 speed 유지 (EnemyData에서 설정한 값)
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if (Speed.Value > 0f)
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{
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agent.speed = Speed.Value;
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}
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agent.stoppingDistance = StopDistance.Value;
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agent.isStopped = false;
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return Status.Running;
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}
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protected override Status OnUpdate()
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{
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if (Target.Value == null)
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{
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return Status.Failure;
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}
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// 이미 사거리 내에 있으면 성공
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float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
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if (distance <= StopDistance.Value)
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{
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agent.isStopped = true;
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return Status.Success;
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}
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// 타겟 위치로 이동
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agent.SetDestination(Target.Value.transform.position);
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return Status.Running;
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}
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protected override void OnEnd()
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{
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if (agent != null)
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{
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agent.isStopped = true;
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}
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}
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}
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