[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: "SetTargetInRange", story: "[거리] 내에 [대상이] 있는지 확인", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
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public partial class SetTargetInRangeAction : 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<string> Tag = new BlackboardVariable<string>("Player");
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[SerializeReference]
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public BlackboardVariable<float> Range = new BlackboardVariable<float>(10f);
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protected override Status OnStart()
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{
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if (string.IsNullOrEmpty(Tag.Value))
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{
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return Status.Failure;
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}
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// 모든 타겟 태그 오브젝트 찾기
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GameObject[] targets = GameObject.FindGameObjectsWithTag(Tag.Value);
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if (targets == null || targets.Length == 0)
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{
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return Status.Failure;
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}
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// 가장 가까운 타겟 찾기
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GameObject nearestTarget = null;
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float nearestDistance = Range.Value; // Range 내에서만 검색
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foreach (GameObject potentialTarget in targets)
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{
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float distance = Vector3.Distance(
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GameObject.transform.position,
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potentialTarget.transform.position
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);
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if (distance < nearestDistance)
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{
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nearestDistance = distance;
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nearestTarget = potentialTarget;
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}
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}
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if (nearestTarget == null)
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{
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return Status.Failure;
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}
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Target.Value = nearestTarget;
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return Status.Success;
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}
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}
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