[AI] Behavior Actions 시스템 추가

Ultraworked with [Sisyphus](https://github.com/code-yeonggu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-11 17:52:16 +09:00
parent 035a87e032
commit a8e8e59c29
30 changed files with 588 additions and 0 deletions

8
Assets/Scripts/AI.meta Normal file
View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: dd7f6bc7e9d2e9140802e1bc3a3ebffd
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 7648a6805082131489f501769b3c0f18
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 09f6a44dd1b90c348a0dfb17312c5804
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,76 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "ChaseTarget", story: "타겟 추적", category: "Action", id: "0889fbb015b8bf414ef569af08bb6868")]
public partial class ChaseTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> Speed = new BlackboardVariable<float>(0f);
[SerializeReference]
public BlackboardVariable<float> StopDistance = new BlackboardVariable<float>(2f);
private UnityEngine.AI.NavMeshAgent agent;
protected override Status OnStart()
{
if (Target.Value == null)
{
return Status.Failure;
}
agent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (agent == null)
{
Debug.LogWarning("[ChaseTarget] NavMeshAgent not found");
return Status.Failure;
}
// Speed가 0 이하면 NavMeshAgent의 기존 speed 유지 (EnemyData에서 설정한 값)
if (Speed.Value > 0f)
{
agent.speed = Speed.Value;
}
agent.stoppingDistance = StopDistance.Value;
agent.isStopped = false;
return Status.Running;
}
protected override Status OnUpdate()
{
if (Target.Value == null)
{
return Status.Failure;
}
// 이미 사거리 내에 있으면 성공
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
if (distance <= StopDistance.Value)
{
agent.isStopped = true;
return Status.Success;
}
// 타겟 위치로 이동
agent.SetDestination(Target.Value.transform.position);
return Status.Running;
}
protected override void OnEnd()
{
if (agent != null)
{
agent.isStopped = true;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 14296786101ccd742ac9f752f1fd3393

View File

@@ -0,0 +1,35 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "FindTarget", story: "[타겟] ", category: "Action", id: "bb947540549026f3c5625c6d19213311")]
public partial class FindTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
protected override Status OnStart()
{
if (Tag.Value == null || string.IsNullOrEmpty(Tag.Value))
{
return Status.Failure;
}
GameObject foundTarget = GameObject.FindGameObjectWithTag(Tag.Value);
if (foundTarget == null)
{
return Status.Failure;
}
Target.Value = foundTarget;
return Status.Success;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f569cb803bceb7c4291d0f3074346741

View File

@@ -0,0 +1,63 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "PlayAnimation", story: "[애니메이션] ", category: "Action", id: "b558ee0df6e00cd2e6bb2273b4f59cd2")]
public partial class PlayAnimationAction : Action
{
[SerializeReference]
public BlackboardVariable<string> AnimationName = new BlackboardVariable<string>("");
[SerializeReference]
public BlackboardVariable<bool> WaitForCompletion = new BlackboardVariable<bool>(true);
private Animator animator;
private bool animationStarted;
protected override Status OnStart()
{
animator = GameObject.GetComponentInChildren<Animator>();
if (animator == null || string.IsNullOrEmpty(AnimationName.Value))
{
return Status.Failure;
}
animator.Play(AnimationName.Value);
animationStarted = true;
if (!WaitForCompletion.Value)
{
return Status.Success;
}
return Status.Running;
}
protected override Status OnUpdate()
{
if (!WaitForCompletion.Value)
{
return Status.Success;
}
if (animator == null)
{
return Status.Failure;
}
var stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// 애니메이션이 완료되었는지 확인
if (stateInfo.IsName(AnimationName.Value) && stateInfo.normalizedTime >= 1f)
{
return Status.Success;
}
return Status.Running;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3bc57afe07d75aa4e80ef5394b57f774

View File

@@ -0,0 +1,54 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "RotateToTarget", story: "[대상을] ", category: "Action", id: "30341f7e1af0565c0aca0253341b3e28")]
public partial class RotateToTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> RotationSpeed = new BlackboardVariable<float>(10f);
[SerializeReference]
public BlackboardVariable<float> AngleThreshold = new BlackboardVariable<float>(5f);
protected override Status OnUpdate()
{
if (Target.Value == null)
{
return Status.Failure;
}
Vector3 direction = Target.Value.transform.position - GameObject.transform.position;
direction.y = 0f;
if (direction == Vector3.zero)
{
return Status.Success;
}
Quaternion targetRotation = Quaternion.LookRotation(direction);
float angleDifference = Quaternion.Angle(GameObject.transform.rotation, targetRotation);
// 임계값 이내면 성공
if (angleDifference <= AngleThreshold.Value)
{
return Status.Success;
}
// 부드럽게 회전
GameObject.transform.rotation = Quaternion.Slerp(
GameObject.transform.rotation,
targetRotation,
RotationSpeed.Value * Time.deltaTime
);
return Status.Running;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 33182146e0ade8443a539cf7780735e2

View File

@@ -0,0 +1,33 @@
using System;
using Unity.Behavior;
using UnityEngine;
using UnityEngine.EventSystems;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "SetAnimatorTrigger", story: "애니메이션 [트리거] ", category: "Action", id: "bfef104cbd43df3d01f24570a4caa8ed")]
public partial class SetAnimatorTriggerAction : Action
{
[SerializeReference]
public BlackboardVariable<string> TriggerName = new BlackboardVariable<string>("");
protected override Status OnStart()
{
if (string.IsNullOrEmpty(TriggerName.Value))
{
return Status.Failure;
}
Animator animator = GameObject.GetComponentInChildren<Animator>();
if (animator == null)
{
return Status.Failure;
}
animator.SetTrigger(TriggerName.Value);
return Status.Success;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 77cf4f2ff35fe3040af16374f428a648

View File

@@ -0,0 +1,62 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "SetTargetInRange", story: "[거리] [] ", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
public partial class SetTargetInRangeAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(10f);
protected override Status OnStart()
{
if (string.IsNullOrEmpty(Tag.Value))
{
return Status.Failure;
}
// 모든 타겟 태그 오브젝트 찾기
GameObject[] targets = GameObject.FindGameObjectsWithTag(Tag.Value);
if (targets == null || targets.Length == 0)
{
return Status.Failure;
}
// 가장 가까운 타겟 찾기
GameObject nearestTarget = null;
float nearestDistance = Range.Value; // Range 내에서만 검색
foreach (GameObject potentialTarget in targets)
{
float distance = Vector3.Distance(
GameObject.transform.position,
potentialTarget.transform.position
);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestTarget = potentialTarget;
}
}
if (nearestTarget == null)
{
return Status.Failure;
}
Target.Value = nearestTarget;
return Status.Success;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 02cd3ab41f67bf344b667b6a0c12a4d0

View File

@@ -0,0 +1,24 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "StopMovement", story: "이동 정지", category: "Action", id: "1a0e2eb87421ed94502031790df56f37")]
public partial class StopMovementAction : Action
{
protected override Status OnStart()
{
UnityEngine.AI.NavMeshAgent agent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (agent != null)
{
agent.isStopped = true;
}
return Status.Success;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: afacb51ec60675d498bfc8b7ce942368

View File

@@ -0,0 +1,31 @@
using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Wait", story: "대기", category: "Action", id: "73b84bd4bc0eb61c998ac84c9853a69d")]
public partial class WaitAction : Action
{
[SerializeReference]
public BlackboardVariable<float> Duration = new BlackboardVariable<float>(1f);
private float startTime;
protected override Status OnStart()
{
startTime = Time.time;
return Status.Running;
}
protected override Status OnUpdate()
{
if (Time.time - startTime >= Duration.Value)
{
return Status.Success;
}
return Status.Running;
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 324b69471491c9448ae5d71a426dd596

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 422be729ebdf10b43b44b80b8593258a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,24 @@
using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 존재하는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Has Target", story: "Has [Target]", category: "Combat")]
public partial class HasTargetCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
public override bool IsTrue()
{
return Target.Value != null && Target.Value.activeInHierarchy;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5aba729f8b5ddea468304d6b1bf43dce

View File

@@ -0,0 +1,33 @@
using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
using Colosseum.Enemy;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 체력이 지정된 비율 이하인지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is Health Below", story: "Check if health is below [HealthPercent] percent", category: "Combat")]
public partial class IsHealthBelowCondition : Condition
{
[SerializeReference]
public BlackboardVariable<float> HealthPercent = new BlackboardVariable<float>(50f);
public override bool IsTrue()
{
EnemyBase enemy = GameObject.GetComponent<EnemyBase>();
if (enemy == null)
{
return false;
}
float currentHealthPercent = (enemy.CurrentHealth / enemy.MaxHealth) * 100f;
return currentHealthPercent <= HealthPercent.Value;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e03ad43d6a068dd44bef3d524d20a4c1

View File

@@ -0,0 +1,37 @@
using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 공격 사거리 내에 있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is In Attack Range", story: "Is [Target] within [Range]", category: "Combat")]
public partial class IsInAttackRangeCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(2f);
public override bool IsTrue()
{
if (Target.Value == null)
{
return false;
}
float distance = Vector3.Distance(
GameObject.transform.position,
Target.Value.transform.position
);
return distance <= Range.Value;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 10007872b79b2b641980c0d8dfd4f6a4

View File

@@ -0,0 +1,33 @@
using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 지정된 거리 내에 있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Is In Range", story: "Is [Target] within [Range] distance", category: "Combat")]
public partial class IsInRangeCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(2f);
public override bool IsTrue()
{
if (Target.Value == null)
{
return false;
}
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
return distance <= Range.Value;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 0035b82da5a602d44b552684970273a8

View File

@@ -0,0 +1,25 @@
using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 무작위 확률로 성공/실패를 반환합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Random Chance", story: "Random chance of [Chance] percent", category: "Utility")]
public partial class RandomChanceCondition : Condition
{
[SerializeReference]
public BlackboardVariable<float> Chance = new BlackboardVariable<float>(50f);
public override bool IsTrue()
{
float roll = UnityEngine.Random.Range(0f, 100f);
return roll <= Chance.Value;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3abe3d08ab4653b43a5a1708770fd3a1