fix: 플레이어 접촉 이동과 타깃 표면 추적 보정

- TargetSurfaceUtility를 추가해 플레이어와 적의 실제 충돌 표면 기준으로 거리, 방향, 목적지를 계산

- 플레이어 이동과 적 루트모션, 추적 로직에서 접촉 시 수평 이동을 제한해 겹침과 밀어내기 문제를 완화

- 드로그 AI 거리 판정 노드들이 표면 거리 기준을 사용하도록 맞춰 사거리 분기 오차를 줄임
This commit is contained in:
2026-04-09 23:22:28 +09:00
parent 0fa23d4389
commit abfc43ae76
20 changed files with 514 additions and 92 deletions

View File

@@ -176,7 +176,7 @@ public abstract partial class BossPatternActionBase : Action
GameObject candidate = player.gameObject;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > maxDistance || distance >= nearestDistance)
continue;

View File

@@ -1,7 +1,11 @@
using System;
using Colosseum.Combat;
using Colosseum.Enemy;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
@@ -69,14 +73,14 @@ public partial class ChaseTargetAction : Action
}
// 이미 사거리 내에 있으면 성공
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, Target.Value);
if (distance <= StopDistance.Value)
{
agent.isStopped = true;
return Status.Success;
}
agent.SetDestination(Target.Value.transform.position);
agent.SetDestination(TargetSurfaceUtility.GetClosestSurfacePoint(GameObject.transform.position, Target.Value));
return Status.Running;
}
@@ -88,4 +92,3 @@ public partial class ChaseTargetAction : Action
}
}
}

View File

@@ -1,6 +1,7 @@
using System;
using Colosseum;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
@@ -79,7 +80,7 @@ public partial class RefreshPrimaryTargetAction : Action
if (Team.IsSameTeam(GameObject, candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > searchRange || distance >= nearestDistance)
continue;

View File

@@ -1,6 +1,10 @@
using System;
using Colosseum.Combat;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
@@ -24,8 +28,7 @@ public partial class RotateToTargetAction : Action
return Status.Failure;
}
Vector3 direction = Target.Value.transform.position - GameObject.transform.position;
direction.y = 0f;
Vector3 direction = TargetSurfaceUtility.GetHorizontalDirectionToSurface(GameObject.transform.position, Target.Value);
if (direction == Vector3.zero)
{
@@ -51,4 +54,3 @@ public partial class RotateToTargetAction : Action
return Status.Running;
}
}

View File

@@ -75,7 +75,7 @@ public partial class SelectAlternateTargetByDistanceAction : Action
if (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance < minRange || distance > maxRange)
continue;
@@ -86,7 +86,7 @@ public partial class SelectAlternateTargetByDistanceAction : Action
{
if (primaryTarget != null && IsValidHostileTarget(primaryTarget))
{
float primaryDistance = Vector3.Distance(GameObject.transform.position, primaryTarget.transform.position);
float primaryDistance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, primaryTarget);
if (primaryDistance >= minRange && primaryDistance <= maxRange)
return primaryTarget;
}
@@ -123,7 +123,7 @@ public partial class SelectAlternateTargetByDistanceAction : Action
if (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > aggroRange || distance >= nearestDistance)
continue;

View File

@@ -53,7 +53,7 @@ public partial class SelectNearestDownedTargetAction : Action
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > searchRadius || distance >= nearestDistance)
continue;

View File

@@ -162,7 +162,7 @@ public partial class SelectTargetByDistanceAction : Action
? enemyBase.Data.AggroRange
: maxRange;
distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance < minRange || distance > maxRange || distance > sightRange)
return false;

View File

@@ -58,10 +58,9 @@ public partial class SetTargetInRangeAction : Action
continue;
}
float distance = Vector3.Distance(
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(
GameObject.transform.position,
potentialTarget.transform.position
);
potentialTarget);
if (distance < nearestDistance)
{
@@ -79,4 +78,3 @@ public partial class SetTargetInRangeAction : Action
return Status.Success;
}
}

View File

@@ -192,7 +192,7 @@ public partial class UsePatternAction : Action
if (damageable != null && damageable.IsDead)
return false;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
return distance <= maxDistance;
}

View File

@@ -52,7 +52,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance <= searchRadius)
return true;
}

View File

@@ -11,6 +11,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
/// 체력이 지정된 비율 이하인지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Is Health Below", story: "체력이 [HealthPercent]% ?", id: "7a4ce4b7-9344-4589-b744-11f5d846dcb2")]
[NodeDescription(name: "Is Health Below", story: "Check if health is below [HealthPercent] percent", category: "Combat")]
public partial class IsHealthBelowCondition : Condition
{

View File

@@ -1,4 +1,7 @@
using System;
using Colosseum.Combat;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
@@ -26,10 +29,9 @@ namespace Colosseum.AI.BehaviorActions.Conditions
return false;
}
float distance = Vector3.Distance(
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(
GameObject.transform.position,
Target.Value.transform.position
);
Target.Value);
return distance <= Range.Value;
}

View File

@@ -1,4 +1,7 @@
using System;
using Colosseum.Combat;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
@@ -26,7 +29,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
return false;
}
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, Target.Value);
return distance <= Range.Value;
}
}

View File

@@ -54,7 +54,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
if (target.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance >= minDistance)
return true;
}

View File

@@ -1,5 +1,6 @@
using System;
using Colosseum.Combat;
using Colosseum.Enemy;
using Unity.Behavior;
@@ -33,7 +34,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
return false;
float attackRange = Mathf.Max(0f, AttackRange.Value);
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, Target.Value);
return distance <= attackRange + 0.25f;
}
}