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:
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user