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

@@ -92,6 +92,7 @@ namespace Colosseum.Enemy
public EnemyData Data => enemyData;
public Animator Animator => animator;
public bool UseThreatSystem => useThreatSystem;
public bool IsTouchingPlayerContact => IsTouchingPlayer();
public override void OnNetworkSpawn()
{
@@ -129,6 +130,7 @@ namespace Colosseum.Enemy
UpdateThreatState(Time.deltaTime);
OnServerUpdate();
ApplyPlayerContactMovementLock();
}
/// <summary>
@@ -137,12 +139,13 @@ namespace Colosseum.Enemy
protected virtual void OnServerUpdate() { }
/// <summary>
/// 보스와 플레이어가 겹치면 적 자신을 살짝 밀어내 겹침 해소합니다.
/// 점프 착지 포함, 항상 실행됩니다.
/// 접촉 잠금 보정을 사용하지 않는 적만 플레이어 겹침 해소를 적용합니다.
/// </summary>
private void LateUpdate()
{
if (!IsServer || IsDead) return;
if (freezeHorizontalMotionOnPlayerContact)
return;
Vector3 separationOffset = ComputePlayerSeparationOffset();
if (separationOffset.sqrMagnitude <= 0.000001f)
@@ -202,11 +205,21 @@ namespace Colosseum.Enemy
// XZ: 애니메이션 진행도에 따라 목표 위치로 lerp
float t = Mathf.Clamp01(animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
Vector3 newXZ = Vector3.Lerp(jumpStartXZ, jumpTargetXZ, t);
transform.position = new Vector3(newXZ.x, transform.position.y + deltaPosition.y, newXZ.z);
Vector3 desiredDelta = new Vector3(
newXZ.x - transform.position.x,
deltaPosition.y,
newXZ.z - transform.position.z);
if (freezeHorizontalMotionOnPlayerContact)
desiredDelta = LimitHorizontalDeltaAgainstPlayerContact(desiredDelta);
transform.position += desiredDelta;
}
else
{
// jumpToTarget 없으면 기존처럼 애니메이션 루트모션 그대로 적용
if (freezeHorizontalMotionOnPlayerContact)
deltaPosition = LimitHorizontalDeltaAgainstPlayerContact(deltaPosition);
transform.position += deltaPosition;
}
}
@@ -218,18 +231,25 @@ namespace Colosseum.Enemy
isAirborne = false;
if (hasJumpTarget)
{
// lerp가 1.0에 못 미쳐도 착지 시 정확한 위치로 스냅
transform.position = new Vector3(jumpTargetXZ.x, transform.position.y, jumpTargetXZ.z);
// lerp가 1.0에 못 미쳐도 착지 시 목표 지점으로 보정하되, 플레이어 표면을 넘지 않도록 제한합니다.
Vector3 landingDelta = new Vector3(
jumpTargetXZ.x - transform.position.x,
0f,
jumpTargetXZ.z - transform.position.z);
if (freezeHorizontalMotionOnPlayerContact)
landingDelta = LimitHorizontalDeltaAgainstPlayerContact(landingDelta);
transform.position += landingDelta;
}
hasJumpTarget = false;
navMeshAgent.enabled = true;
navMeshAgent.Warp(transform.position);
}
if (freezeHorizontalMotionOnPlayerContact && IsTouchingPlayer())
if (freezeHorizontalMotionOnPlayerContact)
{
deltaPosition.x = 0f;
deltaPosition.z = 0f;
ApplyPlayerContactMovementLock();
deltaPosition = LimitHorizontalDeltaAgainstPlayerContact(deltaPosition);
}
navMeshAgent.Move(deltaPosition);
@@ -337,7 +357,7 @@ namespace Colosseum.Enemy
return Vector3.zero;
float scanRadius = GetPlayerDetectionRadius();
int count = Physics.OverlapSphereNonAlloc(transform.position, scanRadius, overlapBuffer);
int count = Physics.OverlapSphereNonAlloc(bodyCollider.bounds.center, scanRadius, overlapBuffer);
Vector3 separationOffset = Vector3.zero;
int overlapCount = 0;
@@ -346,7 +366,7 @@ namespace Colosseum.Enemy
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
if (!Physics.ComputePenetration(
bodyCollider, transform.position, transform.rotation,
bodyCollider, bodyCollider.transform.position, bodyCollider.transform.rotation,
playerController, playerController.transform.position, playerController.transform.rotation,
out Vector3 separationDirection, out float separationDistance))
{
@@ -371,34 +391,273 @@ namespace Colosseum.Enemy
private bool IsTouchingPlayer()
{
if (bodyCollider == null)
return false;
float scanRadius = GetPlayerDetectionRadius();
int count = Physics.OverlapSphereNonAlloc(transform.position, scanRadius, overlapBuffer);
int count = Physics.OverlapSphereNonAlloc(bodyCollider.bounds.center, scanRadius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
Vector3 toPlayer = playerController.transform.position - transform.position;
toPlayer.y = 0f;
if (toPlayer.magnitude < GetRequiredSeparationDistance(playerController))
if (Physics.ComputePenetration(
bodyCollider, bodyCollider.transform.position, bodyCollider.transform.rotation,
playerController, playerController.transform.position, playerController.transform.rotation,
out _, out float separationDistance)
&& separationDistance > 0.0001f)
{
return true;
}
}
return false;
}
private Vector3 LimitHorizontalDeltaAgainstPlayerContact(Vector3 deltaPosition)
{
Vector3 horizontalDelta = new Vector3(deltaPosition.x, 0f, deltaPosition.z);
if (horizontalDelta.sqrMagnitude <= 0.000001f)
return deltaPosition;
horizontalDelta = ClampHorizontalDeltaToPlayerSurface(horizontalDelta);
if (horizontalDelta.sqrMagnitude <= 0.000001f)
{
deltaPosition.x = 0f;
deltaPosition.z = 0f;
return deltaPosition;
}
if (TryGetPlayerContactBlockDirection(out Vector3 currentBlockDirection) &&
IsBlockedByContactForwardHemisphere(horizontalDelta, currentBlockDirection))
{
horizontalDelta = Vector3.zero;
}
if (horizontalDelta.sqrMagnitude > 0.000001f &&
TryGetProjectedPlayerContactBlockDirection(horizontalDelta, out Vector3 projectedBlockDirection) &&
IsBlockedByContactForwardHemisphere(horizontalDelta, projectedBlockDirection))
{
horizontalDelta = ClampHorizontalDeltaBeforePlayerOverlap(horizontalDelta);
}
deltaPosition.x = horizontalDelta.x;
deltaPosition.z = horizontalDelta.z;
return deltaPosition;
}
private Vector3 ClampHorizontalDeltaToPlayerSurface(Vector3 horizontalDelta)
{
if (bodyCollider == null || horizontalDelta.sqrMagnitude <= 0.000001f)
return horizontalDelta;
if (!WouldCrossPlayerSurface(horizontalDelta))
return horizontalDelta;
if (WouldCrossPlayerSurface(Vector3.zero))
return Vector3.zero;
float min = 0f;
float max = 1f;
for (int i = 0; i < 8; i++)
{
float mid = (min + max) * 0.5f;
if (WouldCrossPlayerSurface(horizontalDelta * mid))
max = mid;
else
min = mid;
}
return horizontalDelta * min;
}
private float GetPlayerDetectionRadius()
{
float enemyRadius = GetBodyHorizontalRadius();
return enemyRadius + 1f + playerSeparationPadding;
}
private float GetBodyHorizontalRadius()
{
if (bodyCollider != null)
{
Bounds bounds = bodyCollider.bounds;
return Mathf.Max(bounds.extents.x, bounds.extents.z);
}
return navMeshAgent != null ? navMeshAgent.radius : 0.5f;
}
private void ApplyPlayerContactMovementLock()
{
if (!freezeHorizontalMotionOnPlayerContact ||
navMeshAgent == null ||
!navMeshAgent.enabled ||
isAirborne)
{
return;
}
if (!IsTouchingPlayer())
return;
if (!navMeshAgent.isStopped)
navMeshAgent.isStopped = true;
if (navMeshAgent.hasPath)
navMeshAgent.ResetPath();
}
private bool TryGetPlayerContactBlockDirection(out Vector3 blockDirection)
{
return TryGetPlayerContactBlockDirection(Vector3.zero, out blockDirection);
}
private bool TryGetProjectedPlayerContactBlockDirection(Vector3 horizontalDelta, out Vector3 blockDirection)
{
return TryGetPlayerContactBlockDirection(horizontalDelta, out blockDirection);
}
private bool TryGetPlayerContactBlockDirection(Vector3 horizontalOffset, out Vector3 blockDirection)
{
blockDirection = Vector3.zero;
if (bodyCollider == null)
return false;
float scanRadius = GetPlayerDetectionRadius() + horizontalOffset.magnitude;
Vector3 scanCenter = bodyCollider.bounds.center + horizontalOffset;
Vector3 bodyPosition = bodyCollider.transform.position + horizontalOffset;
int count = Physics.OverlapSphereNonAlloc(scanCenter, scanRadius, overlapBuffer);
int overlapCount = 0;
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
if (!Physics.ComputePenetration(
bodyCollider, bodyPosition, bodyCollider.transform.rotation,
playerController, playerController.transform.position, playerController.transform.rotation,
out Vector3 separationDirection, out float separationDistance) ||
separationDistance <= 0.0001f)
{
continue;
}
Vector3 playerCenter = playerController.bounds.center;
Vector3 towardPlayer = playerCenter - scanCenter;
towardPlayer.y = 0f;
if (towardPlayer.sqrMagnitude <= 0.0001f)
{
towardPlayer = -separationDirection;
towardPlayer.y = 0f;
if (towardPlayer.sqrMagnitude <= 0.0001f)
continue;
}
blockDirection += towardPlayer.normalized;
overlapCount++;
}
if (overlapCount <= 0 || blockDirection.sqrMagnitude <= 0.0001f)
{
blockDirection = Vector3.zero;
return false;
}
blockDirection.Normalize();
return true;
}
private static bool IsBlockedByContactForwardHemisphere(Vector3 horizontalDelta, Vector3 blockDirection)
{
if (horizontalDelta.sqrMagnitude <= 0.000001f || blockDirection.sqrMagnitude <= 0.0001f)
return false;
float blockedAmount = Vector3.Dot(horizontalDelta, blockDirection);
return blockedAmount >= 0f;
}
private Vector3 ClampHorizontalDeltaBeforePlayerOverlap(Vector3 horizontalDelta)
{
if (bodyCollider == null || horizontalDelta.sqrMagnitude <= 0.000001f)
return horizontalDelta;
if (!HasProjectedPlayerOverlap(horizontalDelta))
return horizontalDelta;
if (HasProjectedPlayerOverlap(Vector3.zero))
return Vector3.zero;
float min = 0f;
float max = 1f;
for (int i = 0; i < 8; i++)
{
float mid = (min + max) * 0.5f;
if (HasProjectedPlayerOverlap(horizontalDelta * mid))
max = mid;
else
min = mid;
}
return horizontalDelta * min;
}
private bool WouldCrossPlayerSurface(Vector3 horizontalOffset)
{
if (bodyCollider == null)
return false;
float enemyRadius = GetBodyHorizontalRadius();
float minimumSurfaceDistance = enemyRadius + playerSeparationPadding;
float scanRadius = GetPlayerDetectionRadius() + horizontalOffset.magnitude;
Vector3 scanCenter = bodyCollider.bounds.center + horizontalOffset;
int count = Physics.OverlapSphereNonAlloc(scanCenter, scanRadius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
Vector3 closestPoint = playerController.ClosestPoint(scanCenter);
Vector3 horizontalToSurface = closestPoint - scanCenter;
horizontalToSurface.y = 0f;
if (horizontalToSurface.magnitude <= minimumSurfaceDistance + 0.001f)
return true;
}
return false;
}
private float GetPlayerDetectionRadius()
private bool HasProjectedPlayerOverlap(Vector3 horizontalOffset)
{
float enemyRadius = navMeshAgent != null ? navMeshAgent.radius : 0.5f;
return enemyRadius + 1f + playerSeparationPadding;
}
if (bodyCollider == null)
return false;
private float GetRequiredSeparationDistance(CharacterController playerController)
{
float enemyRadius = navMeshAgent != null ? navMeshAgent.radius : 0.5f;
float playerRadius = playerController != null ? playerController.radius : 0.5f;
return enemyRadius + playerRadius + playerSeparationPadding;
float scanRadius = GetPlayerDetectionRadius() + horizontalOffset.magnitude;
Vector3 scanCenter = bodyCollider.bounds.center + horizontalOffset;
Vector3 bodyPosition = bodyCollider.transform.position + horizontalOffset;
int count = Physics.OverlapSphereNonAlloc(scanCenter, scanRadius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
if (Physics.ComputePenetration(
bodyCollider, bodyPosition, bodyCollider.transform.rotation,
playerController, playerController.transform.position, playerController.transform.rotation,
out _, out float separationDistance)
&& separationDistance > 0.0001f)
{
return true;
}
}
return false;
}
private static bool TryGetPlayerCharacterController(Collider overlapCollider, out CharacterController playerController)
@@ -780,7 +1039,7 @@ namespace Colosseum.Enemy
if (!float.IsInfinity(maxDistance))
{
float distance = Vector3.Distance(transform.position, target.transform.position);
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, target);
if (distance > maxDistance)
return false;
}