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; 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) if (distance > maxDistance || distance >= nearestDistance)
continue; continue;

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,4 +1,7 @@
using System; using System;
using Colosseum.Combat;
using UnityEngine; using UnityEngine;
using Unity.Behavior; using Unity.Behavior;
using Unity.Properties; using Unity.Properties;
@@ -26,7 +29,7 @@ namespace Colosseum.AI.BehaviorActions.Conditions
return false; 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; return distance <= Range.Value;
} }
} }

View File

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

View File

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

View File

@@ -0,0 +1,73 @@
using UnityEngine;
namespace Colosseum.Combat
{
/// <summary>
/// 대상 루트가 아니라 실제 충돌 표면 기준의 위치와 거리를 계산하는 유틸리티입니다.
/// </summary>
public static class TargetSurfaceUtility
{
/// <summary>
/// 기준 위치에서 대상의 가장 가까운 충돌 표면 지점을 반환합니다.
/// </summary>
public static Vector3 GetClosestSurfacePoint(Vector3 origin, GameObject target)
{
if (target == null)
return origin;
if (TryGetTargetCollider(target, out Collider targetCollider))
return targetCollider.ClosestPoint(origin);
return target.transform.position;
}
/// <summary>
/// 기준 위치에서 대상 충돌 표면까지의 수평 거리를 반환합니다.
/// </summary>
public static float GetHorizontalSurfaceDistance(Vector3 origin, GameObject target)
{
Vector3 closestPoint = GetClosestSurfacePoint(origin, target);
Vector3 horizontalDelta = closestPoint - origin;
horizontalDelta.y = 0f;
return horizontalDelta.magnitude;
}
/// <summary>
/// 기준 위치에서 대상 충돌 표면으로 향하는 수평 방향 벡터를 반환합니다.
/// </summary>
public static Vector3 GetHorizontalDirectionToSurface(Vector3 origin, GameObject target)
{
Vector3 direction = GetClosestSurfacePoint(origin, target) - origin;
direction.y = 0f;
return direction;
}
/// <summary>
/// 대상에서 표면 계산에 사용할 대표 콜라이더를 찾습니다.
/// </summary>
public static bool TryGetTargetCollider(GameObject target, out Collider targetCollider)
{
targetCollider = null;
if (target == null)
return false;
CharacterController characterController = target.GetComponent<CharacterController>();
if (characterController == null)
characterController = target.GetComponentInParent<CharacterController>();
if (characterController != null)
{
targetCollider = characterController;
return true;
}
targetCollider = target.GetComponent<Collider>();
if (targetCollider == null)
targetCollider = target.GetComponentInChildren<Collider>();
if (targetCollider == null)
targetCollider = target.GetComponentInParent<Collider>();
return targetCollider != null;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 09a6561ba8b8e4325ad39f70740b32d4

View File

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

View File

@@ -249,29 +249,10 @@ namespace Colosseum.Player
private void UpdateBlockedDirection() private void UpdateBlockedDirection()
{ {
blockedDirection = Vector3.zero; blockedDirection = Vector3.zero;
if (characterController == null)
return;
Vector3 center = transform.position + characterController.center; TryGetEnemyContactBlockDirection(out blockedDirection);
float radius = characterController.radius + 0.15f;
float halfHeight = Mathf.Max(0f, characterController.height * 0.5f - characterController.radius);
int count = Physics.OverlapCapsuleNonAlloc(
center + Vector3.up * halfHeight,
center - Vector3.up * halfHeight,
radius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (overlapBuffer[i].gameObject == gameObject) continue;
if (!overlapBuffer[i].TryGetComponent<UnityEngine.AI.NavMeshAgent>(out _)) continue;
Vector3 toEnemy = overlapBuffer[i].transform.position - transform.position;
toEnemy.y = 0f;
if (toEnemy.sqrMagnitude > 0.0001f)
{
blockedDirection = toEnemy.normalized;
break;
}
}
} }
private void ApplyGravity() private void ApplyGravity()
@@ -303,9 +284,10 @@ namespace Colosseum.Player
if (actionState != null && !actionState.CanMove) if (actionState != null && !actionState.CanMove)
moveDirection = Vector3.zero; moveDirection = Vector3.zero;
if (blockedDirection != Vector3.zero && Vector3.Dot(moveDirection, blockedDirection) > 0f) if (IsBlockedByEnemyContact(moveDirection))
moveDirection = Vector3.zero; moveDirection = Vector3.zero;
forcedDelta = LimitHorizontalDeltaAgainstEnemyContact(forcedDelta);
float actualMoveSpeed = moveSpeed * GetMoveSpeedMultiplier(); float actualMoveSpeed = moveSpeed * GetMoveSpeedMultiplier();
characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime + forcedDelta); characterController.Move((moveDirection * actualMoveSpeed + velocity) * Time.deltaTime + forcedDelta);
@@ -400,16 +382,8 @@ namespace Colosseum.Player
Vector3 deltaPosition = animator.deltaPosition; Vector3 deltaPosition = animator.deltaPosition;
Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime); Vector3 forcedDelta = ConsumeForcedMovementDelta(Time.deltaTime);
deltaPosition = LimitHorizontalDeltaAgainstEnemyContact(deltaPosition);
if (blockedDirection != Vector3.zero) forcedDelta = LimitHorizontalDeltaAgainstEnemyContact(forcedDelta);
{
Vector3 deltaXZ = new Vector3(deltaPosition.x, 0f, deltaPosition.z);
if (Vector3.Dot(deltaXZ, blockedDirection) > 0f)
{
deltaPosition.x = 0f;
deltaPosition.z = 0f;
}
}
if (skillController.IgnoreRootMotionY) if (skillController.IgnoreRootMotionY)
{ {
@@ -446,5 +420,100 @@ namespace Colosseum.Player
return delta; return delta;
} }
private Vector3 LimitHorizontalDeltaAgainstEnemyContact(Vector3 delta)
{
Vector3 horizontalDelta = new Vector3(delta.x, 0f, delta.z);
if (!IsBlockedByEnemyContact(horizontalDelta))
return delta;
delta.x = 0f;
delta.z = 0f;
return delta;
}
private bool IsBlockedByEnemyContact(Vector3 horizontalDirection)
{
Vector3 horizontal = new Vector3(horizontalDirection.x, 0f, horizontalDirection.z);
if (horizontal.sqrMagnitude <= 0.000001f || blockedDirection.sqrMagnitude <= 0.0001f)
return false;
return Vector3.Dot(horizontal, blockedDirection) >= 0f;
}
private bool TryGetEnemyContactBlockDirection(out Vector3 blockDirection)
{
blockDirection = Vector3.zero;
if (characterController == null)
return false;
Vector3 center = transform.position + characterController.center;
float radius = characterController.radius + 0.15f;
float halfHeight = Mathf.Max(0f, characterController.height * 0.5f - characterController.radius);
int count = Physics.OverlapCapsuleNonAlloc(
center + Vector3.up * halfHeight,
center - Vector3.up * halfHeight,
radius,
overlapBuffer);
int overlapCount = 0;
for (int i = 0; i < count; i++)
{
if (!TryGetEnemyCollider(overlapBuffer[i], out Collider enemyCollider))
continue;
if (!Physics.ComputePenetration(
characterController, transform.position, transform.rotation,
enemyCollider, enemyCollider.transform.position, enemyCollider.transform.rotation,
out Vector3 separationDirection, out float separationDistance) ||
separationDistance <= 0.0001f)
{
continue;
}
Vector3 towardEnemy = enemyCollider.bounds.center - center;
towardEnemy.y = 0f;
if (towardEnemy.sqrMagnitude <= 0.0001f)
{
towardEnemy = -separationDirection;
towardEnemy.y = 0f;
if (towardEnemy.sqrMagnitude <= 0.0001f)
continue;
}
blockDirection += towardEnemy.normalized;
overlapCount++;
}
if (overlapCount <= 0 || blockDirection.sqrMagnitude <= 0.0001f)
{
blockDirection = Vector3.zero;
return false;
}
blockDirection.Normalize();
return true;
}
private bool TryGetEnemyCollider(Collider overlapCollider, out Collider enemyCollider)
{
enemyCollider = null;
if (overlapCollider == null)
return false;
if (overlapCollider.gameObject == gameObject || overlapCollider.transform.IsChildOf(transform))
return false;
Colosseum.Enemy.EnemyBase enemy = overlapCollider.GetComponent<Colosseum.Enemy.EnemyBase>();
if (enemy == null)
enemy = overlapCollider.GetComponentInParent<Colosseum.Enemy.EnemyBase>();
if (enemy == null)
return false;
enemyCollider = overlapCollider;
return enemyCollider != null;
}
} }
} }

View File

@@ -6,6 +6,7 @@ using UnityEngine;
using Unity.Netcode; using Unity.Netcode;
using Colosseum.Abnormalities; using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Player; using Colosseum.Player;
#if UNITY_EDITOR #if UNITY_EDITOR
@@ -1266,13 +1267,18 @@ namespace Colosseum.Skills
if (IsSpawned && !IsServer) if (IsSpawned && !IsServer)
return; return;
Vector3 direction = currentTargetOverride.transform.position - transform.position; Vector3 direction = TargetSurfaceUtility.GetHorizontalDirectionToSurface(transform.position, currentTargetOverride);
direction.y = 0f;
if (direction.sqrMagnitude < 0.0001f) if (direction.sqrMagnitude < 0.0001f)
return; return;
bool suppressRotationWhileContactingPlayer = currentSkill.UseRootMotion
&& currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.FaceTarget
&& enemyBase.IsTouchingPlayerContact;
if (currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.FaceTarget || if (currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.FaceTarget ||
currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.MoveTowardTarget) currentSkill.CastTargetTrackingMode == SkillCastTargetTrackingMode.MoveTowardTarget)
{
if (!suppressRotationWhileContactingPlayer)
{ {
Quaternion targetRotation = Quaternion.LookRotation(direction.normalized); Quaternion targetRotation = Quaternion.LookRotation(direction.normalized);
float rotationSpeed = Mathf.Max(0f, currentSkill.CastTargetRotationSpeed); float rotationSpeed = Mathf.Max(0f, currentSkill.CastTargetRotationSpeed);
@@ -1281,6 +1287,7 @@ namespace Colosseum.Skills
else else
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * 360f * Time.deltaTime); transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * 360f * Time.deltaTime);
} }
}
if (currentSkill.CastTargetTrackingMode != SkillCastTargetTrackingMode.MoveTowardTarget || currentSkill.UseRootMotion) if (currentSkill.CastTargetTrackingMode != SkillCastTargetTrackingMode.MoveTowardTarget || currentSkill.UseRootMotion)
return; return;
@@ -1290,7 +1297,8 @@ namespace Colosseum.Skills
return; return;
float stopDistance = Mathf.Max(0f, currentSkill.CastTargetStopDistance); float stopDistance = Mathf.Max(0f, currentSkill.CastTargetStopDistance);
if (direction.magnitude <= stopDistance) float surfaceDistance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(transform.position, currentTargetOverride);
if (surfaceDistance <= stopDistance)
{ {
navMeshAgent.isStopped = true; navMeshAgent.isStopped = true;
navMeshAgent.ResetPath(); navMeshAgent.ResetPath();
@@ -1298,7 +1306,7 @@ namespace Colosseum.Skills
} }
navMeshAgent.isStopped = false; navMeshAgent.isStopped = false;
navMeshAgent.SetDestination(currentTargetOverride.transform.position); navMeshAgent.SetDestination(TargetSurfaceUtility.GetClosestSurfacePoint(transform.position, currentTargetOverride));
} }
/// <summary> /// <summary>