feat: AI 타겟팅 개선 - 사망한 대상 무시

- FindTargetAction: IDamageable.IsDead 체크로 사망한 타겟 제외
- SetTargetInRangeAction: 사망한 타겟을 거리 검색에서 제외
- HasTargetCondition: 타겟 생존 여부 추가 확인
- BossArea: FindObjectOfType → FindFirstObjectByType 변경

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

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-14 15:08:47 +09:00
parent 00233ee977
commit aeb4fc2847
4 changed files with 44 additions and 8 deletions

View File

@@ -3,6 +3,7 @@ using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
using Colosseum.Combat;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "FindTarget", story: "[타겟] ", category: "Action", id: "bb947540549026f3c5625c6d19213311")]
@@ -21,15 +22,29 @@ public partial class FindTargetAction : Action
return Status.Failure;
}
GameObject foundTarget = GameObject.FindGameObjectWithTag(Tag.Value);
// 모든 타겟 후보 검색
GameObject[] candidates = GameObject.FindGameObjectsWithTag(Tag.Value);
if (foundTarget == null)
if (candidates == null || candidates.Length == 0)
{
return Status.Failure;
}
Target.Value = foundTarget;
return Status.Success;
// 사망하지 않은 타겟 찾기
foreach (GameObject candidate in candidates)
{
IDamageable damageable = candidate.GetComponent<IDamageable>();
// IDamageable이 없거나 살아있는 경우 타겟으로 선택
if (damageable == null || !damageable.IsDead)
{
Target.Value = candidate;
return Status.Success;
}
}
// 살아있는 타겟이 없음
return Status.Failure;
}
}

View File

@@ -3,6 +3,7 @@ using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
using Colosseum.Combat;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "SetTargetInRange", story: "[거리] [] ", category: "Action", id: "93b7a5d823a58618d5371c01ef894948")]
@@ -32,12 +33,19 @@ public partial class SetTargetInRangeAction : Action
return Status.Failure;
}
// 가장 가까운 타겟 찾기
// 가장 가까운 살아있는 타겟 찾기
GameObject nearestTarget = null;
float nearestDistance = Range.Value; // Range 내에서만 검색
foreach (GameObject potentialTarget in targets)
{
// 사망한 타겟은 제외
IDamageable damageable = potentialTarget.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
{
continue;
}
float distance = Vector3.Distance(
GameObject.transform.position,
potentialTarget.transform.position

View File

@@ -3,11 +3,12 @@ using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
using Colosseum.Combat;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 타겟이 존재하는지 확인합니다.
/// 타겟이 존재하고 살아있는지 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Has Target", story: "Has [Target]", category: "Combat")]
@@ -18,7 +19,19 @@ namespace Colosseum.AI.BehaviorActions.Conditions
public override bool IsTrue()
{
return Target.Value != null && Target.Value.activeInHierarchy;
if (Target.Value == null || !Target.Value.activeInHierarchy)
{
return false;
}
// 타겟이 사망했는지 확인
IDamageable damageable = Target.Value.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
{
return false;
}
return true;
}
}
}

View File

@@ -73,7 +73,7 @@ namespace Colosseum.Enemy
// BossHealthBarUI 자동 검색
if (bossHealthBarUI == null)
{
bossHealthBarUI = FindObjectOfType<BossHealthBarUI>();
bossHealthBarUI = FindFirstObjectByType<BossHealthBarUI>();
if (bossHealthBarUI == null)
{
Debug.LogWarning($"[BossArea] {name}: BossHealthBarUI를 찾을 수 없습니다.");