chore: Assets 디렉토리 구조 정리 및 네이밍 컨벤션 적용

- Assets/_Game/ 하위로 게임 에셋 통합
- External/ 패키지 벤더별 분류 (Synty, Animations, UI)
- 에셋 네이밍 컨벤션 확립 및 적용
  (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등)
- pre-commit hook으로 네이밍 컨벤션 자동 검사 추가
- RESTRUCTURE_CHECKLIST.md 작성

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-16 19:08:27 +09:00
parent 309bf5f48b
commit c265f980db
17251 changed files with 2630777 additions and 206 deletions

View File

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using System;
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")]
public partial class SetTargetInRangeAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
[SerializeReference]
public BlackboardVariable<float> Range = new BlackboardVariable<float>(10f);
protected override Status OnStart()
{
if (string.IsNullOrEmpty(Tag.Value))
{
return Status.Failure;
}
// 모든 타겟 태그 오브젝트 찾기
GameObject[] targets = GameObject.FindGameObjectsWithTag(Tag.Value);
if (targets == null || targets.Length == 0)
{
return Status.Failure;
}
// 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
);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestTarget = potentialTarget;
}
}
if (nearestTarget == null)
{
return Status.Failure;
}
Target.Value = nearestTarget;
return Status.Success;
}
}