refactor: 드로그 BT 의사결정 투명화 — 모든 조건을 BT 노드로 표시

- BossCombatPatternRole enum 완전 제거, BossPatternData에 직접 필드 추가
- 14개 패턴별 Check*/Use*Action → CheckPatternReadyCondition + UsePatternByRoleAction으로 통합
- BT 계단식 Branch 체인 구조 도입 (BranchingConditionComposite + FloatingPort)
- 패턴별 고유 전제 조건을 BT Condition으로 분리
  - Punish: IsDownedTargetInRangeCondition (다운 대상 반경)
  - Mobility: IsTargetBeyondDistanceCondition (원거리 대상)
  - Utility: IsTargetBeyondDistanceCondition (원거리 대상)
  - Primary: IsTargetInAttackRangeCondition (사거리 이내)
- Phase 진입 조건을 BT에서 확인 가능하도록 IsMinPhaseSatisfiedCondition 추가
- IsPatternReady()에서 minPhase 체크 분리 → 전용 Condition으로 노출
- Secondary 패턴 개념 제거 (secondaryPattern, 보조 차례, 교대 카운터 로직 전부 삭제)
- CanResolvePatternTargetCondition 삭제 (7개 중 5개가 노이즈)
- RebuildDrogBehaviorAuthoringGraph로 BT 에셋 자동 재구성 메뉴 제공
This commit is contained in:
2026-03-30 15:34:21 +09:00
parent dea7fd39ec
commit c6fc56e9c6
56 changed files with 3287 additions and 3541 deletions

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@@ -210,6 +210,13 @@ public abstract partial class BossPatternActionBase : Action
skillTarget = ResolveStepTarget(activeTarget);
if (skillTarget == null)
{
if (activePattern != null && activePattern.SkipJumpStepOnNoTarget)
{
UsePatternAction.MarkPatternUsed(GameObject, activePattern);
LogDebug($"점프 대상 없음, 조합 패턴 조기 종료: {activePattern.PatternName}");
return Status.Success;
}
LogDebug($"점프 타겟을 찾지 못해 실패: {activePattern.PatternName}");
return Status.Failure;
}

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 기동 패턴 준비 여부를 확인하는 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Mobility Pattern Ready",
story: "기동 패턴 준비 여부 확인",
category: "Action",
id: "5b4f133ba50f46759c1c1d3347eb0b0d")]
public partial class CheckMobilityPatternReadyAction : CheckPatternReadyActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Mobility;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 489f56d9043e6d24fbe8e5574b6729be

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@@ -1,40 +0,0 @@
using System;
using Colosseum.AI;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using Action = Unity.Behavior.Action;
/// <summary>
/// 지정된 공통 패턴 역할의 준비 여부를 확인하는 체크 액션 기반 클래스입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
public abstract partial class CheckPatternReadyActionBase : Action
{
/// <summary>
/// 현재 액션이 검사할 패턴 역할입니다.
/// </summary>
protected abstract BossCombatPatternRole PatternRole { get; }
protected override Status OnStart()
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return Status.Failure;
if (context.IsBehaviorSuppressed)
return Status.Failure;
BossPatternData pattern = context.GetPattern(PatternRole);
if (pattern == null)
return Status.Failure;
if (context.CurrentPatternPhase < pattern.MinPhase)
return Status.Failure;
return UsePatternAction.IsPatternReady(GameObject, pattern) ? Status.Success : Status.Failure;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 59a58b1d5cc33f943a1af10764ee11b5

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 기본 패턴 준비 여부를 확인하는 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Primary Pattern Ready",
story: "기본 패턴 준비 여부 확인",
category: "Action",
id: "88626617015e43ef97ea4dd05cce55e0")]
public partial class CheckPrimaryPatternReadyAction : CheckPatternReadyActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Primary;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e3b45dc2b81beac44a35a3a6545c0488

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 징벌 패턴 준비 여부를 확인하는 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Punish Pattern Ready",
story: "징벌 패턴 준비 여부 확인",
category: "Action",
id: "e855b3f8bdce44efa85859358d67c7a7")]
public partial class CheckPunishPatternReadyAction : CheckPatternReadyActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Punish;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 2211d1182dbbf7741b0058718afae162

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 보조 패턴 준비 여부를 확인하는 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Secondary Pattern Ready",
story: "보조 패턴 준비 여부 확인",
category: "Action",
id: "72d4626f97fe4de4aedfda612961957f")]
public partial class CheckSecondaryPatternReadyAction : CheckPatternReadyActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Secondary;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e155d7ca234bf8148bef34617a3a8739

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@@ -1,26 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using Action = Unity.Behavior.Action;
/// <summary>
/// 현재 근접 패턴 차례가 보조 패턴인지 확인하는 공통 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Secondary Pattern Turn",
story: "현재 근접 패턴 차례가 보조 패턴인지 확인",
category: "Action",
id: "e85477bd25894248aeeea8b41efc7f48")]
public partial class CheckSecondaryPatternTurnAction : Action
{
protected override Status OnStart()
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
return context != null && context.IsNextSecondaryPattern() ? Status.Success : Status.Failure;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 435950077eea65d43beb6bfaba38dc60

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@@ -1,31 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using Action = Unity.Behavior.Action;
/// <summary>
/// 시그니처 패턴 사용 가능 여부를 확인하는 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Signature Pattern Ready",
story: "시그니처 패턴 준비 여부 확인",
category: "Action",
id: "b3b2916257134e0eb3a71a5f544a8d6f")]
public partial class CheckSignaturePatternReadyAction : Action
{
protected override Status OnStart()
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context != null && context.IsBehaviorSuppressed)
return Status.Failure;
return context != null && context.IsSignaturePatternReady()
? Status.Success
: Status.Failure;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b27f3137292d5704d802b5cfb58037e4

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@@ -1,35 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 현재 타겟이 보스의 공격 사거리 안에 있는지 확인하는 공통 체크 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Check Target In Attack Range",
story: "[Target] ",
category: "Action",
id: "16821bba281d49f699d1ac9ec613dcce")]
public partial class CheckTargetInAttackRangeAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
protected override Status OnStart()
{
if (Target?.Value == null)
return Status.Failure;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
return distance <= attackRange + 0.25f ? Status.Success : Status.Failure;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 5b3844411f6dd784089c40c5d4325b45

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@@ -1,18 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using Action = Unity.Behavior.Action;
/// <summary>
/// 공통 원거리 견제 패턴의 준비 여부를 확인합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Check Utility Pattern Ready", story: "원거리 견제 패턴 준비 완료", category: "Action", id: "e3a3f4bd4f214efc873109631e5195db")]
public partial class CheckUtilityPatternReadyAction : CheckPatternReadyActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Utility;
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 15de0eb23ee195a42a07c23c18f9fa9a

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 기동 패턴을 실행하는 공통 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Mobility Pattern",
story: "기동 패턴 실행",
category: "Action",
id: "bb19ca5ae11a4d9586180f7cba9f76cc")]
public partial class UseMobilityPatternAction : UsePatternRoleActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Mobility;
}

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fileFormatVersion: 2
guid: 137700b0db09e724899700f0da861132

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@@ -0,0 +1,153 @@
using System;
using Colosseum.AI;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
/// <summary>
/// 지정된 패턴을 실행하는 범용 액션 노드입니다.
/// Pattern 필드에 BossPatternData 에셋을 직접 할당합니다.
/// 타겟 해석과 등록은 Condition에서 처리되므로, 이 액션은 순수하게 패턴만 실행합니다.
/// 시그니처 패턴은 내부적으로 TryStartSignaturePattern 경로를 사용합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Pattern By Role",
story: "[Pattern] ",
category: "Action",
id: "b2c3d4e5-1111-2222-3333-555566667777")]
public partial class UsePatternByRoleAction : BossPatternActionBase
{
[SerializeReference]
[Tooltip("실행할 패턴")]
public BlackboardVariable<BossPatternData> Pattern;
/// <summary>
/// 시그니처 패턴 실행 상태 추적
/// </summary>
private bool signatureStarted;
protected override Status OnStart()
{
BossPatternData pattern = Pattern?.Value;
if (pattern == null)
return Status.Failure;
if (pattern.IsSignature)
return StartSignaturePattern();
// 타겟 해석은 ResolveStepTarget에서 처리됨
// 여기서는 RegisterPatternUse만 호출 (근접 패턴 전용)
if (pattern.IsMelee)
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
context?.RegisterPatternUse(pattern);
}
// base.OnStart는 TryResolvePattern → ExecuteCurrentStep 호출
return base.OnStart();
}
protected override Status OnUpdate()
{
BossPatternData pattern = Pattern?.Value;
if (pattern == null)
return Status.Failure;
if (pattern.IsSignature)
return UpdateSignaturePattern();
return base.OnUpdate();
}
protected override void OnEnd()
{
if (signatureStarted)
{
signatureStarted = false;
return;
}
base.OnEnd();
}
/// <summary>
/// 시그니처 패턴 시작
/// </summary>
private Status StartSignaturePattern()
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return Status.Failure;
GameObject target = Target != null ? Target.Value : null;
signatureStarted = context.TryStartSignaturePattern(target);
return signatureStarted ? Status.Running : Status.Failure;
}
/// <summary>
/// 시그니처 패턴 업데이트
/// </summary>
private Status UpdateSignaturePattern()
{
if (!signatureStarted)
return Status.Failure;
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return Status.Failure;
return context.IsSignaturePatternActive
? Status.Running
: Status.Success;
}
/// <summary>
/// BossPatternActionBase.TryResolvePattern 구현.
/// Condition에서 이미 타겟을 해석했으므로, Target.Value를 그대로 사용합니다.
/// </summary>
protected override bool TryResolvePattern(out BossPatternData pattern, out GameObject target)
{
pattern = Pattern?.Value;
target = Target != null ? Target.Value : null;
if (pattern == null)
return false;
if (!UsePatternAction.IsPatternReady(GameObject, pattern))
return false;
if (target == null)
return false;
return true;
}
protected override GameObject ResolveStepTarget(GameObject fallbackTarget)
{
BossPatternData pattern = Pattern?.Value;
if (pattern == null)
return base.ResolveStepTarget(fallbackTarget);
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return base.ResolveStepTarget(fallbackTarget);
TargetResolveMode targetMode = pattern.TargetMode;
if (targetMode == TargetResolveMode.Mobility)
return context.IsValidMobilityTarget(fallbackTarget)
? fallbackTarget
: context.FindMobilityTarget();
if (targetMode == TargetResolveMode.Utility)
return context.IsValidUtilityTarget(fallbackTarget)
? fallbackTarget
: context.FindUtilityTarget();
return base.ResolveStepTarget(fallbackTarget);
}
}

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fileFormatVersion: 2
guid: 330e28c06aa715a4999a2ac322ee7748

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@@ -1,67 +0,0 @@
using System;
using Colosseum.AI;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
/// <summary>
/// 지정된 공통 패턴 역할을 실행하는 액션 기반 클래스입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
public abstract partial class UsePatternRoleActionBase : BossPatternActionBase
{
/// <summary>
/// 현재 액션이 실행할 공통 패턴 역할입니다.
/// </summary>
protected abstract BossCombatPatternRole PatternRole { get; }
protected override bool TryResolvePattern(out BossPatternData pattern, out GameObject target)
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
pattern = context != null ? context.GetPattern(PatternRole) : null;
target = Target != null ? Target.Value : null;
if (pattern == null || !UsePatternAction.IsPatternReady(GameObject, pattern))
return false;
if (target == null && PatternRole.IsMeleeRole())
target = ResolvePrimaryTarget();
if (target == null && PatternRole == BossCombatPatternRole.Mobility)
target = context != null ? context.FindMobilityTarget() : null;
if (target == null && PatternRole == BossCombatPatternRole.Utility)
target = context != null ? context.FindUtilityTarget() : null;
if (target == null)
return false;
if (PatternRole.IsMeleeRole() && context != null)
context.RegisterPatternUse(PatternRole);
return true;
}
protected override GameObject ResolveStepTarget(GameObject fallbackTarget)
{
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
if (PatternRole == BossCombatPatternRole.Mobility && context != null)
{
return context.IsValidMobilityTarget(fallbackTarget)
? fallbackTarget
: context.FindMobilityTarget();
}
if (PatternRole == BossCombatPatternRole.Utility && context != null)
{
return context.IsValidUtilityTarget(fallbackTarget)
? fallbackTarget
: context.FindUtilityTarget();
}
return base.ResolveStepTarget(fallbackTarget);
}
}

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fileFormatVersion: 2
guid: 33384929fd7ec3c4f9240ac748de185c

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 기본 패턴을 실행하는 공통 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Primary Pattern",
story: "기본 패턴 실행",
category: "Action",
id: "45d71c690f6342bcbbd348b6df5b77f1")]
public partial class UsePrimaryPatternAction : UsePatternRoleActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Primary;
}

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fileFormatVersion: 2
guid: 2d8de0b13ad776845a14b35e16485f53

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 징벌 패턴을 실행하는 공통 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Punish Pattern",
story: "징벌 패턴 실행",
category: "Action",
id: "55f3c204a22b42dca6ae96e555f11a70")]
public partial class UsePunishPatternAction : UsePatternRoleActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Punish;
}

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fileFormatVersion: 2
guid: 16cef0dbbe7946d46b3021b0c1802669

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@@ -1,20 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 보조 패턴을 실행하는 공통 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Secondary Pattern",
story: "보조 패턴 실행",
category: "Action",
id: "5169d341ce0c4400ae7fa3b58dde5b7a")]
public partial class UseSecondaryPatternAction : UsePatternRoleActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Secondary;
}

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fileFormatVersion: 2
guid: 79cd3375939c8a244bad9d8e1f02a45d

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@@ -1,54 +0,0 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 보스 공통 시그니처 패턴을 실행하는 액션입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Signature Pattern",
story: "시그니처 패턴 실행",
category: "Action",
id: "178f8888d56042c6a75b4d6ee8a7a7d4")]
public partial class UseSignaturePatternAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
private BossCombatBehaviorContext combatBehaviorContext;
private bool started;
protected override Status OnStart()
{
combatBehaviorContext = GameObject.GetComponent<BossCombatBehaviorContext>();
if (combatBehaviorContext == null)
return Status.Failure;
GameObject target = Target != null ? Target.Value : null;
started = combatBehaviorContext.TryStartSignaturePattern(target);
return started ? Status.Running : Status.Failure;
}
protected override Status OnUpdate()
{
if (!started || combatBehaviorContext == null)
return Status.Failure;
return combatBehaviorContext.IsSignaturePatternActive
? Status.Running
: Status.Success;
}
protected override void OnEnd()
{
started = false;
combatBehaviorContext = null;
}
}

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fileFormatVersion: 2
guid: 0680aed4d244d7844918883e06e718d5

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using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
/// <summary>
/// 공통 원거리 견제 패턴을 실행합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Use Utility Pattern", story: "원거리 견제 패턴 실행", category: "Action", id: "f29d4556f2d04f6bb80418f9f9fe2c68")]
public partial class UseUtilityPatternAction : UsePatternRoleActionBase
{
protected override BossCombatPatternRole PatternRole => BossCombatPatternRole.Utility;
}

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fileFormatVersion: 2
guid: 36c98678f964a7447bede88fedc04561

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using System;
using Colosseum.AI;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 지정된 패턴이 준비되었는지 확인하는 범용 조건 노드입니다.
/// Pattern 필드에 BossPatternData 에셋을 직접 할당합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Check Pattern Ready", story: "[Pattern] ?", id: "a1b2c3d4-1111-2222-3333-444455556666")]
[NodeDescription(
name: "Check Pattern Ready",
story: "Check [Pattern] pattern ready",
category: "Condition/Pattern")]
public partial class CheckPatternReadyCondition : Condition
{
[SerializeReference]
[Tooltip("준비 여부를 확인할 패턴")]
public BlackboardVariable<BossPatternData> Pattern;
public override bool IsTrue()
{
BossPatternData pattern = Pattern?.Value;
if (pattern == null)
return false;
return PatternReadyHelper.IsPatternReady(GameObject, pattern);
}
}
}

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using System;
using Colosseum.Combat;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 다운된 적대 대상이 지정 반경 이내에 존재하는지 확인합니다.
/// 징벌(Punish) 패턴의 전제 조건으로 사용됩니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Downed Target In Range", story: "다운된 대상이 [{SearchRadius}]m ?", id: "d4e5f6a7-3333-4444-555566667777")]
[NodeDescription(
name: "Downed Target In Range",
story: "Downed target within [{SearchRadius}]m",
category: "Condition/Pattern")]
public partial class IsDownedTargetInRangeCondition : Condition
{
[Min(0f)]
[Tooltip("다운된 대상을 탐색할 최대 반경")]
[SerializeField]
private float searchRadius = 6f;
public override bool IsTrue()
{
HitReactionController[] controllers = UnityEngine.Object.FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
for (int i = 0; i < controllers.Length; i++)
{
HitReactionController controller = controllers[i];
if (controller == null || !controller.IsDowned)
continue;
GameObject candidate = controller.gameObject;
if (candidate == null || !candidate.activeInHierarchy)
continue;
if (candidate == GameObject)
continue;
if (Team.IsSameTeam(GameObject, candidate))
continue;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance <= searchRadius)
return true;
}
return false;
}
}
}

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using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 현재 보스 페이즈가 지정된 최소 페이즈 이상인지 확인하는 조건 노드입니다.
/// 패턴의 Phase 진입 조건을 BT에서 시각적으로 확인할 수 있습니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Min Phase Satisfied", story: "현재 페이즈가 [MinPhase] ?", id: "e3f4a5b6-7777-8888-9999-ddddddddeeee")]
[NodeDescription(
name: "Min Phase Satisfied",
story: "현재 페이즈가 [MinPhase] ?",
category: "Condition/Phase")]
public partial class IsMinPhaseSatisfiedCondition : Condition
{
[SerializeReference]
[Tooltip("최소 요구 페이즈 (1=Phase 1부터)")]
public BlackboardVariable<int> MinPhase;
public override bool IsTrue()
{
int minPhase = MinPhase?.Value ?? 1;
if (minPhase <= 1)
return true;
BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
return context != null && context.CurrentPatternPhase >= minPhase;
}
}
}

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using System;
using System.Linq;
using Colosseum.Combat;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 지정 거리 이상 떨어진 적대 대상이 존재하는지 확인합니다.
/// 기동(도약) 또는 유틸리티(투척) 패턴의 전제 조건으로 사용됩니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Target Beyond Distance", story: "[{MinDistance}]m ?", id: "e5f6a7b8-4444-5555-666677778888")]
[NodeDescription(
name: "Target Beyond Distance",
story: "Target beyond [{MinDistance}]m exists",
category: "Condition/Pattern")]
public partial class IsTargetBeyondDistanceCondition : Condition
{
[Min(0f)]
[Tooltip("이 거리 이상 떨어진 대상이 있는지 확인")]
[SerializeField]
private float minDistance = 8f;
public override bool IsTrue()
{
IDamageable[] targets = UnityEngine.Object.FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None)
.OfType<IDamageable>()
.ToArray();
for (int i = 0; i < targets.Length; i++)
{
IDamageable target = targets[i];
if (target == null)
continue;
Component component = target as Component;
if (component == null || !component.gameObject.activeInHierarchy)
continue;
GameObject candidate = component.gameObject;
if (candidate == GameObject)
continue;
if (Team.IsSameTeam(GameObject, candidate))
continue;
if (target.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance >= minDistance)
return true;
}
return false;
}
}
}

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using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 현재 타겟이 보스의 공격 사거리 안에 있는지 확인하는 조건 노드입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[Condition(name: "Is Target In Attack Range", story: "타겟이 공격 사거리 안에 있는가?", id: "57370b5b23f82a54dabc4f189a23286a")]
[NodeDescription(
name: "Is Target In Attack Range",
story: "Is [Target] in attack range",
category: "Condition/Combat")]
public partial class IsTargetInAttackRangeCondition : Condition
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
public override bool IsTrue()
{
if (Target?.Value == null)
return false;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
float distance = Vector3.Distance(GameObject.transform.position, Target.Value.transform.position);
return distance <= attackRange + 0.25f;
}
}
}

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using UnityEngine;
using Colosseum.AI;
using Colosseum.Enemy;
namespace Colosseum.AI.BehaviorActions.Conditions
{
/// <summary>
/// 패턴 준비 여부를 확인하는 공통 헬퍼 메서드를 제공합니다.
/// </summary>
public static class PatternReadyHelper
{
/// <summary>
/// 지정된 패턴이 현재 실행 가능한지 확인합니다.
/// 패턴의 특성 필드를 사용하여 grace period 등을 판단합니다.
/// </summary>
public static bool IsPatternReady(GameObject gameObject, BossPatternData pattern)
{
if (pattern == null)
return false;
if (pattern.IsSignature)
return IsSignatureReady(gameObject);
BossCombatBehaviorContext context = gameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return false;
if (context.IsBehaviorSuppressed)
return false;
if (context.CurrentPatternPhase < pattern.MinPhase)
return false;
if (!context.IsPatternGracePeriodAllowed(pattern))
return false;
return UsePatternAction.IsPatternReady(gameObject, pattern);
}
/// <summary>
/// 시그니처 패턴 전용 준비 여부 확인.
/// </summary>
private static bool IsSignatureReady(GameObject gameObject)
{
BossCombatBehaviorContext context = gameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return false;
return context.IsSignaturePatternReady();
}
}
}

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