feat: 드로그 공통 보스 BT 프레임워크 정리
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using System;
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using Colosseum.Enemy;
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using Unity.Behavior;
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using Unity.Properties;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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/// <summary>
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/// 보스의 주 대상을 갱신하는 공통 Behavior Action입니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Refresh Primary Target",
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story: "보스 주 대상을 [Target]으로 갱신",
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category: "Action",
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id: "b7dbb1fc0c0d451795e9f02d6f4d3930")]
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public partial class RefreshPrimaryTargetAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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protected override Status OnStart()
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{
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EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
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if (enemyBase == null)
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return Status.Failure;
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GameObject currentTarget = Target != null ? Target.Value : null;
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float aggroRange = enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, aggroRange);
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if (resolvedTarget == null)
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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resolvedTarget = context != null ? context.FindNearestLivingTarget() : null;
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}
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if (Target != null)
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Target.Value = resolvedTarget;
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return resolvedTarget != null ? Status.Success : Status.Failure;
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}
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}
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