feat: 드로그 공통 보스 BT 프레임워크 정리
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using System;
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using Colosseum;
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using Colosseum.Combat;
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using Colosseum.Enemy;
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using Colosseum.Player;
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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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/// 일정 반경 내에서 가장 가까운 다운 대상 플레이어를 선택하는 Behavior Action입니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Select Nearest Downed Target",
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story: "[SearchRadius] 반경 내 가장 가까운 다운 대상을 [Target]으로 선택",
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category: "Action",
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id: "ee1146ad46ec4730acb4d6c883a5a771")]
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public partial class SelectNearestDownedTargetAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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[SerializeReference]
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public BlackboardVariable<float> SearchRadius = new BlackboardVariable<float>(0f);
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protected override Status OnStart()
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{
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float searchRadius = ResolveSearchRadius();
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HitReactionController[] hitReactionControllers = UnityEngine.Object.FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
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GameObject nearestTarget = null;
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float nearestDistance = float.MaxValue;
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for (int i = 0; i < hitReactionControllers.Length; i++)
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{
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HitReactionController controller = hitReactionControllers[i];
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if (controller == null || !controller.IsDowned)
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continue;
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GameObject candidate = controller.gameObject;
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if (candidate == null || !candidate.activeInHierarchy)
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continue;
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if (Team.IsSameTeam(GameObject, candidate))
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continue;
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IDamageable damageable = candidate.GetComponent<IDamageable>();
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if (damageable != null && damageable.IsDead)
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
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if (distance > searchRadius || distance >= nearestDistance)
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continue;
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nearestDistance = distance;
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nearestTarget = candidate;
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}
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if (nearestTarget == null)
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return Status.Failure;
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Target.Value = nearestTarget;
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LogDebug($"다운 대상 선택: {nearestTarget.name}");
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return Status.Success;
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}
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private float ResolveSearchRadius()
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{
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if (SearchRadius.Value > 0f)
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return SearchRadius.Value;
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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if (context != null)
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return context.PunishSearchRadius;
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EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
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if (enemyBase != null && enemyBase.Data != null)
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return enemyBase.Data.AttackRange + 4f;
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return 6f;
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}
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private void LogDebug(string message)
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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context?.LogDebug(nameof(SelectNearestDownedTargetAction), message);
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}
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}
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