feat: 드로그 공통 보스 BT 프레임워크 정리
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using System;
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using Colosseum.AI;
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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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/// <summary>
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/// 지정된 공통 패턴 역할을 실행하는 액션 기반 클래스입니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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public abstract partial class UsePatternRoleActionBase : BossPatternActionBase
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{
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/// <summary>
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/// 현재 액션이 실행할 공통 패턴 역할입니다.
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/// </summary>
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protected abstract BossCombatPatternRole PatternRole { get; }
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protected override bool TryResolvePattern(out BossPatternData pattern, out GameObject target)
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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pattern = context != null ? context.GetPattern(PatternRole) : null;
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target = Target != null ? Target.Value : null;
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if (pattern == null || !UsePatternAction.IsPatternReady(GameObject, pattern))
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return false;
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if (target == null && PatternRole.IsMeleeRole())
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target = ResolvePrimaryTarget();
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if (target == null && PatternRole == BossCombatPatternRole.Mobility)
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target = context != null ? context.FindMobilityTarget() : null;
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if (target == null)
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return false;
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if (PatternRole.IsMeleeRole() && context != null)
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context.RegisterPatternUse(PatternRole);
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return true;
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}
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protected override GameObject ResolveStepTarget(GameObject fallbackTarget)
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{
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BossCombatBehaviorContext context = GameObject.GetComponent<BossCombatBehaviorContext>();
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if (PatternRole == BossCombatPatternRole.Mobility && context != null)
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{
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return context.IsValidMobilityTarget(fallbackTarget)
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? fallbackTarget
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: context.FindMobilityTarget();
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}
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return base.ResolveStepTarget(fallbackTarget);
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}
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}
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