feat: 드로그 공통 보스 BT 프레임워크 정리
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@@ -1,408 +1,10 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Unity.Netcode;
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using Colosseum.AI;
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using Colosseum.Player;
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using Colosseum.Skills;
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namespace Colosseum.Enemy
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{
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/// <summary>
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/// 드로그 전용 패턴 선택 컨트롤러입니다.
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/// 기본 루프, 도약, 다운 추가타 같은 고우선 패턴을 직접 선택합니다.
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/// 드로그가 사용하는 보스 전투 컨텍스트 컴포넌트입니다.
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/// 현재는 공통 보스 전투 BT 프레임워크를 그대로 사용합니다.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(BossEnemy))]
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[RequireComponent(typeof(SkillController))]
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public class DrogPatternController : NetworkBehaviour
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public class DrogPatternController : BossCombatBehaviorContext
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{
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[Header("References")]
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[SerializeField] private BossEnemy bossEnemy;
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[SerializeField] private EnemyBase enemyBase;
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[SerializeField] private SkillController skillController;
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[SerializeField] private UnityEngine.AI.NavMeshAgent navMeshAgent;
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[Header("Pattern Data")]
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[Tooltip("기본 근접 압박 패턴")]
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[SerializeField] private BossPatternData mainPattern;
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[Tooltip("먼 대상 징벌용 도약 패턴")]
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[SerializeField] private BossPatternData leapPattern;
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[Tooltip("다운 대상이 있을 때 우선 발동하는 광역 추가타 패턴")]
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[SerializeField] private BossPatternData downPunishPattern;
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[Header("Phase Thresholds")]
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[Tooltip("2페이즈 진입 체력 비율")]
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[Range(0f, 1f)] [SerializeField] private float phase2HealthThreshold = 0.75f;
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[Tooltip("3페이즈 진입 체력 비율")]
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[Range(0f, 1f)] [SerializeField] private float phase3HealthThreshold = 0.4f;
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[Header("Targeting")]
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[Tooltip("타겟 재탐색 주기")]
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[Min(0.05f)] [SerializeField] private float targetRefreshInterval = 0.2f;
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[Tooltip("도약 패턴을 고려하기 시작하는 거리")]
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[Min(0f)] [SerializeField] private float leapDistanceThreshold = 8f;
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[Tooltip("다운 추가타를 고려할 최대 반경")]
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[Min(0f)] [SerializeField] private float downPunishSearchRadius = 6f;
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[Header("Behavior")]
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[Tooltip("드로그 전용 컨트롤러 사용 시 기존 BehaviorGraph를 비활성화할지 여부")]
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[SerializeField] private bool disableBehaviorGraph = true;
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[Tooltip("디버그 로그 출력 여부")]
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[SerializeField] private bool debugMode = false;
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private readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
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private Coroutine activePatternCoroutine;
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private GameObject currentTarget;
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private float nextTargetRefreshTime;
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/// <summary>
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/// 드로그 컨트롤러 사용 시 BehaviorGraph를 비활성화할지 여부
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/// </summary>
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public bool DisableBehaviorGraph => disableBehaviorGraph;
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/// <summary>
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/// 현재 전용 패턴 실행 중인지 여부
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/// </summary>
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public bool IsExecutingPattern => activePatternCoroutine != null;
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/// <summary>
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/// 현재 드로그 패턴 페이즈
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/// </summary>
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public int CurrentPatternPhase
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{
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get
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{
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float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
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? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
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: 1f;
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if (healthRatio <= phase3HealthThreshold)
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return 3;
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if (healthRatio <= phase2HealthThreshold)
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return 2;
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return 1;
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}
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}
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private void Awake()
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{
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ResolveReferences();
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}
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public override void OnNetworkSpawn()
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{
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ResolveReferences();
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if (!IsServer)
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{
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enabled = false;
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}
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}
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private void Update()
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{
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if (!IsServer)
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return;
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ResolveReferences();
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if (bossEnemy == null || enemyBase == null || skillController == null)
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return;
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if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
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return;
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RefreshTargetIfNeeded();
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UpdateMovement();
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if (activePatternCoroutine != null || skillController.IsPlayingAnimation)
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return;
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if (TryStartDownPunishPattern())
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return;
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TryStartMainPattern();
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}
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private bool TryStartDownPunishPattern()
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{
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if (!IsPatternReady(downPunishPattern))
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return false;
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GameObject downedTarget = FindNearestDownedTarget();
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if (downedTarget == null)
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return false;
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StartPattern(downPunishPattern, downedTarget);
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return true;
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}
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private bool TryStartMainPattern()
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{
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if (currentTarget == null)
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return false;
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float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
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if (distanceToTarget >= leapDistanceThreshold && IsPatternReady(leapPattern))
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{
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StartPattern(leapPattern, currentTarget);
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return true;
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}
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float attackRange = enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
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if (distanceToTarget <= attackRange + 0.25f && IsPatternReady(mainPattern))
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{
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StartPattern(mainPattern, currentTarget);
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return true;
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}
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return false;
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}
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private void StartPattern(BossPatternData pattern, GameObject target)
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{
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if (pattern == null || activePatternCoroutine != null)
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return;
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if (debugMode)
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{
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string targetName = target != null ? target.name : "None";
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Debug.Log($"[DrogPattern] 패턴 시작: {pattern.PatternName} / Target={targetName} / Phase={CurrentPatternPhase}");
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}
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activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
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}
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private IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
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{
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StopMovement();
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bool completed = true;
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BossPatternData chainedPattern = null;
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GameObject chainedTarget = null;
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for (int i = 0; i < pattern.Steps.Count; i++)
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{
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PatternStep step = pattern.Steps[i];
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if (step.Type == PatternStepType.Wait)
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{
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yield return new WaitForSeconds(step.Duration);
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continue;
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}
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if (step.Skill == null)
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{
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completed = false;
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Debug.LogWarning($"[DrogPattern] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
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break;
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}
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if (step.Skill.JumpToTarget && target != null)
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{
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enemyBase?.SetJumpTarget(target.transform.position);
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}
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if (!skillController.ExecuteSkill(step.Skill))
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{
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completed = false;
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if (debugMode)
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{
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Debug.LogWarning($"[DrogPattern] 스킬 실행 실패: {step.Skill.SkillName}");
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}
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break;
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}
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yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
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if (bossEnemy == null || bossEnemy.IsDead)
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{
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completed = false;
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break;
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}
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if (pattern != downPunishPattern && TryPrepareDownPunishChain(out chainedTarget))
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{
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chainedPattern = downPunishPattern;
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break;
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}
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}
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if (completed)
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{
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patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
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}
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activePatternCoroutine = null;
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if (chainedPattern != null && chainedTarget != null && bossEnemy != null && !bossEnemy.IsDead)
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{
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StartPattern(chainedPattern, chainedTarget);
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}
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}
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private bool IsPatternReady(BossPatternData pattern)
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{
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if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
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return false;
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if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
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return true;
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return Time.time >= readyTime;
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}
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private void RefreshTargetIfNeeded()
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{
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if (Time.time < nextTargetRefreshTime)
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return;
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nextTargetRefreshTime = Time.time + targetRefreshInterval;
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GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
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currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingPlayer();
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}
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private void UpdateMovement()
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{
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if (navMeshAgent == null || !navMeshAgent.enabled)
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return;
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if (activePatternCoroutine != null || (skillController != null && skillController.IsPlayingAnimation))
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{
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StopMovement();
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return;
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}
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if (currentTarget == null)
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{
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StopMovement();
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return;
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}
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float attackRange = enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
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float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
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if (distanceToTarget <= attackRange)
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{
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StopMovement();
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return;
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}
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navMeshAgent.isStopped = false;
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navMeshAgent.SetDestination(currentTarget.transform.position);
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}
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private void StopMovement()
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{
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if (navMeshAgent == null || !navMeshAgent.enabled)
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return;
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navMeshAgent.isStopped = true;
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navMeshAgent.ResetPath();
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}
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private GameObject FindNearestDownedTarget()
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{
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HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
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GameObject bestTarget = null;
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float bestDistance = 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 || Team.IsSameTeam(gameObject, candidate))
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continue;
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float distance = Vector3.Distance(transform.position, candidate.transform.position);
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if (distance > downPunishSearchRadius || distance >= bestDistance)
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continue;
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bestDistance = distance;
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bestTarget = candidate;
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}
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return bestTarget;
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}
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private bool TryPrepareDownPunishChain(out GameObject downedTarget)
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{
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downedTarget = null;
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if (!IsPatternReady(downPunishPattern))
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return false;
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downedTarget = FindNearestDownedTarget();
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if (downedTarget == null)
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return false;
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if (debugMode)
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{
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Debug.Log($"[DrogPattern] 다운 대상 감지, 다운 추가타 연계 준비: {downedTarget.name}");
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}
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return true;
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}
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private GameObject FindNearestLivingPlayer()
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{
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PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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GameObject bestTarget = null;
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float bestDistance = float.MaxValue;
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float aggroRange = enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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for (int i = 0; i < players.Length; i++)
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{
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PlayerNetworkController player = players[i];
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
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continue;
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GameObject candidate = player.gameObject;
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if (Team.IsSameTeam(gameObject, candidate))
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continue;
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float distance = Vector3.Distance(transform.position, candidate.transform.position);
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if (distance > aggroRange || distance >= bestDistance)
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continue;
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bestDistance = distance;
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bestTarget = candidate;
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}
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return bestTarget;
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}
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private void ResolveReferences()
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{
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if (bossEnemy == null)
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bossEnemy = GetComponent<BossEnemy>();
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if (enemyBase == null)
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enemyBase = GetComponent<EnemyBase>();
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if (skillController == null)
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skillController = GetComponent<SkillController>();
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if (navMeshAgent == null)
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navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
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}
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}
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}
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