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2 Commits

Author SHA1 Message Date
3015aa3c22 feat: 애니메이션 구간별 재생 속도 조절 에디터 툴 추가
- AnimationSectionSpeedEditor: 에디터 윈도우로 .anim 클립의 특정 프레임 구간 키프레임 간격 조절
  - In-Memory API 방식(AnimationUtility + SerializedObject)로 FBX 타임라인 확장 문제 회피
  - ImportAsset 미사용으로 Model Importer 재처리 차단
  - 본/IK/prop/eyeLight 모든 커브 동시 수정, Humanoid muscle curve만 제외
  - AnimationEvent 시간도 구간에 맞게 리맵핑
  - 접선 스케일링으로 속도 변경 시 곡선 형태 유지
- ReverseAnimation: 애니메이션 반전 에디터 스크립트 추가
2026-04-01 16:32:44 +09:00
e9e6257ad4 refactor: 집행개시 시그니처 전용 경로를 BT 일반 패턴 스텝으로 통합
- PatternStepType.ChargeWait 및 ChargeStepData 도입으로 충전/차단 판정을 일반 패턴 스텝으로 표현
- UsePatternByRoleAction에서 IsSignature 분기 완전 제거, 일반 패턴 경로로 통합
- BossCombatBehaviorContext에서 시그니처 전용 메서드 10개 이상 제거
- BossStaggerAction(신규): 충전 차단 성공 시 보스 경직 처리
- SignatureFailureEffectsAction(신규): 차단 실패 시 범위 피해/넉백/다운 적용
- RebuildDrogBehaviorAuthoringGraph에 시그니처 Sequence + outcomeBranch 구조 추가
- 집행개시 에셋 스텝 구성을 ChargeWait(3초) → Skill으로 변경
- BossHealthBarUI 시그니처 UI 비활성화, PlayerSkillDebugMenu 디버그 메서드 제거
2026-04-01 14:21:38 +09:00
18 changed files with 2582 additions and 1893 deletions

File diff suppressed because it is too large Load Diff

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@@ -13,12 +13,19 @@ MonoBehaviour:
m_Name: "Data_Pattern_Drog_\uC9D1\uD589\uAC1C\uC2DC"
m_EditorClassIdentifier: Colosseum.Game::Colosseum.AI.BossPatternData
patternName: "\uC9D1\uD589\uAC1C\uC2DC"
category: 1
isSignature: 1
steps:
- Type: 2
Skill: {fileID: 0}
Duration: 3
ChargeData:
requiredDamageRatio: 0.1
telegraphAbnormality: {fileID: 0}
staggerDuration: 2
- Type: 0
Skill: {fileID: 11400000, guid: 99de24df2cb0464d9d4f633efde8dbdb, type: 2}
Duration: 0
- Type: 1
Skill: {fileID: 0}
Duration: 0
ChargeData: {fileID: 0}
cooldown: 45
minPhase: 3

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@@ -1,6 +1,6 @@
using System;
using Colosseum;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Enemy;
@@ -27,6 +27,7 @@ public abstract partial class BossPatternActionBase : Action
protected SkillController skillController;
protected BossCombatBehaviorContext combatBehaviorContext;
protected UnityEngine.AI.NavMeshAgent navMeshAgent;
protected AbnormalityManager abnormalityManager;
private BossPatternData activePattern;
private GameObject activeTarget;
@@ -34,6 +35,13 @@ public abstract partial class BossPatternActionBase : Action
private bool isWaiting;
private float waitEndTime;
private bool isChargeWaiting;
private float chargeEndTime;
private float chargeAccumulatedDamage;
private float chargeRequiredDamage;
private ChargeStepData activeChargeData;
private bool chargeTelegraphApplied;
/// <summary>
/// 액션 시작 시 실제로 실행할 패턴과 대상을 결정합니다.
/// </summary>
@@ -86,7 +94,23 @@ public abstract partial class BossPatternActionBase : Action
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
return Status.Failure;
if (isWaiting)
if (isChargeWaiting)
{
if (chargeAccumulatedDamage >= chargeRequiredDamage)
{
EndChargeWait(broken: true);
skillController?.CancelSkill(SkillCancelReason.Interrupt);
LogDebug($"충전 차단 성공: 누적 {chargeAccumulatedDamage:F1} / 필요 {chargeRequiredDamage:F1}");
CombatBalanceTracker.RecordBossEvent("집행 개시 차단 성공");
return Status.Failure;
}
if (Time.time < chargeEndTime)
return Status.Running;
EndChargeWait(broken: false);
}
else if (isWaiting)
{
if (Time.time < waitEndTime)
return Status.Running;
@@ -132,8 +156,6 @@ public abstract partial class BossPatternActionBase : Action
continue;
GameObject candidate = player.gameObject;
if (Team.IsSameTeam(GameObject, candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance > maxDistance || distance >= nearestDistance)
@@ -164,7 +186,8 @@ public abstract partial class BossPatternActionBase : Action
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(GameObject, candidate))
// 보스는 항상 적 팀이므로, 플레이어만 적대 대상으로 간주
if (candidate.GetComponent<PlayerNetworkController>() == null)
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
@@ -198,6 +221,12 @@ public abstract partial class BossPatternActionBase : Action
return Status.Running;
}
if (step.Type == PatternStepType.ChargeWait)
{
StartChargeWait(step);
return Status.Running;
}
if (step.Skill == null)
{
Debug.LogWarning($"[{GetType().Name}] 스킬이 비어 있는 패턴 스텝입니다: {activePattern.PatternName} / Step={currentStepIndex}");
@@ -234,6 +263,68 @@ public abstract partial class BossPatternActionBase : Action
return Status.Running;
}
/// <summary>
/// 충전 대기를 시작합니다. 전조 이상상태를 부여하고 데미지 추적을 시작합니다.
/// </summary>
private void StartChargeWait(PatternStep step)
{
isChargeWaiting = true;
activeChargeData = step.ChargeData;
chargeEndTime = Time.time + step.Duration;
chargeAccumulatedDamage = 0f;
float damageRatio = activeChargeData != null ? activeChargeData.RequiredDamageRatio : 0.1f;
chargeRequiredDamage = bossEnemy.MaxHealth * damageRatio;
chargeTelegraphApplied = false;
if (enemyBase != null)
enemyBase.OnDamageTaken += OnChargeDamageTaken;
if (activeChargeData != null && activeChargeData.TelegraphAbnormality != null && abnormalityManager != null)
{
abnormalityManager.ApplyAbnormality(activeChargeData.TelegraphAbnormality, GameObject);
chargeTelegraphApplied = true;
}
LogDebug($"충전 대기 시작: 필요 피해={chargeRequiredDamage:F1} / 대기={step.Duration:F1}s");
}
/// <summary>
/// 충전 대기를 종료합니다. 전조 이상상태를 제거하고 데미지 추적을 해제합니다.
/// </summary>
private void EndChargeWait(bool broken)
{
isChargeWaiting = false;
if (enemyBase != null)
enemyBase.OnDamageTaken -= OnChargeDamageTaken;
if (chargeTelegraphApplied && abnormalityManager != null && activeChargeData != null
&& activeChargeData.TelegraphAbnormality != null)
{
abnormalityManager.RemoveAbnormality(activeChargeData.TelegraphAbnormality);
chargeTelegraphApplied = false;
}
if (broken && activeChargeData != null)
{
combatBehaviorContext.LastChargeStaggerDuration = activeChargeData.StaggerDuration;
}
activeChargeData = null;
}
/// <summary>
/// 충전 중 보스가 받은 피해를 누적합니다.
/// </summary>
private void OnChargeDamageTaken(float damage)
{
if (!isChargeWaiting || damage <= 0f)
return;
chargeAccumulatedDamage += damage;
}
private bool IsReady()
{
return bossEnemy != null && enemyBase != null && skillController != null && combatBehaviorContext != null;
@@ -255,10 +346,16 @@ public abstract partial class BossPatternActionBase : Action
if (navMeshAgent == null)
navMeshAgent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (abnormalityManager == null)
abnormalityManager = GameObject.GetComponent<AbnormalityManager>();
}
private void ClearRuntimeState()
{
if (isChargeWaiting)
EndChargeWait(broken: false);
activePattern = null;
activeTarget = null;
currentStepIndex = 0;

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@@ -0,0 +1,87 @@
using System;
using Colosseum.Enemy;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 보스를 경직시키는 BT 액션입니다.
/// 충전 차단 성공 등의 상황에서 사용됩니다.
/// 경직 시간은 BossCombatBehaviorContext.LastChargeStaggerDuration에서 읽습니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Boss Stagger",
story: "보스 경직",
category: "Action",
id: "d4e5f6a7-1111-2222-3333-888899990000")]
public partial class BossStaggerAction : Action
{
private BossCombatBehaviorContext combatBehaviorContext;
private BossEnemy bossEnemy;
private EnemyBase enemyBase;
private float staggerEndTime;
protected override Status OnStart()
{
combatBehaviorContext = GameObject.GetComponent<BossCombatBehaviorContext>();
bossEnemy = GameObject.GetComponent<BossEnemy>();
enemyBase = GameObject.GetComponent<EnemyBase>();
if (combatBehaviorContext == null || bossEnemy == null)
return Status.Failure;
float staggerDuration = combatBehaviorContext.LastChargeStaggerDuration;
if (staggerDuration <= 0f)
return Status.Success;
UnityEngine.AI.NavMeshAgent navMeshAgent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (navMeshAgent != null && navMeshAgent.enabled)
{
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
if (enemyBase != null && enemyBase.Animator != null)
{
if (HasAnimatorParameter(enemyBase.Animator, "Hit"))
enemyBase.Animator.SetTrigger("Hit");
}
staggerEndTime = Time.time + staggerDuration;
return Status.Running;
}
protected override Status OnUpdate()
{
if (Time.time < staggerEndTime)
return Status.Running;
return Status.Success;
}
protected override void OnEnd()
{
staggerEndTime = 0f;
}
private static bool HasAnimatorParameter(Animator animator, string parameterName)
{
if (animator == null || string.IsNullOrEmpty(parameterName))
return false;
AnimatorControllerParameter[] parameters = animator.parameters;
for (int i = 0; i < parameters.Length; i++)
{
AnimatorControllerParameter parameter = parameters[i];
if (parameter.type == AnimatorControllerParameterType.Trigger && parameter.name == parameterName)
return true;
}
return false;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 062f28443a925e44388bea4cab192d47

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@@ -0,0 +1,97 @@
using System;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
/// 기존 BossCombatBehaviorContext.ExecuteSignatureFailure()의 BT 노드 이관 버전입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Signature Failure Effects",
story: "패턴 완료 범위 효과 적용",
category: "Action",
id: "c3d4e5f6-1111-2222-3333-777788889999")]
public partial class SignatureFailureEffectsAction : Action
{
private BossCombatBehaviorContext combatBehaviorContext;
protected override Status OnStart()
{
combatBehaviorContext = GameObject.GetComponent<BossCombatBehaviorContext>();
if (combatBehaviorContext == null)
{
Debug.LogWarning("[SignatureFailureEffects] BossCombatBehaviorContext를 찾을 수 없습니다.");
return Status.Failure;
}
ApplyFailureEffects();
return Status.Success;
}
private void ApplyFailureEffects()
{
float failureDamage = combatBehaviorContext.SignatureFailureDamage;
AbnormalityData failureAbnormality = combatBehaviorContext.SignatureFailureAbnormality;
float knockbackRadius = combatBehaviorContext.SignatureFailureKnockbackRadius;
float downRadius = combatBehaviorContext.SignatureFailureDownRadius;
float knockbackSpeed = combatBehaviorContext.SignatureFailureKnockbackSpeed;
float knockbackDuration = combatBehaviorContext.SignatureFailureKnockbackDuration;
float downDuration = combatBehaviorContext.SignatureFailureDownDuration;
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject target = player.gameObject;
if (!combatBehaviorContext.IsValidHostileTarget(target))
continue;
player.TakeDamage(failureDamage, GameObject);
if (failureAbnormality != null)
{
AbnormalityManager targetAbnormalityManager = target.GetComponent<AbnormalityManager>();
targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
}
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
continue;
float distance = Vector3.Distance(GameObject.transform.position, target.transform.position);
if (distance <= downRadius)
{
hitReactionController.ApplyDown(downDuration);
continue;
}
if (distance > knockbackRadius)
continue;
Vector3 knockbackDirection = target.transform.position - GameObject.transform.position;
knockbackDirection.y = 0f;
if (knockbackDirection.sqrMagnitude < 0.0001f)
{
knockbackDirection = GameObject.transform.forward;
}
hitReactionController.ApplyKnockback(knockbackDirection.normalized * knockbackSpeed, knockbackDuration);
}
CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f7265ab9f84aaa546849b4e74c7bc669

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@@ -11,7 +11,8 @@ using UnityEngine;
/// 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.
/// 시그니처 패턴도 일반 패턴과 동일하게 BossPatternActionBase의 스텝 루프로 실행됩니다.
/// ChargeWait 스텝이 차단/완료 판정을 담당합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
@@ -25,20 +26,12 @@ public partial class UsePatternByRoleAction : BossPatternActionBase
[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)
@@ -53,58 +46,14 @@ public partial class UsePatternByRoleAction : BossPatternActionBase
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.

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@@ -19,9 +19,6 @@ namespace Colosseum.AI.BehaviorActions.Conditions
if (pattern == null)
return false;
if (pattern.IsSignature)
return IsSignatureReady(gameObject);
BossCombatBehaviorContext context = gameObject.GetComponent<BossCombatBehaviorContext>();
if (context == null)
return false;
@@ -37,17 +34,5 @@ namespace Colosseum.AI.BehaviorActions.Conditions
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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@@ -1,5 +1,7 @@
using UnityEngine;
using System.Collections.Generic;
using Colosseum.Abnormalities;
using Colosseum.Skills;
namespace Colosseum.AI
@@ -32,7 +34,33 @@ namespace Colosseum.AI
Utility,
}
public enum PatternStepType { Skill, Wait }
public enum PatternStepType { Skill, Wait, ChargeWait }
/// <summary>
/// ChargeWait 스텝의 차단 관련 설정 데이터입니다.
/// 충전 대기 중 플레이어가 누적 피해를 충족하면 차단 성공으로 처리됩니다.
/// </summary>
[System.Serializable]
public class ChargeStepData
{
[Header("차단 조건")]
[Tooltip("차단에 필요한 누적 피해 비율 (보스 최대 체력 기준)")]
[Range(0f, 1f)]
[SerializeField] private float requiredDamageRatio = 0.1f;
[Header("전조 효과")]
[Tooltip("충전 중 부여할 전조 이상상태 (루핑 VFX 등)")]
[SerializeField] private AbnormalityData telegraphAbnormality;
[Header("차단 성공 효과")]
[Tooltip("차단 성공 시 보스 경직 시간")]
[Min(0f)]
[SerializeField] private float staggerDuration = 2f;
public float RequiredDamageRatio => requiredDamageRatio;
public AbnormalityData TelegraphAbnormality => telegraphAbnormality;
public float StaggerDuration => staggerDuration;
}
[System.Serializable]
public class PatternStep
@@ -40,6 +68,9 @@ namespace Colosseum.AI
public PatternStepType Type = PatternStepType.Skill;
public SkillData Skill;
[Min(0f)] public float Duration = 0.5f;
[Tooltip("ChargeWait 타입 전용 차단 설정")]
public ChargeStepData ChargeData;
}
/// <summary>
@@ -54,7 +85,7 @@ namespace Colosseum.AI
[Header("패턴 특성")]
[Tooltip("패턴 분류 — grace period 판단에 사용")]
[SerializeField] private PatternCategory category = PatternCategory.Basic;
[Tooltip("시그니처 패턴 여부 — 전용 실행 경로 사용")]
[Tooltip("시그니처 패턴 여부 — 현재 사용되지 않음 (ChargeWait 스텝으로 대체)")]
[SerializeField] private bool isSignature;
[Tooltip("근접 패턴 여부 — meleePatternCounter 갱신")]
[SerializeField] private bool isMelee;

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@@ -0,0 +1,441 @@
using UnityEngine;
using UnityEditor;
/// <summary>
/// 애니메이션 클립의 특정 프레임 구간 재생 속도를 조절하는 에디터 윈도우입니다.
/// 지정한 프레임 범위의 키프레임 간격을 늘리거나 줄여 특정 동작을 강조할 수 있습니다.
///
/// 사용법:
/// 1. Tools → Animation Section Speed Editor 열기
/// 2. Project 창에서 .anim 파일 선택 (FBX 내부 클립은 Extract 후 사용)
/// 3. 프레임 범위와 속도 배율 설정
/// 4. Apply 클릭
///
/// ※ AssetDatabase.ImportAsset()을 호출하지 않고 AnimationUtility API로 메모리에서 수정 후
/// SetDirty + SaveAssets로 저장합니다. Model Importer 파이프라인을 우회하여
/// FBX 전체 타임라인이 끌려오는 문제를 방지합니다.
/// </summary>
public class AnimationSectionSpeedEditor : EditorWindow
{
[MenuItem("Tools/Animation Section Speed Editor")]
public static void ShowWindow()
{
GetWindow<AnimationSectionSpeedEditor>("Section Speed Editor");
}
private AnimationClip clip;
private int fps = 30;
private int startFrame;
private int endFrame = 10;
private float speedMultiplier = 1f;
private Vector2 scrollPos;
private void OnGUI()
{
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
// ── 클립 선택 ──
EditorGUI.BeginChangeCheck();
clip = (AnimationClip)EditorGUILayout.ObjectField("Animation Clip", clip, typeof(AnimationClip), false);
if (EditorGUI.EndChangeCheck() && clip != null)
{
endFrame = Mathf.FloorToInt(clip.length * fps);
}
EditorGUILayout.Space();
if (clip == null)
{
EditorGUILayout.HelpBox("Animation Clip을 선택하세요.\n(FBX 내부 클립은 미리 Extract 해야 합니다)", MessageType.Info);
EditorGUILayout.EndScrollView();
return;
}
// ── 클립 정보 (실제 키프레임 기반) ──
float actualLength = GetActualLastKeyframeTime(clip);
EditorGUILayout.LabelField("Clip Info", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUILayout.LabelField("Length (keyframes)", $"{actualLength:F3}s");
EditorGUILayout.LabelField("m_StopTime", $"{clip.length:F3}s");
if (Mathf.Abs(clip.length - actualLength) > 0.01f)
{
EditorGUILayout.HelpBox($"m_StopTime({clip.length:F3}s)이 실제 키프레임 길이({actualLength:F3}s)와 다릅니다.\n" +
"스피드 변경 시 실제 키프레임 길이를 기준으로 계산합니다.", MessageType.Warning);
}
EditorGUILayout.LabelField("Total Frames ({fps}fps)", $"{Mathf.Max(1, Mathf.FloorToInt(actualLength * fps))}");
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// ── FPS 설정 ──
fps = EditorGUILayout.IntField("FPS", fps);
fps = Mathf.Max(1, fps);
int totalFrames = Mathf.Max(1, Mathf.FloorToInt(actualLength * fps));
// ── 프레임 범위 ──
EditorGUILayout.LabelField("Target Frame Range", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
int newStart = EditorGUILayout.IntField("Start Frame", startFrame);
int newEnd = EditorGUILayout.IntField("End Frame", endFrame);
startFrame = Mathf.Clamp(newStart, 0, totalFrames - 1);
endFrame = Mathf.Clamp(newEnd, 0, totalFrames);
// 슬라이더
float startFloat = startFrame;
float endFloat = endFrame;
EditorGUILayout.MinMaxSlider(ref startFloat, ref endFloat, 0, totalFrames);
startFrame = Mathf.RoundToInt(startFloat);
endFrame = Mathf.RoundToInt(endFloat);
EditorGUI.indentLevel--;
if (startFrame >= endFrame)
{
EditorGUILayout.HelpBox("시작 프레임이 끝 프레임보다 크거나 같습니다.", MessageType.Warning);
EditorGUILayout.EndScrollView();
return;
}
float startTime = (float)startFrame / fps;
float endTime = (float)endFrame / fps;
float duration = endTime - startTime;
EditorGUILayout.Space();
// ── 타임라인 시각화 ──
DrawTimeline(startTime, endTime, actualLength);
EditorGUILayout.Space();
// ── 속도 배율 ──
EditorGUILayout.LabelField("Speed", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
speedMultiplier = EditorGUILayout.FloatField("Speed Multiplier", speedMultiplier);
speedMultiplier = Mathf.Max(0.1f, speedMultiplier);
// 프리셋 버튼
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("0.25x")) speedMultiplier = 0.25f;
if (GUILayout.Button("0.5x")) speedMultiplier = 0.5f;
if (GUILayout.Button("1.0x")) speedMultiplier = 1f;
if (GUILayout.Button("2.0x")) speedMultiplier = 2f;
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// ── 미리보기 ──
float newDuration = duration / speedMultiplier;
float timeDelta = newDuration - duration;
float newLength = actualLength + timeDelta;
EditorGUILayout.LabelField("Preview", EditorStyles.boldLabel);
EditorGUI.indentLevel++;
EditorGUIUtility.labelWidth = 160;
EditorGUILayout.LabelField("Original Section", $"{duration:F3}s (frame {startFrame}~{endFrame})");
EditorGUILayout.LabelField("New Section", $"{newDuration:F3}s");
EditorGUILayout.LabelField("Time Delta", $"{(timeDelta >= 0 ? "+" : "")}{timeDelta:F3}s");
EditorGUILayout.LabelField("New Clip Length", $"{newLength:F3}s");
EditorGUIUtility.labelWidth = 0;
EditorGUI.indentLevel--;
EditorGUILayout.Space();
// ── 적용 버튼 ──
if (speedMultiplier == 1f)
{
EditorGUILayout.HelpBox("속도 배율이 1.0이면 변경 사항이 없습니다.", MessageType.Info);
}
EditorGUI.BeginDisabledGroup(speedMultiplier == 1f);
if (GUILayout.Button("Apply", GUILayout.Height(40)))
{
ApplySpeedChange();
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndScrollView();
}
/// <summary>
/// 타임라인을 간단한 바 형태로 시각화합니다.
/// </summary>
private void DrawTimeline(float startTime, float endTime, float clipLength)
{
float barHeight = 24f;
float padding = 4f;
Rect barRect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth - 20, barHeight * 2 + padding * 3);
// 전체 타임라인 배경
EditorGUI.DrawRect(barRect, new Color(0.2f, 0.2f, 0.2f, 1f));
float startNorm = Mathf.Clamp01(startTime / clipLength);
float endNorm = Mathf.Clamp01(endTime / clipLength);
// ── 원본 구간 (위쪽 바) ──
float topY = barRect.y + padding;
Rect origSectionRect = new Rect(
barRect.x + barRect.width * startNorm,
topY,
barRect.width * (endNorm - startNorm),
barHeight);
EditorGUI.DrawRect(origSectionRect, new Color(1f, 0.5f, 0.2f, 0.8f));
// 원본 구간 레이블
GUIStyle labelStyle = new GUIStyle(EditorStyles.miniLabel);
labelStyle.alignment = TextAnchor.MiddleCenter;
labelStyle.normal.textColor = Color.white;
EditorGUI.LabelField(origSectionRect, $"Original ({startFrame}~{endFrame})", labelStyle);
// ── 변경 후 구간 (아래쪽 바) ──
float newDuration = (endTime - startTime) / speedMultiplier;
float newClipLength = clipLength + (newDuration - (endTime - startTime));
float newEndNorm = Mathf.Clamp01((startTime + newDuration) / newClipLength);
float botY = topY + barHeight + padding;
Rect newSectionRect = new Rect(
barRect.x + barRect.width * startNorm,
botY,
barRect.width * (newEndNorm - startNorm),
barHeight);
EditorGUI.DrawRect(newSectionRect, new Color(0.2f, 0.8f, 0.4f, 0.8f));
EditorGUI.LabelField(newSectionRect, $"New ({speedMultiplier}x)", labelStyle);
// 바 테두리
EditorGUI.DrawRect(barRect, new Color(0.4f, 0.4f, 0.4f, 1f));
}
/// <summary>
/// 본 트랜스폼 커브에서 실제 마지막 키프레임 시간을 구합니다.
/// clip.length는 m_StopTime 기반이라 FBX Extract 클립에서는 실제 데이터와 다를 수 있습니다.
/// IK 커브나 모션 플로트 커브는 제외하고, 본의 m_LocalRotation/Position/Scale만 참조합니다.
/// </summary>
private static readonly string[] BoneTransformProperties =
{
"m_LocalRotation.x", "m_LocalRotation.y", "m_LocalRotation.z", "m_LocalRotation.w",
"m_LocalPosition.x", "m_LocalPosition.y", "m_LocalPosition.z",
"m_LocalScale.x", "m_LocalScale.y", "m_LocalScale.z",
"localEulerAnglesRaw.x", "localEulerAnglesRaw.y", "localEulerAnglesRaw.z",
};
private static float GetActualLastKeyframeTime(AnimationClip clip)
{
float maxTime = 0f;
EditorCurveBinding[] bindings = AnimationUtility.GetCurveBindings(clip);
foreach (EditorCurveBinding binding in bindings)
{
// 모션 플로트 커브: path가 "0"이면 Humanoid muscle curve → 건너뛰기
if (binding.path == "0")
continue;
// 본 트랜스폼 프로퍼티만 참조 (IK 커브 등 제외)
bool isBoneTransform = false;
for (int i = 0; i < BoneTransformProperties.Length; i++)
{
if (binding.propertyName == BoneTransformProperties[i])
{
isBoneTransform = true;
break;
}
}
if (!isBoneTransform)
continue;
AnimationCurve curve = AnimationUtility.GetEditorCurve(clip, binding);
if (curve == null || curve.length == 0) continue;
float lastTime = curve.keys[curve.length - 1].time;
if (lastTime > maxTime)
maxTime = lastTime;
}
// 이벤트도 고려
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
foreach (var evt in events)
{
if (evt.time > maxTime)
maxTime = evt.time;
}
return maxTime;
}
/// <summary>
/// Humanoid muscle curve인지 확인합니다. path가 "0"이면 Humanoid muscle curve입니다.
/// bone transform, IK, prop, eyeLight 모두 수정 대상에 포함합니다.
/// </summary>
private static bool IsHumanoidMuscleCurve(string path)
{
return path == "0";
}
/// <summary>
/// AnimationUtility API를 사용하여 메모리에서 특정 구간의 재생 속도를 조절합니다.
/// AssetDatabase.ImportAsset()을 호출하지 않으므로 Model Importer 파이프라인을 우회합니다.
///
/// 처리 순서:
/// 1. AnimationUtility.GetAllCurves로 모든 커브를 가져옴
/// 2. 본 경로(IsBonePath) 필터링
/// 3. 대상 구간 내 키프레임 시간 재배열 + 접선 스케일링
/// 4. 대상 구간 외 후속 키프레임 시간 이동
/// 5. AnimationUtility.SetEditorCurve로 커브 덮어쓰기
/// 6. SerializedObject로 m_StopTime 갱신
/// 7. AnimationEvent 시간 이동
/// 8. SetDirty + SaveAssets (ImportAsset 호출 금지)
/// </summary>
private void ApplySpeedChange()
{
if (clip == null) return;
float startTime = (float)startFrame / fps;
float endTime = (float)endFrame / fps;
float duration = endTime - startTime;
float newDuration = duration / speedMultiplier;
float timeDelta = newDuration - duration;
float actualLength = GetActualLastKeyframeTime(clip);
Undo.RegisterCompleteObjectUndo(clip, $"Section Speed {speedMultiplier}x (frames {startFrame}~{endFrame})");
// ── 1. 모든 커브 가져오기 ──
EditorCurveBinding[] bindings = AnimationUtility.GetCurveBindings(clip);
AnimationCurve[] curves = new AnimationCurve[bindings.Length];
for (int i = 0; i < bindings.Length; i++)
{
curves[i] = AnimationUtility.GetEditorCurve(clip, bindings[i]);
}
int modifiedCurves = 0;
int modifiedKeyframes = 0;
int skippedCurves = 0;
// ── 2~4. 커브별 키프레임 시간 수정 ──
for (int i = 0; i < bindings.Length; i++)
{
EditorCurveBinding binding = bindings[i];
AnimationCurve curve = curves[i];
// Humanoid muscle curve만 건너뛰기 (IK, prop, eyeLight 모두 수정 대상)
if (IsHumanoidMuscleCurve(binding.path))
{
skippedCurves++;
continue;
}
if (curve == null || curve.length == 0)
continue;
// 새 키프레임 배열 생성
Keyframe[] newKeys = new Keyframe[curve.length];
bool anyModified = false;
for (int k = 0; k < curve.length; k++)
{
Keyframe oldKey = curve.keys[k];
float t = oldKey.time;
if (t >= startTime - 0.0001f && t <= endTime + 0.0001f)
{
// 구간 내 키프레임: 시간 재배열 + 접선 스케일링
float normalizedPos = (t - startTime) / duration;
float newTime = startTime + normalizedPos * newDuration;
// 접선 스케일링: 시간축이 늘어나면 기울기는 줄어야 함
// dy/dt' = dy/dt * speedMultiplier (t' = t/speedMultiplier 이므로)
float tangentScale = speedMultiplier;
newKeys[k] = new Keyframe(
newTime,
oldKey.value,
oldKey.inTangent * tangentScale,
oldKey.outTangent * tangentScale,
oldKey.inWeight,
oldKey.outWeight);
anyModified = true;
modifiedKeyframes++;
}
else if (t > endTime + 0.0001f)
{
// 구간 이후 키프레임: 시간만 이동 (접선은 그대로)
newKeys[k] = new Keyframe(
t + timeDelta,
oldKey.value,
oldKey.inTangent,
oldKey.outTangent,
oldKey.inWeight,
oldKey.outWeight);
anyModified = true;
modifiedKeyframes++;
}
else
{
// 구간 이전 키프레임: 그대로
newKeys[k] = oldKey;
}
}
if (anyModified)
{
curves[i] = new AnimationCurve(newKeys);
AnimationUtility.SetEditorCurve(clip, binding, curves[i]);
modifiedCurves++;
}
}
// ── 5. m_StopTime 갱신 (SerializedObject로) ──
float newStopTime = actualLength + timeDelta;
var serializedClip = new SerializedObject(clip);
SerializedProperty stopTimeProp = serializedClip.FindProperty("m_StopTime");
if (stopTimeProp != null)
{
stopTimeProp.floatValue = newStopTime;
serializedClip.ApplyModifiedProperties();
}
// ── 6. AnimationEvent 시간 이동 ──
AnimationEvent[] events = AnimationUtility.GetAnimationEvents(clip);
bool eventsModified = false;
for (int i = 0; i < events.Length; i++)
{
float evtTime = events[i].time;
if (evtTime >= startTime - 0.0001f && evtTime <= endTime + 0.0001f)
{
float normalizedPos = (evtTime - startTime) / duration;
events[i].time = startTime + normalizedPos * newDuration;
eventsModified = true;
}
else if (evtTime > endTime + 0.0001f)
{
events[i].time = evtTime + timeDelta;
eventsModified = true;
}
}
if (eventsModified)
{
AnimationUtility.SetAnimationEvents(clip, events);
}
// ── 7. 저장 (ImportAsset 호출 금지) ──
EditorUtility.SetDirty(clip);
AssetDatabase.SaveAssets();
Repaint();
Debug.Log($"[SectionSpeedEditor] {clip.name}: frames {startFrame}~{endFrame} → {speedMultiplier}x " +
$"({duration:F3}s → {newDuration:F3}s) " +
$"| clip: {actualLength:F3}s → {newStopTime:F3}s " +
$"| curves: {modifiedCurves}, keyframes: {modifiedKeyframes}, skipped: {skippedCurves}" +
$" | events: {(eventsModified ? "modified" : "none")}");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 11af7b19aec6eff43b6fa837908b7fe6

View File

@@ -522,56 +522,6 @@ namespace Colosseum.Editor
Debug.Log($"[Debug] 보스를 Phase 2로 강제 전환했습니다. | Target={bossEnemy.name}");
}
[MenuItem("Tools/Colosseum/Debug/Force Boss Signature")]
private static void ForceBossSignature()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
BossCombatBehaviorContext context = FindBossCombatContext();
if (context == null)
{
Debug.LogWarning("[Debug] 보스 전투 컨텍스트를 찾지 못했습니다.");
return;
}
if (!context.ForceStartSignaturePattern())
{
Debug.LogWarning("[Debug] 집행 개시를 강제로 시작하지 못했습니다. 이미 실행 중이거나 패턴이 비어 있을 수 있습니다.");
return;
}
Debug.Log($"[Debug] 집행 개시를 강제로 시작했습니다. | Target={context.gameObject.name}");
}
[MenuItem("Tools/Colosseum/Debug/Preview Boss Signature Telegraph")]
private static void PreviewBossSignatureTelegraph()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
BossCombatBehaviorContext context = FindBossCombatContext();
if (context == null)
{
Debug.LogWarning("[Debug] 보스 전투 컨텍스트를 찾지 못했습니다.");
return;
}
if (!context.PreviewSignatureTelegraph())
{
Debug.LogWarning("[Debug] 집행 개시 전조 프리뷰를 시작하지 못했습니다. 이미 다른 스킬이 재생 중일 수 있습니다.");
return;
}
Debug.Log($"[Debug] 집행 개시 전조 프리뷰를 재생했습니다. | Target={context.gameObject.name}");
}
private static void ApplyBossShieldWithType(string assetPath, float amount, float duration)
{
if (!EditorApplication.isPlaying)

View File

@@ -259,15 +259,45 @@ namespace Colosseum.Editor
SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
LinkTarget(leapUseNode, targetVariable);
// #3 Signature — 집행 개시
// #3 Signature — 집행 개시 (Sequence: 패턴 실행 → 결과 분기)
// signatureBranch.True → Sequence:
// Child 1: 집행개시 패턴 실행 (ChargeWait 포함)
// Child 2: Branch(패턴 성공? = 차단 안 됨) → 범위 효과 또는 보스 경직
// 패턴이 Failure 반환(차단 성공) → Sequence Failure → signatureBranch False → 다음 우선순위
object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
AttachPatternReadyCondition(signatureBranch, signaturePattern, authoringAssembly);
AttachPhaseConditionIfNeeded(signatureBranch, signaturePattern, authoringAssembly);
SetBranchRequiresAll(signatureBranch, true);
object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 2 + actionOffsetY));
// Sequence: 패턴 실행 → 결과 분기
object signatureSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
new Vector2(branchX + 220f, startY + stepY * 2));
// Child 1: 집행개시 패턴 실행
object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 2));
SetNodeFieldValue(signatureUseNode, "Pattern", signaturePattern, setFieldValueMethod);
LinkTarget(signatureUseNode, targetVariable);
// Child 2: 패턴 완료 시 결과 분기
// 패턴이 Success 반환(차단 안 됨 = 충전 완료) → True → 실패 효과 적용
// 패턴이 Failure 반환(차단 성공) → False → 보스 경직
object outcomeBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX + 220f, startY + stepY * 2 + 180f));
object failureEffectsNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(SignatureFailureEffectsAction), new Vector2(branchX + 400f, startY + stepY * 2 + 180f));
object staggerNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(BossStaggerAction), new Vector2(branchX + 400f, startY + stepY * 2 + 360f));
// outcomeBranch True → 실패 효과 (충전 완료 = 플레이어들이 차단 실패)
ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "True", failureEffectsNode);
// outcomeBranch False → 보스 경직 (차단 성공)
ConnectBranch(graphAsset, connectEdgeMethod, outcomeBranch, "False", staggerNode);
// Sequence에 자식 연결
ConnectChildren(graphAsset, connectEdgeMethod, signatureSequence, signatureUseNode, outcomeBranch);
// 메인 체인: signatureBranch.True → Sequence
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureSequence);
// #4 Combo — 콤보 패턴 + 조건부 도약 (Sequence)
// comboBranch.True → Sequence:
// Child 1: 연타2-강타 실행
@@ -339,7 +369,7 @@ namespace Colosseum.Editor
// ── FloatingPortNodeModel 생성 + 위치 보정 ──
// Branch 노드의 NamedPort(True/False)에 대해 FloatingPortNodeModel을 생성합니다.
// CreateNodePortsForNode는 기본 위치(Branch + 200px Y)를 사용하므로, 생성 후 사용자 조정 기준 위치로 이동합니다.
var allBranches = new List<object> { downBranch, leapBranch, signatureBranch };
var allBranches = new List<object> { downBranch, leapBranch, signatureBranch, outcomeBranch };
if (comboBranch != null) allBranches.Add(comboBranch);
allBranches.AddRange(new[] { primaryBranch, utilityBranch });
foreach (object branch in allBranches)
@@ -366,10 +396,10 @@ namespace Colosseum.Editor
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode));
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(downBranch));
// 각 Branch의 True FloatingPort → Action (combo는 내부에서 Sequence로 연결됨)
// 각 Branch의 True FloatingPort → Action (combo, signature는 내부에서 Sequence로 연결됨)
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureUseNode);
// signatureBranch.True는 signatureSequence에 이미 연결됨
ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "True", primaryUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "True", utilityUseNode);

View File

@@ -0,0 +1,83 @@
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
/// <summary>
/// 선택한 AnimationClip의 키프레임 순서를 반전합니다.
/// FBX 임포트 클립에는 적용 불가 — 우선 Extract 후 사용하세요.
/// </summary>
public static class ReverseAnimation
{
public static AnimationClip GetSelectedClip()
{
var clips = Selection.GetFiltered(typeof(AnimationClip), SelectionMode.Assets);
if (clips.Length > 0)
return clips[0] as AnimationClip;
return null;
}
[MenuItem("Tools/ReverseAnimation")]
public static void Reverse()
{
var clip = GetSelectedClip();
if (clip == null)
return;
float clipLength = clip.length;
List<AnimationCurve> curves = new List<AnimationCurve>();
EditorCurveBinding[] editorCurveBindings = AnimationUtility.GetCurveBindings(clip);
foreach (EditorCurveBinding i in editorCurveBindings)
{
var curve = AnimationUtility.GetEditorCurve(clip, i);
curves.Add(curve);
}
clip.ClearCurves();
for (int i = 0; i < curves.Count; i++)
{
var curve = curves[i];
var binding = editorCurveBindings[i];
var keys = curve.keys;
int keyCount = keys.Length;
var postWrapmode = curve.postWrapMode;
curve.postWrapMode = curve.preWrapMode;
curve.preWrapMode = postWrapmode;
for (int j = 0; j < keyCount; j++)
{
Keyframe K = keys[j];
K.time = clipLength - K.time;
var tmp = -K.inTangent;
K.inTangent = -K.outTangent;
K.outTangent = tmp;
keys[j] = K;
}
curve.keys = keys;
clip.SetCurve(binding.path, binding.type, binding.propertyName, curve);
}
// AnimationEvent 시간도 반전
var events = AnimationUtility.GetAnimationEvents(clip);
if (events.Length > 0)
{
for (int i = 0; i < events.Length; i++)
{
events[i].time = clipLength - events[i].time;
}
AnimationUtility.SetAnimationEvents(clip, events);
}
Debug.Log("[ReverseAnimation] Animation reversed: " + clip.name);
EditorUtility.SetDirty(clip);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cf6abf78150fb14409bc53815b9f432f

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@@ -80,7 +80,7 @@ namespace Colosseum.Enemy
[Tooltip("대형 패턴(시그니처/기동/조합) 직후 기본 패턴 최소 순환 횟수")]
[Min(0)] [SerializeField] protected int basicLoopMinCountAfterBigPattern = 2;
[Header("Signature Pattern")]
[Header("시그니처 효과 설정")]
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
@@ -124,12 +124,6 @@ namespace Colosseum.Enemy
protected GameObject currentTarget;
protected float nextTargetRefreshTime;
protected int meleePatternCounter;
protected bool isSignaturePatternActive;
protected bool isPreviewingSignatureTelegraph;
protected float signatureAccumulatedDamage;
protected float signatureRequiredDamage;
protected float signatureElapsedTime;
protected float signatureTotalDuration;
protected int basicLoopCountSinceLastBigPattern;
/// <summary>
@@ -177,28 +171,55 @@ namespace Colosseum.Enemy
return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
/// <summary>
/// 시그니처 패턴 진행 여부
/// </summary>
public bool IsSignaturePatternActive => isSignaturePatternActive;
public string SignaturePatternName => isSignaturePatternActive && signaturePattern != null ? signaturePattern.PatternName : string.Empty;
public float SignatureAccumulatedDamage => signatureAccumulatedDamage;
public float SignatureRequiredDamage => signatureRequiredDamage;
public float SignatureBreakProgressNormalized => signatureRequiredDamage > 0f ? Mathf.Clamp01(signatureAccumulatedDamage / signatureRequiredDamage) : 0f;
public float SignatureElapsedTime => signatureElapsedTime;
public float SignatureTotalDuration => signatureTotalDuration;
public float SignatureCastProgressNormalized => signatureTotalDuration > 0f ? Mathf.Clamp01(signatureElapsedTime / signatureTotalDuration) : 0f;
public float SignatureRemainingTime => Mathf.Max(0f, signatureTotalDuration - signatureElapsedTime);
/// <summary>
/// 디버그 로그 출력 여부
/// </summary>
public bool DebugModeEnabled => debugMode;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 주는 기본 피해
/// </summary>
public float SignatureFailureDamage => signatureFailureDamage;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 적용할 디버프
/// </summary>
public AbnormalityData SignatureFailureAbnormality => signatureFailureAbnormality;
/// <summary>
/// 시그니처 실패 시 넉백이 적용되는 반경
/// </summary>
public float SignatureFailureKnockbackRadius => signatureFailureKnockbackRadius;
/// <summary>
/// 시그니처 실패 시 다운이 적용되는 반경
/// </summary>
public float SignatureFailureDownRadius => signatureFailureDownRadius;
/// <summary>
/// 시그니처 실패 시 넉백 속도
/// </summary>
public float SignatureFailureKnockbackSpeed => signatureFailureKnockbackSpeed;
/// <summary>
/// 시그니처 실패 시 넉백 지속 시간
/// </summary>
public float SignatureFailureKnockbackDuration => signatureFailureKnockbackDuration;
/// <summary>
/// 시그니처 실패 시 다운 지속 시간
/// </summary>
public float SignatureFailureDownDuration => signatureFailureDownDuration;
/// <summary>
/// 마지막 충전 차단 시 설정된 경직 시간 (BossPatternActionBase가 설정)
/// </summary>
public float LastChargeStaggerDuration { get; set; }
/// <summary>
/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
/// </summary>
public bool IsBehaviorSuppressed => isPreviewingSignatureTelegraph || (abnormalityManager != null && abnormalityManager.IsStunned);
public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
/// <summary>
/// 현재 보스 패턴 페이즈
@@ -265,11 +286,7 @@ namespace Colosseum.Enemy
if (TryStartPunishPattern())
return;
// 2. 집행 개시 (Phase 3 시그니처)
if (TryStartSignaturePatternInLoop())
return;
// 3. 조합 패턴 (Phase 3, 드물게)
// 2. 조합 패턴 (Phase 3, 드물게)
if (TryStartComboPattern())
return;
@@ -458,28 +475,6 @@ namespace Colosseum.Enemy
Debug.Log($"[{source}] {message}");
}
/// <summary>
/// 시그니처 패턴 사용 가능 여부를 반환합니다.
/// </summary>
public bool IsSignaturePatternReady()
{
if (!IsServer || bossEnemy == null || skillController == null)
return false;
if (IsBehaviorSuppressed)
return false;
if (activePatternCoroutine != null || isSignaturePatternActive)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
return false;
if (!IsPatternGracePeriodAllowed(signaturePattern))
return false;
return IsPatternReady(signaturePattern);
}
/// <summary>
/// 지정 패턴이 grace period를 통과했는지 반환합니다.
@@ -510,7 +505,7 @@ namespace Colosseum.Enemy
if (IsBehaviorSuppressed)
return false;
if (activePatternCoroutine != null || isSignaturePatternActive)
if (activePatternCoroutine != null)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
@@ -522,49 +517,6 @@ namespace Colosseum.Enemy
return IsPatternReady(comboPattern);
}
/// <summary>
/// 시그니처 패턴을 시작합니다.
/// </summary>
public bool TryStartSignaturePattern(GameObject target)
{
if (!IsSignaturePatternReady())
return false;
GameObject resolvedTarget = IsValidHostileTarget(target) ? target : FindNearestLivingTarget();
currentTarget = resolvedTarget;
activePatternCoroutine = StartCoroutine(RunSignaturePatternCoroutine(signaturePattern, resolvedTarget));
return true;
}
/// <summary>
/// 디버그 또는 특수 연출에서 시그니처 패턴을 강제로 시작합니다.
/// </summary>
public bool ForceStartSignaturePattern(GameObject target = null)
{
if (!IsServer || signaturePattern == null || activePatternCoroutine != null || isSignaturePatternActive)
return false;
GameObject resolvedTarget = IsValidHostileTarget(target) ? target : ResolvePrimaryTarget();
activePatternCoroutine = StartCoroutine(RunSignaturePatternCoroutine(signaturePattern, resolvedTarget));
return true;
}
/// <summary>
/// 네트워크 상태와 무관하게 시그니처 전조 모션만 미리보기로 재생합니다.
/// 전조 연출 확인용 디버그 경로입니다.
/// </summary>
public bool PreviewSignatureTelegraph()
{
if (signaturePattern == null || skillController == null)
return false;
if (activePatternCoroutine != null || isSignaturePatternActive || isPreviewingSignatureTelegraph)
return false;
StartCoroutine(PreviewSignatureTelegraphCoroutine());
return true;
}
protected virtual bool TryStartPrimaryLoopPattern()
{
if (currentTarget == null)
@@ -659,22 +611,6 @@ namespace Colosseum.Enemy
return true;
}
/// <summary>
/// 시그니처 패턴을 context 루프에서 발동합니다.
/// grace period와 Phase 제한을 적용합니다.
/// </summary>
protected virtual bool TryStartSignaturePatternInLoop()
{
if (!IsSignaturePatternReady())
return false;
if (!IsPatternGracePeriodAllowed(signaturePattern))
return false;
GameObject target = ResolvePrimaryTarget();
return TryStartSignaturePattern(target);
}
/// <summary>
/// Phase 3 조합 패턴을 발동합니다.
/// </summary>
@@ -864,298 +800,13 @@ namespace Colosseum.Enemy
if (behaviorGraphAgent == null)
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
if (enemyBase != null)
{
enemyBase.OnDamageTaken -= HandleBossDamageTaken;
enemyBase.OnDamageTaken += HandleBossDamageTaken;
}
}
public override void OnNetworkDespawn()
{
if (enemyBase != null)
{
enemyBase.OnDamageTaken -= HandleBossDamageTaken;
}
base.OnNetworkDespawn();
}
private IEnumerator RunSignaturePatternCoroutine(BossPatternData pattern, GameObject target)
{
StopMovement();
isSignaturePatternActive = true;
signatureAccumulatedDamage = 0f;
signatureRequiredDamage = bossEnemy.MaxHealth * signatureRequiredDamageRatio;
signatureElapsedTime = 0f;
signatureTotalDuration = CalculatePatternDuration(pattern);
bool interrupted = false;
bool completed = true;
for (int i = 0; i < pattern.Steps.Count; i++)
{
if (HasMetSignatureBreakThreshold())
{
interrupted = true;
break;
}
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
float remaining = step.Duration;
while (remaining > 0f)
{
if (HasMetSignatureBreakThreshold())
{
interrupted = true;
break;
}
if (bossEnemy == null || bossEnemy.IsDead)
{
completed = false;
break;
}
signatureElapsedTime += Time.deltaTime;
remaining -= Time.deltaTime;
yield return null;
}
if (interrupted || !completed)
break;
continue;
}
if (step.Skill == null)
{
completed = false;
Debug.LogWarning($"[{GetType().Name}] 시그니처 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
break;
}
if (!skillController.ExecuteSkill(step.Skill))
{
completed = false;
LogDebug(GetType().Name, $"시그니처 스킬 실행 실패: {step.Skill.SkillName}");
break;
}
while (skillController != null && skillController.IsPlayingAnimation)
{
if (HasMetSignatureBreakThreshold())
{
interrupted = true;
break;
}
if (bossEnemy == null || bossEnemy.IsDead)
{
completed = false;
break;
}
signatureElapsedTime += Time.deltaTime;
yield return null;
}
if (interrupted || !completed)
break;
}
if (interrupted)
{
skillController?.CancelSkill(SkillCancelReason.Interrupt);
UsePatternAction.MarkPatternUsed(gameObject, pattern);
LogDebug(GetType().Name, $"시그니처 차단 성공: 누적 피해 {signatureAccumulatedDamage:F1} / 필요 {signatureRequiredDamage:F1}");
CombatBalanceTracker.RecordBossEvent("집행 개시 차단 성공");
if (signatureSuccessStaggerDuration > 0f)
{
if (enemyBase != null && enemyBase.Animator != null &&
HasAnimatorParameter(enemyBase.Animator, "Hit", AnimatorControllerParameterType.Trigger))
{
enemyBase.Animator.SetTrigger("Hit");
}
float endTime = Time.time + signatureSuccessStaggerDuration;
while (Time.time < endTime && bossEnemy != null && !bossEnemy.IsDead)
{
StopMovement();
yield return null;
}
}
}
else if (completed)
{
UsePatternAction.MarkPatternUsed(gameObject, pattern);
LogDebug(GetType().Name, $"시그니처 실패: 누적 피해 {signatureAccumulatedDamage:F1} / 필요 {signatureRequiredDamage:F1}");
CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
ExecuteSignatureFailure();
}
if (abnormalityManager != null && signatureTelegraphAbnormality != null)
{
abnormalityManager.RemoveAbnormality(signatureTelegraphAbnormality);
}
isSignaturePatternActive = false;
signatureAccumulatedDamage = 0f;
signatureRequiredDamage = 0f;
signatureElapsedTime = 0f;
signatureTotalDuration = 0f;
activePatternCoroutine = null;
}
private IEnumerator PreviewSignatureTelegraphCoroutine()
{
bool restoreBehaviorGraph = behaviorGraphAgent != null && behaviorGraphAgent.enabled;
isPreviewingSignatureTelegraph = true;
if (restoreBehaviorGraph)
{
behaviorGraphAgent.enabled = false;
}
StopMovement();
if (skillController != null && skillController.IsPlayingAnimation)
{
skillController.CancelSkill(SkillCancelReason.Interrupt);
yield return null;
}
bool executed = false;
for (int i = 0; i < signaturePattern.Steps.Count; i++)
{
PatternStep step = signaturePattern.Steps[i];
if (step == null || step.Type != PatternStepType.Skill || step.Skill == null)
continue;
executed = skillController.ExecuteSkill(step.Skill);
break;
}
if (executed)
{
while (skillController != null && skillController.IsPlayingAnimation)
{
yield return null;
}
}
if (abnormalityManager != null && signatureTelegraphAbnormality != null)
{
abnormalityManager.RemoveAbnormality(signatureTelegraphAbnormality);
}
if (restoreBehaviorGraph && behaviorGraphAgent != null)
{
behaviorGraphAgent.enabled = true;
}
isPreviewingSignatureTelegraph = false;
}
private static float CalculatePatternDuration(BossPatternData pattern)
{
if (pattern == null || pattern.Steps == null)
return 0f;
float totalDuration = 0f;
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step == null)
continue;
if (step.Type == PatternStepType.Wait)
{
totalDuration += Mathf.Max(0f, step.Duration);
continue;
}
if (step.Skill == null)
continue;
AnimationClip skillClip = step.Skill.SkillClip;
if (skillClip != null)
{
float animationSpeed = Mathf.Max(0.01f, step.Skill.AnimationSpeed);
totalDuration += skillClip.length / animationSpeed;
}
if (step.Skill.EndClip != null)
{
totalDuration += step.Skill.EndClip.length;
}
}
return totalDuration;
}
private void ExecuteSignatureFailure()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject target = player.gameObject;
if (!IsValidHostileTarget(target))
continue;
player.TakeDamage(signatureFailureDamage, gameObject);
AbnormalityManager abnormalityManager = target.GetComponent<AbnormalityManager>();
if (abnormalityManager != null && signatureFailureAbnormality != null)
{
abnormalityManager.ApplyAbnormality(signatureFailureAbnormality, gameObject);
}
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
continue;
float distance = Vector3.Distance(transform.position, target.transform.position);
if (distance <= signatureFailureDownRadius)
{
hitReactionController.ApplyDown(signatureFailureDownDuration);
continue;
}
if (distance > signatureFailureKnockbackRadius)
continue;
Vector3 knockbackDirection = target.transform.position - transform.position;
knockbackDirection.y = 0f;
if (knockbackDirection.sqrMagnitude < 0.0001f)
{
knockbackDirection = transform.forward;
}
hitReactionController.ApplyKnockback(knockbackDirection.normalized * signatureFailureKnockbackSpeed, signatureFailureKnockbackDuration);
}
}
private bool HasMetSignatureBreakThreshold()
{
if (!isSignaturePatternActive)
return false;
if (signatureRequiredDamage <= 0f)
return true;
return signatureAccumulatedDamage >= signatureRequiredDamage;
}
private static bool HasAnimatorParameter(Animator animator, string parameterName, AnimatorControllerParameterType parameterType)
{
if (animator == null || string.IsNullOrEmpty(parameterName))
@@ -1171,13 +822,5 @@ namespace Colosseum.Enemy
return false;
}
private void HandleBossDamageTaken(float damage)
{
if (!IsServer || !isSignaturePatternActive || damage <= 0f)
return;
signatureAccumulatedDamage += damage;
}
}
}

View File

@@ -377,50 +377,12 @@ namespace Colosseum.UI
private void UpdateSignatureUi()
{
if (!showSignatureUi)
{
SetSignatureVisible(false);
return;
}
// 시그니처 패턴은 이제 BT의 ChargeWait 스텝으로 처리됩니다.
// 시그니처 전용 UI 업데이트는 비활성화합니다.
if (signatureRoot == null)
return;
if (targetBoss == null)
{
SetSignatureVisible(false);
return;
}
if (bossCombatContext == null)
bossCombatContext = targetBoss.GetComponent<BossCombatBehaviorContext>();
if (bossCombatContext == null || !bossCombatContext.IsSignaturePatternActive)
{
SetSignatureVisible(false);
return;
}
SetSignatureVisible(true);
if (signatureNameText != null)
{
signatureNameText.text = string.IsNullOrEmpty(bossCombatContext.SignaturePatternName)
? "시그니처"
: bossCombatContext.SignaturePatternName;
}
if (signatureDetailText != null)
{
signatureDetailText.text =
$"차단 {Mathf.CeilToInt(bossCombatContext.SignatureAccumulatedDamage)} / {Mathf.CeilToInt(bossCombatContext.SignatureRequiredDamage)}" +
$" | {bossCombatContext.SignatureRemainingTime:0.0}s";
}
if (signatureFillImage != null)
{
signatureFillImage.fillAmount = 1f - bossCombatContext.SignatureCastProgressNormalized;
}
SetSignatureVisible(false);
}
private void EnsureSignatureUi()