Compare commits
2 Commits
f3a995d297
...
309bf5f48b
| Author | SHA1 | Date | |
|---|---|---|---|
| 309bf5f48b | |||
| 03e1b1303c |
@@ -156,7 +156,7 @@ AnimatorState:
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@@ -33,7 +33,7 @@ ModelImporter:
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BIN
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Normal file
BIN
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Normal file
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Binary file not shown.
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m_RemovedGameObjects: []
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m_AddedGameObjects: []
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||||
117
Assets/Scripts/AI/BehaviorActions/Actions/UsePatternAction.cs
Normal file
117
Assets/Scripts/AI/BehaviorActions/Actions/UsePatternAction.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using System;
|
||||
using Colosseum.AI;
|
||||
using Colosseum.Skills;
|
||||
using Unity.Behavior;
|
||||
using Unity.Properties;
|
||||
using UnityEngine;
|
||||
using Action = Unity.Behavior.Action;
|
||||
|
||||
/// <summary>
|
||||
/// 보스 패턴을 실행하는 Behavior Tree Action.
|
||||
/// 패턴 내 스텝(스킬 또는 대기)을 순서대로 실행하며, 패턴 쿨타임을 관리합니다.
|
||||
/// </summary>
|
||||
[Serializable, GeneratePropertyBag]
|
||||
[NodeDescription(name: "Use Pattern", story: "[Pattern] 실행", category: "Action", id: "a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6")]
|
||||
public partial class UsePatternAction : Action
|
||||
{
|
||||
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
|
||||
|
||||
private SkillController skillController;
|
||||
private int currentStepIndex;
|
||||
private float waitEndTime;
|
||||
private bool isWaiting;
|
||||
private float lastUsedTime = float.MinValue;
|
||||
|
||||
protected override Status OnStart()
|
||||
{
|
||||
if (Pattern?.Value == null)
|
||||
{
|
||||
Debug.LogWarning("[UsePatternAction] 패턴이 null입니다.");
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
if (Time.time - lastUsedTime < Pattern.Value.Cooldown)
|
||||
{
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
if (Pattern.Value.Steps.Count == 0)
|
||||
{
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
skillController = GameObject.GetComponent<SkillController>();
|
||||
if (skillController == null)
|
||||
{
|
||||
Debug.LogWarning($"[UsePatternAction] SkillController를 찾을 수 없습니다: {GameObject.name}");
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
currentStepIndex = 0;
|
||||
isWaiting = false;
|
||||
return ExecuteCurrentStep();
|
||||
}
|
||||
|
||||
protected override Status OnUpdate()
|
||||
{
|
||||
if (skillController == null)
|
||||
return Status.Failure;
|
||||
|
||||
if (isWaiting)
|
||||
{
|
||||
if (Time.time < waitEndTime)
|
||||
return Status.Running;
|
||||
|
||||
isWaiting = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (skillController.IsPlayingAnimation)
|
||||
return Status.Running;
|
||||
|
||||
}
|
||||
|
||||
currentStepIndex++;
|
||||
|
||||
if (currentStepIndex >= Pattern.Value.Steps.Count)
|
||||
{
|
||||
lastUsedTime = Time.time;
|
||||
return Status.Success;
|
||||
}
|
||||
|
||||
return ExecuteCurrentStep();
|
||||
}
|
||||
|
||||
protected override void OnEnd()
|
||||
{
|
||||
skillController = null;
|
||||
}
|
||||
|
||||
private Status ExecuteCurrentStep()
|
||||
{
|
||||
PatternStep step = Pattern.Value.Steps[currentStepIndex];
|
||||
|
||||
if (step.Type == PatternStepType.Wait)
|
||||
{
|
||||
isWaiting = true;
|
||||
waitEndTime = Time.time + step.Duration;
|
||||
return Status.Running;
|
||||
}
|
||||
|
||||
// PatternStepType.Skill
|
||||
if (step.Skill == null)
|
||||
{
|
||||
Debug.LogWarning($"[UsePatternAction] 스킬이 null입니다. (index {currentStepIndex})");
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
bool success = skillController.ExecuteSkill(step.Skill);
|
||||
if (!success)
|
||||
{
|
||||
Debug.LogWarning($"[UsePatternAction] 스킬 실행 실패: {step.Skill.SkillName} (index {currentStepIndex})");
|
||||
return Status.Failure;
|
||||
}
|
||||
|
||||
return Status.Running;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a696fff0581f7264d9491514e9aee277
|
||||
38
Assets/Scripts/AI/BossPatternData.cs
Normal file
38
Assets/Scripts/AI/BossPatternData.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Colosseum.Skills;
|
||||
|
||||
namespace Colosseum.AI
|
||||
{
|
||||
public enum PatternStepType { Skill, Wait }
|
||||
|
||||
[System.Serializable]
|
||||
public class PatternStep
|
||||
{
|
||||
public PatternStepType Type = PatternStepType.Skill;
|
||||
public SkillData Skill;
|
||||
[Min(0f)] public float Duration = 0.5f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 보스 패턴 데이터. 순서대로 실행할 스텝(스킬 또는 대기) 목록과 쿨타임을 정의합니다.
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NewBossPattern", menuName = "Colosseum/Boss Pattern")]
|
||||
public class BossPatternData : ScriptableObject
|
||||
{
|
||||
[Header("패턴 정보")]
|
||||
[SerializeField] private string patternName;
|
||||
|
||||
[Header("스텝 순서")]
|
||||
[SerializeField] private List<PatternStep> steps = new List<PatternStep>();
|
||||
|
||||
[Header("쿨타임")]
|
||||
[Min(0f)]
|
||||
[Tooltip("패턴 완료 후 다시 사용 가능해지기까지의 시간")]
|
||||
[SerializeField] private float cooldown = 5f;
|
||||
|
||||
public string PatternName => patternName;
|
||||
public IReadOnlyList<PatternStep> Steps => steps;
|
||||
public float Cooldown => cooldown;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/AI/BossPatternData.cs.meta
Normal file
2
Assets/Scripts/AI/BossPatternData.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0ce956e0878565343974c31b8111c0c6
|
||||
@@ -8,7 +8,8 @@
|
||||
"Unity.InputSystem",
|
||||
"Unity.TextMeshPro",
|
||||
"Unity.Behavior",
|
||||
"Unity.Behavior.SerializableGUID"
|
||||
"Unity.Behavior.SerializableGUID",
|
||||
"Unity.Collections"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -31,6 +31,10 @@ namespace Colosseum.Player
|
||||
private bool isJumping;
|
||||
private bool wasGrounded;
|
||||
|
||||
// 적 충돌 방향 (이동 차단용)
|
||||
private Vector3 blockedDirection;
|
||||
private int enemyLayerMask;
|
||||
|
||||
/// <summary>
|
||||
/// 현재 이동 속도 (애니메이션용)
|
||||
/// </summary>
|
||||
@@ -79,6 +83,9 @@ namespace Colosseum.Player
|
||||
|
||||
// 카메라 설정
|
||||
SetupCamera();
|
||||
|
||||
// 적 레이어 마스크 초기화
|
||||
enemyLayerMask = LayerMask.GetMask("Enemy");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -233,10 +240,24 @@ namespace Colosseum.Player
|
||||
moveDirection = TransformDirectionByCamera(moveDirection);
|
||||
moveDirection.Normalize();
|
||||
|
||||
// 충돌 방향으로의 이동 차단 (미끄러짐 방지)
|
||||
if (blockedDirection != Vector3.zero)
|
||||
{
|
||||
float blockedAmount = Vector3.Dot(moveDirection, blockedDirection);
|
||||
if (blockedAmount > 0f)
|
||||
{
|
||||
moveDirection -= blockedDirection * blockedAmount;
|
||||
moveDirection.Normalize();
|
||||
}
|
||||
}
|
||||
|
||||
// 이동 적용
|
||||
Vector3 moveVector = moveDirection * moveSpeed * Time.deltaTime;
|
||||
characterController.Move(moveVector + velocity * Time.deltaTime);
|
||||
|
||||
// 충돌 방향 리셋
|
||||
blockedDirection = Vector3.zero;
|
||||
|
||||
// 회전 (이동 중일 때만)
|
||||
if (moveDirection != Vector3.zero)
|
||||
{
|
||||
@@ -330,5 +351,43 @@ namespace Colosseum.Player
|
||||
|
||||
wasGrounded = characterController.isGrounded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// CharacterController 충돌 처리. 적과 충돌 시 해당 방향 이동을 차단합니다.
|
||||
/// 충돌 normal을 8방향으로 양자화하여 각진 충돌 느낌을 줍니다.
|
||||
/// </summary>
|
||||
private void OnControllerColliderHit(ControllerColliderHit hit)
|
||||
{
|
||||
// 적과의 충돌인지 확인
|
||||
if ((enemyLayerMask & (1 << hit.gameObject.layer)) != 0)
|
||||
{
|
||||
// 충돌 방향 저장 (이동 차단용)
|
||||
blockedDirection = hit.normal;
|
||||
blockedDirection.y = 0f;
|
||||
blockedDirection.Normalize();
|
||||
|
||||
// 8방향으로 양자화 (45도 간격)
|
||||
blockedDirection = QuantizeToOctagon(blockedDirection);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 방향을 8각형(45도 간격) 방향으로 양자화합니다.
|
||||
/// </summary>
|
||||
private Vector3 QuantizeToOctagon(Vector3 direction)
|
||||
{
|
||||
if (direction == Vector3.zero)
|
||||
return direction;
|
||||
|
||||
// 각도 계산
|
||||
float angle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg;
|
||||
|
||||
// 45도 단위로 반올림
|
||||
float snappedAngle = Mathf.Round(angle / 45f) * 45f;
|
||||
|
||||
// 다시 벡터로 변환
|
||||
float radians = snappedAngle * Mathf.Deg2Rad;
|
||||
return new Vector3(Mathf.Sin(radians), 0f, Mathf.Cos(radians));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -15,8 +15,8 @@ MonoBehaviour:
|
||||
skillName: "\uBCA0\uAE30"
|
||||
description:
|
||||
icon: {fileID: 0}
|
||||
skillClip: {fileID: -7717634560727564301, guid: 0f6fd9302e489b94d96774e2713b1317, type: 3}
|
||||
endClip: {fileID: -8265974341663887746, guid: fbcbf9c09792c924296ac6036e76f6dc, type: 3}
|
||||
skillClip: {fileID: -7717634560727564301, guid: 4005a77aa7d531742b1de1bec27001b1, type: 3}
|
||||
endClip: {fileID: -8265974341663887746, guid: d3e4690f866332b43b86ee7005291cd0, type: 3}
|
||||
useRootMotion: 1
|
||||
ignoreRootMotionY: 1
|
||||
cooldown: 1
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
serializedVersion: 3
|
||||
tags: []
|
||||
layers:
|
||||
- Default
|
||||
@@ -11,7 +11,7 @@ TagManager:
|
||||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
- Enemy
|
||||
-
|
||||
-
|
||||
-
|
||||
@@ -50,27 +50,3 @@ TagManager:
|
||||
- Light Layer 5
|
||||
- Light Layer 6
|
||||
- Light Layer 7
|
||||
-
|
||||
-
|
||||
-
|
||||
-
|
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Reference in New Issue
Block a user