using System.Collections;
using System.Collections.Generic;
using Colosseum.AI;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Serialization;
namespace Colosseum.Enemy
{
///
/// 보스 공통 전투 BT가 참조하는 전투 컨텍스트입니다.
/// 패턴 슬롯, 거리 기준, 페이즈별 주기, 공통 타겟 판정 정보를 제공합니다.
///
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(SkillController))]
public abstract class BossCombatBehaviorContext : NetworkBehaviour
{
[Header("References")]
[SerializeField] protected BossEnemy bossEnemy;
[SerializeField] protected EnemyBase enemyBase;
[SerializeField] protected SkillController skillController;
[SerializeField] protected AbnormalityManager abnormalityManager;
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[SerializeField] protected BehaviorGraphAgent behaviorGraphAgent;
[Header("Pattern Data")]
[Tooltip("기본 근접 압박 패턴")]
[FormerlySerializedAs("mainPattern")]
[SerializeField] protected BossPatternData primaryPattern;
[Tooltip("보조 근접 압박 패턴")]
[FormerlySerializedAs("slamPattern")]
[SerializeField] protected BossPatternData secondaryPattern;
[Tooltip("기동 또는 거리 징벌 패턴")]
[FormerlySerializedAs("leapPattern")]
[SerializeField] protected BossPatternData mobilityPattern;
[Tooltip("비주 대상 원거리 견제 패턴")]
[SerializeField] protected BossPatternData utilityPattern;
[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
[FormerlySerializedAs("downPunishPattern")]
[SerializeField] protected BossPatternData punishPattern;
[Tooltip("파티 누킹을 시험하는 시그니처 패턴")]
[SerializeField] protected BossPatternData signaturePattern;
[Header("Phase Thresholds")]
[Tooltip("2페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase2HealthThreshold = 0.75f;
[Tooltip("3페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase3HealthThreshold = 0.4f;
[Header("Targeting")]
[Tooltip("타겟 재탐색 주기")]
[FormerlySerializedAs("targetRefreshInterval")]
[Min(0.05f)] [SerializeField] protected float primaryTargetRefreshInterval = 0.2f;
[Tooltip("기동 패턴을 고려하기 시작하는 거리")]
[FormerlySerializedAs("leapDistanceThreshold")]
[Min(0f)] [SerializeField] protected float mobilityTriggerDistance = 8f;
[Tooltip("징벌 패턴을 고려할 최대 반경")]
[FormerlySerializedAs("downPunishSearchRadius")]
[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
[Tooltip("원거리 견제 패턴을 고려하기 시작하는 최소 거리")]
[Min(0f)] [SerializeField] protected float utilityTriggerDistance = 5f;
[Header("Pattern Cadence")]
[Tooltip("1페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
[FormerlySerializedAs("phase1SlamInterval")]
[Min(1)] [SerializeField] protected int phase1SecondaryInterval = 3;
[Tooltip("2페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
[FormerlySerializedAs("phase2SlamInterval")]
[Min(1)] [SerializeField] protected int phase2SecondaryInterval = 2;
[Tooltip("3페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
[FormerlySerializedAs("phase3SlamInterval")]
[Min(1)] [SerializeField] protected int phase3SecondaryInterval = 2;
[Header("Signature Pattern")]
[Tooltip("시그니처 패턴을 사용하기 시작하는 최소 페이즈")]
[Min(1)] [SerializeField] protected int signatureMinPhase = 2;
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
[Tooltip("시그니처 차단 성공 시 보스가 멈추는 시간")]
[Min(0f)] [SerializeField] protected float signatureSuccessStaggerDuration = 2f;
[Tooltip("시그니처 실패 시 모든 플레이어에게 적용할 디버프")]
[SerializeField] protected AbnormalityData signatureFailureAbnormality;
[Tooltip("시그니처 실패 시 모든 플레이어에게 주는 기본 피해")]
[Min(0f)] [SerializeField] protected float signatureFailureDamage = 40f;
[Tooltip("시그니처 실패 시 넉백이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackRadius = 8f;
[Tooltip("시그니처 실패 시 다운이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureDownRadius = 3f;
[Tooltip("시그니처 실패 시 넉백 속도")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackSpeed = 12f;
[Tooltip("시그니처 실패 시 넉백 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackDuration = 0.35f;
[Tooltip("시그니처 실패 시 다운 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureDownDuration = 2f;
[Header("Behavior")]
[Tooltip("전용 컨텍스트 사용 시 기존 BehaviorGraph를 비활성화할지 여부")]
[SerializeField] protected bool disableBehaviorGraph = true;
[Tooltip("디버그 로그 출력 여부")]
[SerializeField] protected bool debugMode = false;
protected readonly Dictionary patternCooldownTracker = new Dictionary();
protected Coroutine activePatternCoroutine;
protected GameObject currentTarget;
protected float nextTargetRefreshTime;
protected int meleePatternCounter;
protected bool isSignaturePatternActive;
protected float signatureAccumulatedDamage;
protected float signatureRequiredDamage;
///
/// 전용 컨텍스트 사용 시 BehaviorGraph를 비활성화할지 여부
///
public bool DisableBehaviorGraph => disableBehaviorGraph;
///
/// 기동 패턴을 고려하는 최소 거리
///
public float MobilityTriggerDistance => mobilityTriggerDistance;
///
/// 원거리 견제 패턴을 고려하는 최소 거리
///
public float UtilityTriggerDistance => utilityTriggerDistance;
///
/// 징벌 패턴을 고려하는 최대 반경
///
public float PunishSearchRadius => punishSearchRadius;
///
/// 현재 전투 대상
///
public GameObject CurrentTarget => currentTarget;
///
/// EnemyBase 접근자
///
public EnemyBase EnemyBase => enemyBase;
///
/// 현재 전투 기준이 되는 주 대상을 반환합니다.
///
public GameObject ResolvePrimaryTarget()
{
if (IsValidHostileTarget(currentTarget))
return currentTarget;
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
: null;
return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
///
/// 시그니처 패턴 진행 여부
///
public bool IsSignaturePatternActive => isSignaturePatternActive;
///
/// 디버그 로그 출력 여부
///
public bool DebugModeEnabled => debugMode;
///
/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
///
public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
///
/// 현재 보스 패턴 페이즈
///
public int CurrentPatternPhase
{
get
{
float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
: 1f;
if (healthRatio <= phase3HealthThreshold)
return 3;
if (healthRatio <= phase2HealthThreshold)
return 2;
return 1;
}
}
protected virtual void Awake()
{
ResolveReferences();
}
public override void OnNetworkSpawn()
{
ResolveReferences();
if (!IsServer)
enabled = false;
}
protected virtual void Update()
{
if (!IsServer)
return;
ResolveReferences();
if (bossEnemy == null || enemyBase == null || skillController == null)
return;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
return;
if (IsBehaviorSuppressed)
{
StopMovement();
return;
}
if (!disableBehaviorGraph)
return;
RefreshTargetIfNeeded();
UpdateMovement();
if (skillController.IsPlayingAnimation)
return;
if (TryStartMobilityPattern())
return;
if (TryStartUtilityPattern())
return;
TryStartPrimaryLoopPattern();
}
///
/// 현재 역할의 패턴 데이터를 반환합니다.
///
public BossPatternData GetPattern(BossCombatPatternRole role)
{
return role switch
{
BossCombatPatternRole.Primary => primaryPattern,
BossCombatPatternRole.Secondary => secondaryPattern,
BossCombatPatternRole.Mobility => mobilityPattern,
BossCombatPatternRole.Utility => utilityPattern,
BossCombatPatternRole.Punish => punishPattern,
BossCombatPatternRole.Signature => signaturePattern,
_ => null,
};
}
///
/// 다음 근접 패턴 차례가 보조 패턴인지 여부
///
public bool IsNextSecondaryPattern()
{
int secondaryInterval = GetSecondaryIntervalForPhase(CurrentPatternPhase);
if (secondaryInterval <= 1)
return true;
return (meleePatternCounter + 1) % secondaryInterval == 0;
}
///
/// 현재 페이즈 기준의 보조 근접 패턴 주기를 반환합니다.
///
public int GetSecondaryIntervalForPhase(int phase)
{
return phase switch
{
1 => Mathf.Max(1, phase1SecondaryInterval),
2 => Mathf.Max(1, phase2SecondaryInterval),
_ => Mathf.Max(1, phase3SecondaryInterval),
};
}
///
/// 근접 패턴 사용 카운터를 갱신합니다.
///
public void RegisterPatternUse(BossCombatPatternRole role)
{
if (!role.IsMeleeRole())
return;
meleePatternCounter++;
}
///
/// 살아 있는 적대 대상인지 확인합니다.
///
public bool IsValidHostileTarget(GameObject candidate)
{
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(gameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent();
return damageable == null || !damageable.IsDead;
}
///
/// 기동 패턴 대상으로 유효한지 확인합니다.
///
public bool IsValidMobilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= mobilityTriggerDistance && distance <= maxDistance;
}
///
/// 기동 패턴 대상으로 사용할 수 있는 가장 먼 유효 타겟을 찾습니다.
///
public GameObject FindMobilityTarget()
{
GameObject[] candidates = GameObject.FindGameObjectsWithTag("Player");
GameObject farthestTarget = null;
float bestDistance = mobilityTriggerDistance;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidMobilityTarget(candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > maxDistance || distance <= bestDistance)
continue;
bestDistance = distance;
farthestTarget = candidate;
}
return farthestTarget;
}
///
/// 원거리 견제 패턴 대상으로 유효한지 확인합니다.
///
public bool IsValidUtilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
if (candidate == ResolvePrimaryTarget())
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= utilityTriggerDistance && distance <= maxDistance;
}
///
/// 현재 주 대상이 아닌 원거리 견제 대상을 찾습니다.
///
public GameObject FindUtilityTarget()
{
PlayerNetworkController[] players = FindObjectsByType(FindObjectsSortMode.None);
List validTargets = new List();
GameObject primaryTarget = ResolvePrimaryTarget();
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject candidate = player.gameObject;
if (!IsValidUtilityTarget(candidate))
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
{
if (IsValidHostileTarget(primaryTarget))
{
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, primaryTarget.transform.position);
if (distance >= utilityTriggerDistance && distance <= maxDistance)
return primaryTarget;
}
return null;
}
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
///
/// 가장 가까운 생존 플레이어를 찾습니다.
///
public GameObject FindNearestLivingTarget()
{
PlayerNetworkController[] players = FindObjectsByType(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject candidate = player.gameObject;
if (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > aggroRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
///
/// 로그를 출력합니다.
///
public void LogDebug(string source, string message)
{
if (debugMode)
Debug.Log($"[{source}] {message}");
}
///
/// 시그니처 패턴 사용 가능 여부를 반환합니다.
///
public bool IsSignaturePatternReady()
{
if (!IsServer || bossEnemy == null || skillController == null)
return false;
if (IsBehaviorSuppressed)
return false;
if (CurrentPatternPhase < signatureMinPhase)
return false;
if (activePatternCoroutine != null || isSignaturePatternActive)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
return false;
return UsePatternAction.IsPatternReady(gameObject, signaturePattern);
}
///
/// 시그니처 패턴을 시작합니다.
///
public bool TryStartSignaturePattern(GameObject target)
{
if (!IsSignaturePatternReady())
return false;
GameObject resolvedTarget = IsValidHostileTarget(target) ? target : FindNearestLivingTarget();
currentTarget = resolvedTarget;
activePatternCoroutine = StartCoroutine(RunSignaturePatternCoroutine(signaturePattern, resolvedTarget));
return true;
}
protected virtual bool TryStartPrimaryLoopPattern()
{
if (currentTarget == null)
return false;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
if (distanceToTarget > attackRange + 0.25f)
return false;
BossPatternData selectedPattern = SelectPrimaryLoopPattern();
if (selectedPattern == null)
return false;
StartPattern(selectedPattern, currentTarget);
return true;
}
protected virtual bool TryStartMobilityPattern()
{
BossPatternData pattern = GetPattern(BossCombatPatternRole.Mobility);
if (!IsPatternReady(pattern))
return false;
GameObject target = FindMobilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
protected virtual bool TryStartUtilityPattern()
{
BossPatternData pattern = GetPattern(BossCombatPatternRole.Utility);
if (!IsPatternReady(pattern))
return false;
GameObject target = FindUtilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
protected virtual BossPatternData SelectPrimaryLoopPattern()
{
BossPatternData primary = GetPattern(BossCombatPatternRole.Primary);
BossPatternData secondary = GetPattern(BossCombatPatternRole.Secondary);
bool canUsePrimary = IsPatternReady(primary);
bool canUseSecondary = IsPatternReady(secondary);
if (canUseSecondary && IsNextSecondaryPattern())
{
meleePatternCounter++;
return secondary;
}
if (canUsePrimary)
{
meleePatternCounter++;
return primary;
}
if (canUseSecondary)
{
meleePatternCounter++;
return secondary;
}
return null;
}
protected virtual void StartPattern(BossPatternData pattern, GameObject target)
{
if (pattern == null || activePatternCoroutine != null)
return;
currentTarget = target;
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
}
protected virtual IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
{
StopMovement();
bool completed = true;
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
yield return new WaitForSeconds(step.Duration);
continue;
}
if (step.Skill == null)
{
completed = false;
Debug.LogWarning($"[{GetType().Name}] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
break;
}
if (step.Skill.JumpToTarget && target != null)
{
enemyBase?.SetJumpTarget(target.transform.position);
}
if (!skillController.ExecuteSkill(step.Skill))
{
completed = false;
LogDebug(GetType().Name, $"스킬 실행 실패: {step.Skill.SkillName}");
break;
}
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
if (bossEnemy == null || bossEnemy.IsDead)
break;
}
if (completed)
{
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
}
activePatternCoroutine = null;
currentTarget = target;
}
protected bool IsPatternReady(BossPatternData pattern)
{
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
return false;
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
return true;
return Time.time >= readyTime;
}
protected virtual void RefreshTargetIfNeeded()
{
if (Time.time < nextTargetRefreshTime)
return;
nextTargetRefreshTime = Time.time + primaryTargetRefreshInterval;
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
protected virtual void UpdateMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
if (skillController != null && skillController.IsPlayingAnimation)
{
StopMovement();
return;
}
if (currentTarget == null)
{
StopMovement();
return;
}
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
if (distanceToTarget <= attackRange)
{
StopMovement();
return;
}
navMeshAgent.isStopped = false;
navMeshAgent.stoppingDistance = attackRange;
navMeshAgent.SetDestination(currentTarget.transform.position);
}
protected void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
protected virtual void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GetComponent();
if (enemyBase == null)
enemyBase = GetComponent();
if (skillController == null)
skillController = GetComponent();
if (abnormalityManager == null)
abnormalityManager = GetComponent();
if (navMeshAgent == null)
navMeshAgent = GetComponent();
if (behaviorGraphAgent == null)
behaviorGraphAgent = GetComponent();
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;
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;
}
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;
}
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}");
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}");
ExecuteSignatureFailure();
}
isSignaturePatternActive = false;
signatureAccumulatedDamage = 0f;
signatureRequiredDamage = 0f;
activePatternCoroutine = null;
}
private void ExecuteSignatureFailure()
{
PlayerNetworkController[] players = FindObjectsByType(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();
if (abnormalityManager != null && signatureFailureAbnormality != null)
{
abnormalityManager.ApplyAbnormality(signatureFailureAbnormality, gameObject);
}
HitReactionController hitReactionController = target.GetComponent();
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))
return false;
AnimatorControllerParameter[] parameters = animator.parameters;
for (int i = 0; i < parameters.Length; i++)
{
AnimatorControllerParameter parameter = parameters[i];
if (parameter.type == parameterType && parameter.name == parameterName)
return true;
}
return false;
}
private void HandleBossDamageTaken(float damage)
{
if (!IsServer || !isSignaturePatternActive || damage <= 0f)
return;
signatureAccumulatedDamage += damage;
}
}
}