using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Colosseum.Enemy;
namespace Colosseum.AI.BehaviorActions.Actions
{
///
/// 준비된 후보 패턴 중 하나를 가중치 기반으로 선택하고 즉시 실행합니다.
///
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Weighted Ready Pattern",
story: "준비된 후보 패턴 중 하나를 가중치 기반으로 선택해 실행",
category: "Action",
id: "6d4fc6fd-0ccd-4d9a-8b86-c602062f78a7")]
public partial class UseWeightedReadyPatternAction : BossPatternActionBase
{
[SerializeReference] public BlackboardVariable Pattern1;
[SerializeReference] public BlackboardVariable Weight1 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern2;
[SerializeReference] public BlackboardVariable Weight2 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern3;
[SerializeReference] public BlackboardVariable Weight3 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern4;
[SerializeReference] public BlackboardVariable Weight4 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern5;
[SerializeReference] public BlackboardVariable Weight5 = new BlackboardVariable(1f);
private BossPatternData selectedPattern;
protected override Status OnStart()
{
if (!TrySelectPattern(out selectedPattern))
return Status.Failure;
BossBehaviorRuntimeState context = GameObject.GetComponent();
context?.RegisterPatternUse(selectedPattern);
context?.LogDebug(nameof(UseWeightedReadyPatternAction), $"가중치 패턴 선택 후 실행: {selectedPattern.PatternName}");
return base.OnStart();
}
protected override void OnEnd()
{
selectedPattern = null;
base.OnEnd();
}
protected override bool TryResolvePattern(out BossPatternData pattern, out GameObject target)
{
target = Target != null ? Target.Value : null;
pattern = selectedPattern;
if (pattern == null && !TrySelectPattern(out pattern))
return false;
if (target == null)
return false;
return true;
}
private bool TrySelectPattern(out BossPatternData pattern)
{
WeightedPatternCandidate[] candidates =
{
new WeightedPatternCandidate(Pattern1?.Value, Weight1?.Value ?? 0f),
new WeightedPatternCandidate(Pattern2?.Value, Weight2?.Value ?? 0f),
new WeightedPatternCandidate(Pattern3?.Value, Weight3?.Value ?? 0f),
new WeightedPatternCandidate(Pattern4?.Value, Weight4?.Value ?? 0f),
new WeightedPatternCandidate(Pattern5?.Value, Weight5?.Value ?? 0f),
};
return WeightedPatternSelector.TrySelectReadyPattern(GameObject, candidates, out pattern);
}
}
}