using System; using Colosseum; using Colosseum.Combat; using Colosseum.Enemy; using Colosseum.Player; using Unity.Behavior; using Unity.Properties; using UnityEngine; using Action = Unity.Behavior.Action; /// /// 보스의 주 대상을 갱신하는 공통 Behavior Action입니다. /// [Serializable, GeneratePropertyBag] [NodeDescription( name: "Refresh Primary Target", story: "보스 주 대상을 [Target]으로 갱신", category: "Action", id: "b7dbb1fc0c0d451795e9f02d6f4d3930")] public partial class RefreshPrimaryTargetAction : Action { [SerializeReference] public BlackboardVariable Target; [SerializeReference] public BlackboardVariable SearchRange = new BlackboardVariable(0f); protected override Status OnStart() { BossBehaviorRuntimeState runtimeState = GameObject.GetComponent(); if (runtimeState != null && runtimeState.IsBehaviorSuppressed) return Status.Failure; EnemyBase enemyBase = GameObject.GetComponent(); if (enemyBase == null) return Status.Failure; GameObject currentTarget = Target != null ? Target.Value : null; float searchRange = ResolveSearchRange(enemyBase); GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, searchRange); if (resolvedTarget == null) resolvedTarget = FindNearestLivingTarget(enemyBase, currentTarget, searchRange); if (Target != null) Target.Value = resolvedTarget; runtimeState?.SetCurrentTarget(resolvedTarget); runtimeState?.LogDebug(nameof(RefreshPrimaryTargetAction), resolvedTarget != null ? $"주 대상 갱신: {resolvedTarget.name}" : "주 대상 갱신 실패"); return resolvedTarget != null ? Status.Success : Status.Failure; } private float ResolveSearchRange(EnemyBase enemyBase) { if (SearchRange != null && SearchRange.Value > 0f) return SearchRange.Value; return enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity; } private GameObject FindNearestLivingTarget(EnemyBase enemyBase, GameObject currentTarget, float searchRange) { PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None); GameObject nearestTarget = null; float nearestDistance = float.MaxValue; 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 (Team.IsSameTeam(GameObject, candidate)) continue; float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate); if (distance > searchRange || distance >= nearestDistance) continue; nearestDistance = distance; nearestTarget = candidate; } return nearestTarget != null ? nearestTarget : currentTarget; } }