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;
///
/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
/// 기존 BossCombatBehaviorContext.ExecuteSignatureFailure()의 BT 노드 이관 버전입니다.
///
[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();
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(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();
targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
}
HitReactionController hitReactionController = target.GetComponent();
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");
}
}