using System;
using Colosseum;
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 = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance > searchRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget != null ? nearestTarget : currentTarget;
}
}