using System; using System.Collections.Generic; using Colosseum; using Colosseum.Combat; using Colosseum.Enemy; using Colosseum.Player; using Unity.Behavior; using Unity.Properties; using UnityEngine; using Action = Unity.Behavior.Action; /// /// 현재 주 대상이 아닌 다른 원거리 대상을 선택합니다. /// [Serializable, GeneratePropertyBag] [NodeDescription( name: "Select Alternate Target By Distance", story: "주 대상이 아닌 원거리 대상 선택", category: "Action", id: "1fe74f607036406c8857c1a23f42c8a2")] public partial class SelectAlternateTargetByDistanceAction : Action { [SerializeReference] public BlackboardVariable Target; [SerializeReference] public BlackboardVariable MinRange = new BlackboardVariable(0f); [SerializeReference] public BlackboardVariable MaxRange = new BlackboardVariable(0f); protected override Status OnStart() { BossCombatBehaviorContext context = GameObject.GetComponent(); if (context == null) return Status.Failure; float minRange = MinRange.Value > 0f ? MinRange.Value : context.UtilityTriggerDistance; float maxRange = MaxRange.Value > 0f ? MaxRange.Value : (context.EnemyBase != null && context.EnemyBase.Data != null ? context.EnemyBase.Data.AggroRange : 20f); GameObject selectedTarget = SelectTarget(context, minRange, maxRange); if (selectedTarget == null) return Status.Failure; Target.Value = selectedTarget; return Status.Success; } private GameObject SelectTarget(BossCombatBehaviorContext context, float minRange, float maxRange) { PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType(FindObjectsSortMode.None); if (players == null || players.Length == 0) return null; GameObject primaryTarget = context.ResolvePrimaryTarget(); List validTargets = new List(); 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 (candidate == primaryTarget) continue; if (!context.IsValidHostileTarget(candidate)) continue; float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position); if (distance < minRange || distance > maxRange) continue; validTargets.Add(candidate); } if (validTargets.Count == 0) { if (primaryTarget != null && context.IsValidHostileTarget(primaryTarget)) { float primaryDistance = Vector3.Distance(GameObject.transform.position, primaryTarget.transform.position); if (primaryDistance >= minRange && primaryDistance <= maxRange) return primaryTarget; } return null; } int randomIndex = UnityEngine.Random.Range(0, validTargets.Count); return validTargets[randomIndex]; } }