using System; using Colosseum.AI; using Colosseum.Skills; using Unity.Behavior; using Unity.Properties; using UnityEngine; using Action = Unity.Behavior.Action; /// /// 보스 패턴을 실행하는 Behavior Tree Action. /// 패턴 내 스텝(스킬 또는 대기)을 순서대로 실행하며, 패턴 쿨타임을 관리합니다. /// [Serializable, GeneratePropertyBag] [NodeDescription(name: "Use Pattern", story: "[Pattern] 실행", category: "Action", id: "a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6")] public partial class UsePatternAction : Action { [SerializeReference] public BlackboardVariable Pattern; [SerializeReference] public BlackboardVariable Target; private SkillController skillController; private int currentStepIndex; private float waitEndTime; private bool isWaiting; private float lastUsedTime = float.MinValue; protected override Status OnStart() { if (Pattern?.Value == null) { Debug.LogWarning("[UsePatternAction] 패턴이 null입니다."); return Status.Failure; } if (Time.time - lastUsedTime < Pattern.Value.Cooldown) { return Status.Failure; } if (Pattern.Value.Steps.Count == 0) { return Status.Failure; } skillController = GameObject.GetComponent(); if (skillController == null) { Debug.LogWarning($"[UsePatternAction] SkillController를 찾을 수 없습니다: {GameObject.name}"); return Status.Failure; } currentStepIndex = 0; isWaiting = false; return ExecuteCurrentStep(); } protected override Status OnUpdate() { if (skillController == null) return Status.Failure; if (isWaiting) { if (Time.time < waitEndTime) return Status.Running; isWaiting = false; } else { if (skillController.IsPlayingAnimation) return Status.Running; } currentStepIndex++; if (currentStepIndex >= Pattern.Value.Steps.Count) { lastUsedTime = Time.time; return Status.Success; } return ExecuteCurrentStep(); } protected override void OnEnd() { skillController = null; } private Status ExecuteCurrentStep() { PatternStep step = Pattern.Value.Steps[currentStepIndex]; if (step.Type == PatternStepType.Wait) { isWaiting = true; waitEndTime = Time.time + step.Duration; return Status.Running; } // PatternStepType.Skill if (step.Skill == null) { Debug.LogWarning($"[UsePatternAction] 스킬이 null입니다. (index {currentStepIndex})"); return Status.Failure; } bool success = skillController.ExecuteSkill(step.Skill); if (!success) { Debug.LogWarning($"[UsePatternAction] 스킬 실행 실패: {step.Skill.SkillName} (index {currentStepIndex})"); return Status.Failure; } // jumpToTarget 스킬이면 타겟 위치 전달 if (step.Skill.JumpToTarget) { if (Target?.Value == null) Debug.LogWarning($"[UsePatternAction] '{step.Skill.SkillName}'은 JumpToTarget 스킬이지만 Target이 바인딩되지 않았습니다."); else GameObject.GetComponent()?.SetJumpTarget(Target.Value.transform.position); } return Status.Running; } }