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];
}
}