Files

63 lines
1.8 KiB
C#

using System;
using Unity.Behavior;
using UnityEngine;
using Action = Unity.Behavior.Action;
using Unity.Properties;
using Colosseum.Combat;
using Colosseum.Enemy;
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "FindTarget", story: "[타겟] ", category: "Action", id: "bb947540549026f3c5625c6d19213311")]
public partial class FindTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
protected override Status OnStart()
{
if (Tag.Value == null || string.IsNullOrEmpty(Tag.Value))
{
return Status.Failure;
}
// 모든 타겟 후보 검색
GameObject[] candidates = GameObject.FindGameObjectsWithTag(Tag.Value);
if (candidates == null || candidates.Length == 0)
{
return Status.Failure;
}
EnemyBase enemy = GameObject.GetComponent<EnemyBase>();
if (enemy != null && enemy.UseThreatSystem)
{
GameObject threatTarget = enemy.GetHighestThreatTarget(Target?.Value, Tag.Value);
if (threatTarget != null)
{
Target.Value = threatTarget;
return Status.Success;
}
}
// 사망하지 않은 타겟 찾기
foreach (GameObject candidate in candidates)
{
IDamageable damageable = candidate.GetComponent<IDamageable>();
// IDamageable이 없거나 살아있는 경우 타겟으로 선택
if (damageable == null || !damageable.IsDead)
{
Target.Value = candidate;
return Status.Success;
}
}
// 살아있는 타겟이 없음
return Status.Failure;
}
}