- 드로그 전투 컨텍스트를 BossBehaviorRuntimeState 중심 구조로 정리하고 BossEnemy, 패턴 액션, 조건 노드가 마지막 실행 결과와 phase 상태를 직접 사용하도록 갱신 - BT_Drog와 재빌드 에디터 스크립트를 확장해 phase 전환, 집행 결과 분기, 거리/쿨타임 기반 패턴 선택을 드로그 전용 자산과 노드 파라미터로 재구성 - 드로그 패턴/스킬/이펙트/애니메이션 플레이스홀더 자산을 재생성하고 보스 프리팹이 새 런타임 상태 및 등록 클립 구성을 참조하도록 정리
95 lines
3.5 KiB
C#
95 lines
3.5 KiB
C#
using System;
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using Colosseum.Abnormalities;
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using Colosseum.AI;
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using Colosseum.Combat;
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using Colosseum.Enemy;
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using Colosseum.Player;
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using Unity.Behavior;
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using Unity.Properties;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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/// <summary>
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/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
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/// 런타임 상태에 저장된 시그니처 실패 수치를 읽어 범위 효과를 적용하는 BT 노드입니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Signature Failure Effects",
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story: "패턴 완료 범위 효과 적용",
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category: "Action",
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id: "c3d4e5f6-1111-2222-3333-777788889999")]
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public partial class SignatureFailureEffectsAction : Action
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{
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private BossBehaviorRuntimeState runtimeState;
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protected override Status OnStart()
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{
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runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
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if (runtimeState == null)
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{
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Debug.LogWarning("[SignatureFailureEffects] BossBehaviorRuntimeState를 찾을 수 없습니다.");
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return Status.Failure;
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}
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ApplyFailureEffects();
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return Status.Success;
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}
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private void ApplyFailureEffects()
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{
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float failureDamage = runtimeState.SignatureFailureDamage;
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AbnormalityData failureAbnormality = runtimeState.SignatureFailureAbnormality;
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float knockbackRadius = runtimeState.SignatureFailureKnockbackRadius;
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float downRadius = runtimeState.SignatureFailureDownRadius;
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float knockbackSpeed = runtimeState.SignatureFailureKnockbackSpeed;
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float knockbackDuration = runtimeState.SignatureFailureKnockbackDuration;
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float downDuration = runtimeState.SignatureFailureDownDuration;
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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for (int i = 0; i < players.Length; i++)
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{
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PlayerNetworkController player = players[i];
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if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
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continue;
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GameObject target = player.gameObject;
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player.TakeDamage(failureDamage, GameObject);
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if (failureAbnormality != null)
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{
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AbnormalityManager targetAbnormalityManager = target.GetComponent<AbnormalityManager>();
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targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
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}
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HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
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if (hitReactionController == null)
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, target.transform.position);
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if (distance <= downRadius)
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{
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hitReactionController.ApplyDown(downDuration);
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continue;
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}
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if (distance > knockbackRadius)
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continue;
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Vector3 knockbackDirection = target.transform.position - GameObject.transform.position;
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knockbackDirection.y = 0f;
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if (knockbackDirection.sqrMagnitude < 0.0001f)
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{
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knockbackDirection = GameObject.transform.forward;
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}
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hitReactionController.ApplyKnockback(knockbackDirection.normalized * knockbackSpeed, knockbackDuration);
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}
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CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
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}
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}
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