Files
Colosseum/Assets/_Game/Scripts/Enemy/EnemyBase.cs
dal4segno 0c9967d131 feat: 방어 시스템과 드로그 검증 경로 정리
- 애니메이션 이벤트 기반 방어/유지/해제 흐름과 HUD 피드백, 방어 디버그 로그를 추가했다.
- 드로그 기본기1 테스트 패턴을 정리하고 공격 판정을 OnEffect 기반으로 옮기며 드로그 범위 효과의 타겟 레이어를 정상화했다.
- 플레이어 퀵슬롯 테스트 세팅과 적-플레이어 겹침 방지 로직을 조정해 충돌 시 적이 수평 이동을 멈추고 최소 분리만 수행하게 했다.
2026-04-07 21:28:52 +09:00

859 lines
30 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using Unity.Netcode;
using Colosseum.Abnormalities;
using Colosseum.Passives;
using Colosseum.Stats;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Skills;
namespace Colosseum.Enemy
{
/// <summary>
/// 적 캐릭터 기본 클래스.
/// 네트워크 동기화, 스탯 관리, 대미지 처리를 담당합니다.
/// </summary>
public class EnemyBase : NetworkBehaviour, IDamageable
{
[Header("References")]
[Tooltip("CharacterStats 컴포넌트 (없으면 자동 검색)")]
[SerializeField] protected CharacterStats characterStats;
[Tooltip("Animator 컴포넌트")]
[SerializeField] protected Animator animator;
[Tooltip("NavMeshAgent 또는 이동 컴포넌트")]
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[Tooltip("이상상태 관리자")]
[SerializeField] protected AbnormalityManager abnormalityManager;
[Tooltip("플레이어와의 물리 겹침을 계산할 본체 콜라이더")]
[SerializeField] private Collider bodyCollider;
[Header("Data")]
[SerializeField] protected EnemyData enemyData;
[Header("Threat Settings")]
[Tooltip("피격 시 공격자 기준 위협 수치를 누적할지 여부")]
[SerializeField] private bool useThreatSystem = true;
[Tooltip("실제 적용된 피해량에 곱해지는 위협 배율")]
[Min(0f)] [SerializeField] private float damageThreatMultiplier = 1f;
[Tooltip("초당 감소하는 위협 수치")]
[Min(0f)] [SerializeField] private float threatDecayPerSecond = 0f;
[Tooltip("현재 타겟보다 이 값 이상 높을 때만 새 타겟으로 전환합니다.")]
[Min(0f)] [SerializeField] private float retargetThreshold = 0f;
[Header("Shield")]
[Tooltip("보호막 타입이 지정되지 않았을 때 사용할 기본 보호막 이상상태 데이터")]
[SerializeField] private AbnormalityData shieldStateAbnormality;
[Header("Player Separation")]
[Tooltip("적과 플레이어 사이에 추가로 유지할 수평 간격")]
[Min(0f)] [SerializeField] private float playerSeparationPadding = 0.1f;
[Tooltip("플레이어와 닿아 있을 때 적의 수평 이동을 멈출지 여부")]
[SerializeField] private bool freezeHorizontalMotionOnPlayerContact = true;
// 네트워크 동기화 변수
protected NetworkVariable<float> currentHealth = new NetworkVariable<float>(100f);
protected NetworkVariable<float> currentMana = new NetworkVariable<float>(50f);
protected NetworkVariable<bool> isDead = new NetworkVariable<bool>(false);
protected NetworkVariable<float> currentShield = new NetworkVariable<float>(0f);
private readonly ShieldCollection shieldCollection = new ShieldCollection();
// 플레이어 분리용 (레이어 의존 없이 CharacterController로 식별)
private readonly Collider[] overlapBuffer = new Collider[8];
private readonly Dictionary<GameObject, float> threatTable = new Dictionary<GameObject, float>();
private readonly List<GameObject> threatTargetBuffer = new List<GameObject>();
// 점프 등 Y 루트모션 스킬 중 NavMeshAgent 비활성화 상태 추적
private bool isAirborne = false;
// 점프 타겟 이동
private bool hasJumpTarget = false;
private Vector3 jumpStartXZ;
private Vector3 jumpTargetXZ;
// 이벤트
public event Action<float, float> OnHealthChanged; // currentHealth, maxHealth
public event Action<float, float> OnShieldChanged; // oldShield, newShield
public event Action<float> OnDamageTaken; // damage
public event Action OnDeath;
// Properties
public float CurrentHealth => currentHealth.Value;
public float MaxHealth => characterStats != null ? characterStats.MaxHealth : 100f;
public float CurrentMana => currentMana.Value;
public float MaxMana => characterStats != null ? characterStats.MaxMana : 50f;
public float Shield => currentShield.Value;
public bool IsDead => isDead.Value;
public CharacterStats Stats => characterStats;
public EnemyData Data => enemyData;
public Animator Animator => animator;
public bool UseThreatSystem => useThreatSystem;
public override void OnNetworkSpawn()
{
// 컴포넌트 참조 확인
if (characterStats == null)
characterStats = GetComponent<CharacterStats>();
if (animator == null)
animator = GetComponentInChildren<Animator>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
if (abnormalityManager == null)
abnormalityManager = GetComponent<AbnormalityManager>();
if (bodyCollider == null)
bodyCollider = GetComponent<Collider>();
// 서버에서 초기화
if (IsServer)
{
InitializeStats();
}
// 클라이언트에서 체력 변화 감지
currentHealth.OnValueChanged += OnHealthChangedInternal;
currentShield.OnValueChanged += OnShieldChangedInternal;
}
protected virtual void Update()
{
if (!IsServer || IsDead) return;
if (shieldCollection.Tick(Time.deltaTime))
{
RefreshShieldState();
}
UpdateThreatState(Time.deltaTime);
OnServerUpdate();
}
/// <summary>
/// 서버 Update 확장 포인트 (하위 클래스에서 override)
/// </summary>
protected virtual void OnServerUpdate() { }
/// <summary>
/// 보스와 플레이어가 겹치면 적 자신을 살짝 밀어내 겹침을 해소합니다.
/// 점프 착지 포함, 항상 실행됩니다.
/// </summary>
private void LateUpdate()
{
if (!IsServer || IsDead) return;
Vector3 separationOffset = ComputePlayerSeparationOffset();
if (separationOffset.sqrMagnitude <= 0.000001f)
return;
if (navMeshAgent != null && !isAirborne && navMeshAgent.enabled)
{
if (navMeshAgent.velocity.sqrMagnitude > 0.01f)
navMeshAgent.isStopped = true;
navMeshAgent.Move(separationOffset);
}
else
{
transform.position += separationOffset;
}
}
/// <summary>
/// 점프 타겟 설정. UseSkillAction에서 jumpToTarget 스킬 시전 시 호출합니다.
/// </summary>
public void SetJumpTarget(Vector3 targetPos)
{
jumpTargetXZ = new Vector3(targetPos.x, 0f, targetPos.z);
hasJumpTarget = true;
}
/// <summary>
/// 보스 스킬 루트모션이 플레이어 방향으로 진입하는 것을 차단합니다.
/// Y 루트모션이 필요한 스킬(점프 등)은 NavMeshAgent를 비활성화하고 직접 이동합니다.
/// jumpToTarget 스킬은 XZ를 대상 위치로 lerp합니다.
/// </summary>
private void OnAnimatorMove()
{
if (!IsServer || animator == null || navMeshAgent == null) return;
var skillCtrl = GetComponent<Colosseum.Skills.SkillController>();
bool needsYMotion = skillCtrl != null
&& skillCtrl.IsPlayingAnimation
&& skillCtrl.UsesRootMotion
&& !skillCtrl.IgnoreRootMotionY;
Vector3 deltaPosition = animator.deltaPosition;
if (needsYMotion)
{
// Y 루트모션 필요: NavMeshAgent 비활성화 후 transform 직접 이동
if (navMeshAgent.enabled)
{
navMeshAgent.enabled = false;
isAirborne = true;
jumpStartXZ = new Vector3(transform.position.x, 0f, transform.position.z);
}
if (hasJumpTarget)
{
// XZ: 애니메이션 진행도에 따라 목표 위치로 lerp
float t = Mathf.Clamp01(animator.GetCurrentAnimatorStateInfo(0).normalizedTime);
Vector3 newXZ = Vector3.Lerp(jumpStartXZ, jumpTargetXZ, t);
transform.position = new Vector3(newXZ.x, transform.position.y + deltaPosition.y, newXZ.z);
}
else
{
// jumpToTarget 없으면 기존처럼 애니메이션 루트모션 그대로 적용
transform.position += deltaPosition;
}
}
else
{
// 착지 후 NavMeshAgent 복원
if (isAirborne)
{
isAirborne = false;
if (hasJumpTarget)
{
// lerp가 1.0에 못 미쳐도 착지 시 정확한 위치로 스냅
transform.position = new Vector3(jumpTargetXZ.x, transform.position.y, jumpTargetXZ.z);
}
hasJumpTarget = false;
navMeshAgent.enabled = true;
navMeshAgent.Warp(transform.position);
}
if (freezeHorizontalMotionOnPlayerContact && IsTouchingPlayer())
{
deltaPosition.x = 0f;
deltaPosition.z = 0f;
}
navMeshAgent.Move(deltaPosition);
}
if (animator.deltaRotation != Quaternion.identity)
transform.rotation *= animator.deltaRotation;
}
public override void OnNetworkDespawn()
{
currentHealth.OnValueChanged -= OnHealthChangedInternal;
currentShield.OnValueChanged -= OnShieldChangedInternal;
}
/// <summary>
/// 스탯 초기화 (서버에서만 실행)
/// </summary>
protected virtual void InitializeStats()
{
if (enemyData != null && characterStats != null)
{
enemyData.ApplyBaseStats(characterStats);
}
// NavMeshAgent 속도 설정
if (navMeshAgent != null && enemyData != null)
{
navMeshAgent.speed = enemyData.MoveSpeed;
navMeshAgent.angularSpeed = enemyData.RotationSpeed;
}
currentHealth.Value = MaxHealth;
currentMana.Value = MaxMana;
isDead.Value = false;
shieldCollection.Clear();
RefreshShieldState();
}
/// <summary>
/// 대미지 적용 (서버에서 실행)
/// </summary>
public virtual float TakeDamage(float damage, object source = null)
{
return TakeDamage(new DamageContext(damage, source));
}
/// <summary>
/// 대미지 컨텍스트를 사용해 대미지를 적용합니다.
/// </summary>
public virtual float TakeDamage(DamageContext damageContext)
{
if (!IsServer || isDead.Value)
return 0f;
float damage = damageContext.Amount;
if (damage <= 0f)
return 0f;
if (ShouldIgnoreIncomingDamage(damage, damageContext.Source))
return 0f;
float mitigatedDamage = ConsumeShield(damage);
float actualDamage = Mathf.Min(mitigatedDamage, currentHealth.Value);
currentHealth.Value = Mathf.Max(0f, currentHealth.Value - actualDamage);
GameObject sourceObject = damageContext.SourceGameObject;
CombatBalanceTracker.RecordDamage(sourceObject, gameObject, actualDamage);
RegisterThreatFromDamage(actualDamage, sourceObject);
OnDamageTaken?.Invoke(actualDamage);
// 대미지 피드백 (애니메이션, 이펙트 등)
OnTakeDamageFeedback(actualDamage, damageContext.Source);
if (currentHealth.Value <= 0f)
{
HandleDeath();
}
return actualDamage;
}
/// <summary>
/// 하위 클래스가 특정 상태에서 피해를 무시해야 할 때 사용합니다.
/// </summary>
protected virtual bool ShouldIgnoreIncomingDamage(float damage, object source)
{
return false;
}
/// <summary>
/// 대미지 피드백 (애니메이션, 이펙트)
/// </summary>
protected virtual void OnTakeDamageFeedback(float damage, object source)
{
if (animator != null)
{
animator.SetTrigger("Hit");
}
}
private Vector3 ComputePlayerSeparationOffset()
{
if (bodyCollider == null)
return Vector3.zero;
float scanRadius = GetPlayerDetectionRadius();
int count = Physics.OverlapSphereNonAlloc(transform.position, scanRadius, overlapBuffer);
Vector3 separationOffset = Vector3.zero;
int overlapCount = 0;
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
if (!Physics.ComputePenetration(
bodyCollider, transform.position, transform.rotation,
playerController, playerController.transform.position, playerController.transform.rotation,
out Vector3 separationDirection, out float separationDistance))
{
continue;
}
separationDirection.y = 0f;
if (separationDirection.sqrMagnitude <= 0.0001f)
separationDirection = -transform.forward;
separationOffset += separationDirection.normalized * (separationDistance + playerSeparationPadding);
overlapCount++;
}
if (overlapCount <= 0)
return Vector3.zero;
separationOffset /= overlapCount;
separationOffset.y = 0f;
return separationOffset;
}
private bool IsTouchingPlayer()
{
float scanRadius = GetPlayerDetectionRadius();
int count = Physics.OverlapSphereNonAlloc(transform.position, scanRadius, overlapBuffer);
for (int i = 0; i < count; i++)
{
if (!TryGetPlayerCharacterController(overlapBuffer[i], out CharacterController playerController))
continue;
Vector3 toPlayer = playerController.transform.position - transform.position;
toPlayer.y = 0f;
if (toPlayer.magnitude < GetRequiredSeparationDistance(playerController))
return true;
}
return false;
}
private float GetPlayerDetectionRadius()
{
float enemyRadius = navMeshAgent != null ? navMeshAgent.radius : 0.5f;
return enemyRadius + 1f + playerSeparationPadding;
}
private float GetRequiredSeparationDistance(CharacterController playerController)
{
float enemyRadius = navMeshAgent != null ? navMeshAgent.radius : 0.5f;
float playerRadius = playerController != null ? playerController.radius : 0.5f;
return enemyRadius + playerRadius + playerSeparationPadding;
}
private static bool TryGetPlayerCharacterController(Collider overlapCollider, out CharacterController playerController)
{
playerController = null;
if (overlapCollider == null)
return false;
playerController = overlapCollider.GetComponent<CharacterController>();
if (playerController == null)
playerController = overlapCollider.GetComponentInParent<CharacterController>();
if (playerController == null)
return false;
return playerController.GetComponent<PlayerNetworkController>() != null
|| playerController.GetComponentInParent<PlayerNetworkController>() != null;
}
/// <summary>
/// 체력 회복 (서버에서 실행)
/// </summary>
public virtual float Heal(float amount)
{
if (!IsServer || isDead.Value)
return 0f;
float oldHealth = currentHealth.Value;
currentHealth.Value = Mathf.Min(MaxHealth, currentHealth.Value + amount);
float actualHeal = currentHealth.Value - oldHealth;
return actualHeal;
}
/// <summary>
/// 보호막을 적용합니다.
/// </summary>
public virtual float ApplyShield(float amount, float duration, AbnormalityData shieldAbnormality = null, GameObject source = null)
{
if (!IsServer || isDead.Value || amount <= 0f)
return 0f;
AbnormalityData shieldType = shieldAbnormality != null ? shieldAbnormality : shieldStateAbnormality;
float actualAppliedShield = shieldCollection.ApplyShield(shieldType, amount, duration, source);
RefreshShieldState();
return actualAppliedShield;
}
/// <summary>
/// 사망 애니메이션 재생 (모든 클라이언트에서 실행)
/// </summary>
[Rpc(SendTo.Everyone)]
private void PlayDeathAnimationRpc()
{
if (animator != null)
{
// EnemyAnimationController 비활성화 (더 이상 애니메이션 제어하지 않음)
var animController = GetComponent<EnemyAnimationController>();
if (animController != null)
{
animController.enabled = false;
}
// 모든 트리거 리셋
animator.ResetTrigger("Attack");
animator.ResetTrigger("Skill");
animator.ResetTrigger("Hit");
animator.ResetTrigger("Jump");
animator.ResetTrigger("Land");
animator.ResetTrigger("Die");
// 즉시 Die 상태로 전환 (다른 애니메이션 중단)
animator.Play("Die", 0, 0f);
}
}
/// <summary>
/// 사망 처리 (서버에서 실행)
/// </summary>
protected virtual void HandleDeath()
{
isDead.Value = true;
shieldCollection.Clear();
RefreshShieldState();
ClearAllThreat();
// 실행 중인 스킬 즉시 취소
var skillController = GetComponent<Colosseum.Skills.SkillController>();
if (skillController != null)
{
skillController.CancelSkill(SkillCancelReason.Death);
}
// 모든 클라이언트에서 사망 애니메이션 재생
PlayDeathAnimationRpc();
if (navMeshAgent != null)
{
navMeshAgent.isStopped = true;
}
OnDeath?.Invoke();
Debug.Log($"[Enemy] {name} died!");
}
/// <summary>
/// 리스폰
/// </summary>
public virtual void Respawn()
{
if (!IsServer) return;
isDead.Value = false;
ClearAllThreat();
InitializeStats();
if (navMeshAgent != null)
{
navMeshAgent.isStopped = false;
}
if (animator != null)
{
animator.Rebind();
}
var skillController = GetComponent<SkillController>();
if (skillController != null)
{
skillController.CancelSkill(SkillCancelReason.Respawn);
}
}
// 체력 변화 이벤트 전파
private void OnHealthChangedInternal(float oldValue, float newValue)
{
OnHealthChanged?.Invoke(newValue, MaxHealth);
}
private void OnShieldChangedInternal(float oldValue, float newValue)
{
OnShieldChanged?.Invoke(oldValue, newValue);
}
private float ConsumeShield(float incomingDamage)
{
if (incomingDamage <= 0f || currentShield.Value <= 0f)
return incomingDamage;
float remainingDamage = shieldCollection.ConsumeDamage(incomingDamage);
RefreshShieldState();
return remainingDamage;
}
private void RefreshShieldState()
{
currentShield.Value = shieldCollection.TotalAmount;
ShieldAbnormalityUtility.SyncShieldAbnormalities(
abnormalityManager,
shieldCollection.ActiveShields,
gameObject);
}
/// <summary>
/// 공격자 기준 위협 수치를 누적합니다.
/// </summary>
public virtual void AddThreat(GameObject source, float amount)
{
if (!IsServer || !useThreatSystem || amount <= 0f)
return;
if (!IsValidThreatTarget(source))
return;
threatTable.TryGetValue(source, out float currentThreat);
threatTable[source] = currentThreat + amount;
}
/// <summary>
/// 특정 대상의 위협 수치를 강제로 설정합니다.
/// </summary>
public virtual void SetThreat(GameObject source, float amount)
{
if (!IsServer || !useThreatSystem)
return;
if (!IsValidThreatTarget(source) || amount <= 0f)
{
ClearThreat(source);
return;
}
threatTable[source] = amount;
}
/// <summary>
/// 특정 대상의 위협 수치를 제거합니다.
/// </summary>
public virtual void ClearThreat(GameObject source)
{
if (source == null)
return;
threatTable.Remove(source);
}
/// <summary>
/// 모든 위협 수치를 초기화합니다.
/// </summary>
public virtual void ClearAllThreat()
{
threatTable.Clear();
}
/// <summary>
/// 가장 높은 위협 수치를 가진 타겟을 반환합니다.
/// </summary>
public virtual GameObject GetHighestThreatTarget(GameObject currentTarget = null, string requiredTag = null, float maxDistance = Mathf.Infinity)
{
if (!useThreatSystem)
return null;
CleanupThreatTable();
GameObject highestThreatTarget = null;
float highestThreat = float.MinValue;
float currentThreat = -1f;
if (currentTarget != null
&& threatTable.TryGetValue(currentTarget, out float cachedCurrentThreat)
&& IsSelectableThreatTarget(currentTarget, requiredTag, maxDistance))
{
currentThreat = cachedCurrentThreat;
}
foreach (var pair in threatTable)
{
if (!IsSelectableThreatTarget(pair.Key, requiredTag, maxDistance))
continue;
if (highestThreatTarget == null || pair.Value > highestThreat)
{
highestThreatTarget = pair.Key;
highestThreat = pair.Value;
}
}
if (highestThreatTarget == null)
return null;
if (currentThreat >= 0f
&& currentTarget != null
&& currentTarget != highestThreatTarget
&& highestThreat < currentThreat + retargetThreshold)
{
return currentTarget;
}
return highestThreatTarget;
}
/// <summary>
/// 특정 대상의 현재 위협 수치를 반환합니다.
/// </summary>
public float GetThreat(GameObject source)
{
if (source == null)
return 0f;
return threatTable.TryGetValue(source, out float threat) ? threat : 0f;
}
/// <summary>
/// 런타임 디버그용 위협 요약 문자열을 반환합니다.
/// </summary>
public string GetThreatDebugSummary()
{
if (!useThreatSystem)
return "위협 시스템이 비활성화되어 있습니다.";
CleanupThreatTable();
if (threatTable.Count == 0)
return "등록된 위협 대상이 없습니다.";
threatTargetBuffer.Clear();
foreach (var pair in threatTable)
{
threatTargetBuffer.Add(pair.Key);
}
threatTargetBuffer.Sort((a, b) => GetThreat(b).CompareTo(GetThreat(a)));
StringBuilder builder = new StringBuilder();
for (int i = 0; i < threatTargetBuffer.Count; i++)
{
GameObject target = threatTargetBuffer[i];
if (target == null)
continue;
if (builder.Length > 0)
{
builder.AppendLine();
}
builder.Append(i + 1);
builder.Append(". ");
builder.Append(target.name);
builder.Append(" : ");
builder.Append(GetThreat(target).ToString("F1"));
}
return builder.Length > 0 ? builder.ToString() : "등록된 위협 대상이 없습니다.";
}
/// <summary>
/// 피격 정보를 위협 수치로 변환합니다.
/// </summary>
protected virtual void RegisterThreatFromDamage(float damage, object source)
{
if (!useThreatSystem || damage <= 0f)
return;
GameObject sourceObject = ResolveThreatSource(source);
if (sourceObject == null)
return;
AddThreat(sourceObject, damage * damageThreatMultiplier * GetThreatSourceMultiplier(sourceObject));
}
/// <summary>
/// 위협 테이블의 무효 대상을 정리하고 자연 감소를 적용합니다.
/// </summary>
private void UpdateThreatState(float deltaTime)
{
if (!useThreatSystem || threatTable.Count == 0)
return;
CleanupThreatTable();
if (threatDecayPerSecond <= 0f || threatTable.Count == 0)
return;
threatTargetBuffer.Clear();
foreach (var pair in threatTable)
{
threatTargetBuffer.Add(pair.Key);
}
for (int i = 0; i < threatTargetBuffer.Count; i++)
{
GameObject target = threatTargetBuffer[i];
if (target == null || !threatTable.TryGetValue(target, out float currentThreat))
continue;
float nextThreat = Mathf.Max(0f, currentThreat - (threatDecayPerSecond * deltaTime));
if (nextThreat <= 0f)
{
threatTable.Remove(target);
continue;
}
threatTable[target] = nextThreat;
}
}
/// <summary>
/// 위협 대상이 유효한 선택 후보인지 확인합니다.
/// </summary>
private bool IsSelectableThreatTarget(GameObject target, string requiredTag, float maxDistance)
{
if (!IsValidThreatTarget(target))
return false;
if (!string.IsNullOrEmpty(requiredTag) && !target.CompareTag(requiredTag))
return false;
if (!float.IsInfinity(maxDistance))
{
float distance = Vector3.Distance(transform.position, target.transform.position);
if (distance > maxDistance)
return false;
}
return true;
}
/// <summary>
/// 위협 누적 대상이 유효한지 확인합니다.
/// </summary>
private bool IsValidThreatTarget(GameObject target)
{
if (target == null || !target.activeInHierarchy)
return false;
if (Colosseum.Team.IsSameTeam(gameObject, target))
return false;
IDamageable damageable = target.GetComponent<IDamageable>();
return damageable != null && !damageable.IsDead;
}
/// <summary>
/// 위협 테이블에서 무효한 대상을 제거합니다.
/// </summary>
private void CleanupThreatTable()
{
if (threatTable.Count == 0)
return;
threatTargetBuffer.Clear();
foreach (var pair in threatTable)
{
if (!IsValidThreatTarget(pair.Key))
{
threatTargetBuffer.Add(pair.Key);
}
}
for (int i = 0; i < threatTargetBuffer.Count; i++)
{
threatTable.Remove(threatTargetBuffer[i]);
}
}
/// <summary>
/// 다양한 source 타입에서 실제 GameObject를 추출합니다.
/// </summary>
private static GameObject ResolveThreatSource(object source)
{
return source switch
{
GameObject sourceObject => sourceObject,
Component component => component.gameObject,
_ => null,
};
}
/// <summary>
/// 공격자가 가진 현재 위협 생성 배율을 반환합니다.
/// </summary>
private static float GetThreatSourceMultiplier(GameObject sourceObject)
{
if (sourceObject == null)
return 1f;
ThreatController threatController = sourceObject.GetComponent<ThreatController>();
float runtimeThreatMultiplier = threatController != null
? Mathf.Max(0f, threatController.CurrentThreatMultiplier)
: 1f;
float passiveThreatMultiplier = PassiveRuntimeModifierUtility.GetThreatGeneratedMultiplier(sourceObject);
return runtimeThreatMultiplier * passiveThreatMultiplier;
}
}
}