- 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
149 lines
5.3 KiB
C#
149 lines
5.3 KiB
C#
using System;
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using System.Collections.Generic;
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using Colosseum;
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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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/// 현재 주 대상이 아닌 다른 원거리 대상을 선택합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Select Alternate Target By Distance",
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story: "주 대상이 아닌 원거리 대상 선택",
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category: "Action",
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id: "1fe74f607036406c8857c1a23f42c8a2")]
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public partial class SelectAlternateTargetByDistanceAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<GameObject> Target;
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[SerializeReference]
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public BlackboardVariable<float> MinRange = new BlackboardVariable<float>(0f);
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[SerializeReference]
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public BlackboardVariable<float> MaxRange = new BlackboardVariable<float>(0f);
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protected override Status OnStart()
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{
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BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
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if (runtimeState == null)
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return Status.Failure;
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float minRange = Mathf.Max(0f, MinRange.Value);
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float maxRange = MaxRange.Value > 0f
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? MaxRange.Value
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: (runtimeState.EnemyBase != null && runtimeState.EnemyBase.Data != null ? runtimeState.EnemyBase.Data.AggroRange : 20f);
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GameObject selectedTarget = SelectTarget(runtimeState, minRange, maxRange);
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if (selectedTarget == null)
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return Status.Failure;
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Target.Value = selectedTarget;
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runtimeState.SetCurrentTarget(selectedTarget);
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runtimeState.LogDebug(nameof(SelectAlternateTargetByDistanceAction), $"보조 대상 선택: {selectedTarget.name}");
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return Status.Success;
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}
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private GameObject SelectTarget(BossBehaviorRuntimeState runtimeState, float minRange, float maxRange)
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{
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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if (players == null || players.Length == 0)
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return null;
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GameObject primaryTarget = ResolvePrimaryTarget(runtimeState);
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List<GameObject> validTargets = new List<GameObject>();
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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 candidate = player.gameObject;
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if (candidate == primaryTarget)
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continue;
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if (!IsValidHostileTarget(candidate))
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
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if (distance < minRange || distance > maxRange)
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continue;
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validTargets.Add(candidate);
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}
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if (validTargets.Count == 0)
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{
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if (primaryTarget != null && IsValidHostileTarget(primaryTarget))
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{
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float primaryDistance = Vector3.Distance(GameObject.transform.position, primaryTarget.transform.position);
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if (primaryDistance >= minRange && primaryDistance <= maxRange)
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return primaryTarget;
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}
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return null;
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}
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int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
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return validTargets[randomIndex];
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}
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private GameObject ResolvePrimaryTarget(BossBehaviorRuntimeState runtimeState)
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{
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EnemyBase enemyBase = runtimeState.EnemyBase;
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GameObject currentTarget = runtimeState.CurrentTarget;
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float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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GameObject highestThreatTarget = enemyBase != null
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? enemyBase.GetHighestThreatTarget(currentTarget, null, aggroRange)
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: null;
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if (highestThreatTarget != null)
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return highestThreatTarget;
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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GameObject nearestTarget = null;
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float nearestDistance = float.MaxValue;
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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 candidate = player.gameObject;
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if (!IsValidHostileTarget(candidate))
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
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if (distance > aggroRange || distance >= nearestDistance)
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continue;
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nearestDistance = distance;
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nearestTarget = candidate;
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}
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return nearestTarget;
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}
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private bool IsValidHostileTarget(GameObject candidate)
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{
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if (candidate == null || !candidate.activeInHierarchy)
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return false;
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if (Team.IsSameTeam(GameObject, candidate))
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return false;
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IDamageable damageable = candidate.GetComponent<IDamageable>();
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return damageable == null || !damageable.IsDead;
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}
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}
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