Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SelectNearestDownedTargetAction.cs
dal4segno 904bc88d36 feat: 드로그 보스 AI 및 런타임 상태 구조 재구성
- 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
2026-04-06 13:56:47 +09:00

84 lines
2.7 KiB
C#

using System;
using Colosseum;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 일정 반경 내에서 가장 가까운 다운 대상 플레이어를 선택하는 Behavior Action입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Select Nearest Downed Target",
story: "[SearchRadius] [Target] ",
category: "Action",
id: "ee1146ad46ec4730acb4d6c883a5a771")]
public partial class SelectNearestDownedTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> SearchRadius = new BlackboardVariable<float>(0f);
protected override Status OnStart()
{
float searchRadius = ResolveSearchRadius();
HitReactionController[] hitReactionControllers = UnityEngine.Object.FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
for (int i = 0; i < hitReactionControllers.Length; i++)
{
HitReactionController controller = hitReactionControllers[i];
if (controller == null || !controller.IsDowned)
continue;
GameObject candidate = controller.gameObject;
if (candidate == null || !candidate.activeInHierarchy)
continue;
if (Team.IsSameTeam(GameObject, candidate))
continue;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance > searchRadius || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
if (nearestTarget == null)
return Status.Failure;
Target.Value = nearestTarget;
GameObject.GetComponent<BossBehaviorRuntimeState>()?.SetCurrentTarget(nearestTarget);
LogDebug($"다운 대상 선택: {nearestTarget.name}");
return Status.Success;
}
private float ResolveSearchRadius()
{
return Mathf.Max(0f, SearchRadius.Value);
}
private void LogDebug(string message)
{
BossBehaviorRuntimeState context = GameObject.GetComponent<BossBehaviorRuntimeState>();
context?.LogDebug(nameof(SelectNearestDownedTargetAction), message);
}
}