Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SelectNearestDownedTargetAction.cs
dal4segno abfc43ae76 fix: 플레이어 접촉 이동과 타깃 표면 추적 보정
- TargetSurfaceUtility를 추가해 플레이어와 적의 실제 충돌 표면 기준으로 거리, 방향, 목적지를 계산

- 플레이어 이동과 적 루트모션, 추적 로직에서 접촉 시 수평 이동을 제한해 겹침과 밀어내기 문제를 완화

- 드로그 AI 거리 판정 노드들이 표면 거리 기준을 사용하도록 맞춰 사거리 분기 오차를 줄임
2026-04-09 23:22:28 +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 = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
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);
}
}