Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SelectTargetByDistanceAction.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

172 lines
5.5 KiB
C#

using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Colosseum;
using Colosseum.Combat;
using Colosseum.Enemy;
using Action = Unity.Behavior.Action;
/// <summary>
/// 거리 조건에 맞는 대상을 선택하는 Behavior Action입니다.
/// 가장 가까운 대상, 가장 먼 대상, 후보 중 랜덤 선택을 지원합니다.
/// </summary>
[Serializable]
public enum DistanceTargetSelectionMode
{
Nearest = 0,
Farthest = 1,
Random = 2,
}
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Select Target By Distance",
story: "[Tag] [MinRange] [MaxRange] [SelectionMode] [Target] ",
category: "Action",
id: "4f6a830df3ff4ff5bf8bd2c8b433aa41")]
public partial class SelectTargetByDistanceAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<string> Tag = new BlackboardVariable<string>("Player");
[SerializeReference]
public BlackboardVariable<float> MinRange = new BlackboardVariable<float>(0f);
[SerializeReference]
public BlackboardVariable<float> MaxRange = new BlackboardVariable<float>(20f);
[SerializeReference]
public BlackboardVariable<DistanceTargetSelectionMode> SelectionMode =
new BlackboardVariable<DistanceTargetSelectionMode>(DistanceTargetSelectionMode.Farthest);
protected override Status OnStart()
{
if (string.IsNullOrEmpty(Tag.Value))
return Status.Failure;
GameObject[] candidates = GameObject.FindGameObjectsWithTag(Tag.Value);
if (candidates == null || candidates.Length == 0)
return Status.Failure;
float minRange = Mathf.Max(0f, MinRange.Value);
float maxRange = Mathf.Max(minRange, MaxRange.Value);
BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (maxRange <= minRange)
{
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
maxRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
}
GameObject selectedTarget = SelectionMode.Value switch
{
DistanceTargetSelectionMode.Nearest => FindNearestTarget(candidates, minRange, maxRange),
DistanceTargetSelectionMode.Random => FindRandomTarget(candidates, minRange, maxRange),
_ => FindFarthestTarget(candidates, minRange, maxRange),
};
if (selectedTarget == null)
return Status.Failure;
Target.Value = selectedTarget;
runtimeState?.SetCurrentTarget(selectedTarget);
runtimeState?.LogDebug(nameof(SelectTargetByDistanceAction), $"거리 기반 대상 선택: {selectedTarget.name} / Mode={SelectionMode.Value}");
return Status.Success;
}
private GameObject FindNearestTarget(GameObject[] candidates, float minRange, float maxRange)
{
GameObject bestTarget = null;
float bestDistance = float.MaxValue;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out float distance))
continue;
if (distance >= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private GameObject FindFarthestTarget(GameObject[] candidates, float minRange, float maxRange)
{
GameObject bestTarget = null;
float bestDistance = minRange;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out float distance))
continue;
if (distance <= bestDistance)
continue;
bestDistance = distance;
bestTarget = candidate;
}
return bestTarget;
}
private GameObject FindRandomTarget(GameObject[] candidates, float minRange, float maxRange)
{
System.Collections.Generic.List<GameObject> validTargets = new System.Collections.Generic.List<GameObject>();
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidTarget(candidate, minRange, maxRange, out _))
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
return null;
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
private bool IsValidTarget(GameObject candidate, float minRange, float maxRange, out float distance)
{
distance = 0f;
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(GameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
return false;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
float sightRange = enemyBase != null && enemyBase.Data != null
? enemyBase.Data.AggroRange
: maxRange;
distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance < minRange || distance > maxRange || distance > sightRange)
return false;
return true;
}
}