409 lines
13 KiB
C#
409 lines
13 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
|
|
using UnityEngine;
|
|
using Unity.Netcode;
|
|
|
|
using Colosseum.AI;
|
|
using Colosseum.Player;
|
|
using Colosseum.Skills;
|
|
|
|
namespace Colosseum.Enemy
|
|
{
|
|
/// <summary>
|
|
/// 드로그 전용 패턴 선택 컨트롤러입니다.
|
|
/// 기본 루프, 도약, 다운 추가타 같은 고우선 패턴을 직접 선택합니다.
|
|
/// </summary>
|
|
[DisallowMultipleComponent]
|
|
[RequireComponent(typeof(BossEnemy))]
|
|
[RequireComponent(typeof(SkillController))]
|
|
public class DrogPatternController : NetworkBehaviour
|
|
{
|
|
[Header("References")]
|
|
[SerializeField] private BossEnemy bossEnemy;
|
|
[SerializeField] private EnemyBase enemyBase;
|
|
[SerializeField] private SkillController skillController;
|
|
[SerializeField] private UnityEngine.AI.NavMeshAgent navMeshAgent;
|
|
|
|
[Header("Pattern Data")]
|
|
[Tooltip("기본 근접 압박 패턴")]
|
|
[SerializeField] private BossPatternData mainPattern;
|
|
|
|
[Tooltip("먼 대상 징벌용 도약 패턴")]
|
|
[SerializeField] private BossPatternData leapPattern;
|
|
|
|
[Tooltip("다운 대상이 있을 때 우선 발동하는 광역 추가타 패턴")]
|
|
[SerializeField] private BossPatternData downPunishPattern;
|
|
|
|
[Header("Phase Thresholds")]
|
|
[Tooltip("2페이즈 진입 체력 비율")]
|
|
[Range(0f, 1f)] [SerializeField] private float phase2HealthThreshold = 0.75f;
|
|
|
|
[Tooltip("3페이즈 진입 체력 비율")]
|
|
[Range(0f, 1f)] [SerializeField] private float phase3HealthThreshold = 0.4f;
|
|
|
|
[Header("Targeting")]
|
|
[Tooltip("타겟 재탐색 주기")]
|
|
[Min(0.05f)] [SerializeField] private float targetRefreshInterval = 0.2f;
|
|
|
|
[Tooltip("도약 패턴을 고려하기 시작하는 거리")]
|
|
[Min(0f)] [SerializeField] private float leapDistanceThreshold = 8f;
|
|
|
|
[Tooltip("다운 추가타를 고려할 최대 반경")]
|
|
[Min(0f)] [SerializeField] private float downPunishSearchRadius = 6f;
|
|
|
|
[Header("Behavior")]
|
|
[Tooltip("드로그 전용 컨트롤러 사용 시 기존 BehaviorGraph를 비활성화할지 여부")]
|
|
[SerializeField] private bool disableBehaviorGraph = true;
|
|
|
|
[Tooltip("디버그 로그 출력 여부")]
|
|
[SerializeField] private bool debugMode = false;
|
|
|
|
private readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
|
|
|
|
private Coroutine activePatternCoroutine;
|
|
private GameObject currentTarget;
|
|
private float nextTargetRefreshTime;
|
|
|
|
/// <summary>
|
|
/// 드로그 컨트롤러 사용 시 BehaviorGraph를 비활성화할지 여부
|
|
/// </summary>
|
|
public bool DisableBehaviorGraph => disableBehaviorGraph;
|
|
|
|
/// <summary>
|
|
/// 현재 전용 패턴 실행 중인지 여부
|
|
/// </summary>
|
|
public bool IsExecutingPattern => activePatternCoroutine != null;
|
|
|
|
/// <summary>
|
|
/// 현재 드로그 패턴 페이즈
|
|
/// </summary>
|
|
public int CurrentPatternPhase
|
|
{
|
|
get
|
|
{
|
|
float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
|
|
? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
|
|
: 1f;
|
|
|
|
if (healthRatio <= phase3HealthThreshold)
|
|
return 3;
|
|
|
|
if (healthRatio <= phase2HealthThreshold)
|
|
return 2;
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
private void Awake()
|
|
{
|
|
ResolveReferences();
|
|
}
|
|
|
|
public override void OnNetworkSpawn()
|
|
{
|
|
ResolveReferences();
|
|
|
|
if (!IsServer)
|
|
{
|
|
enabled = false;
|
|
}
|
|
}
|
|
|
|
private void Update()
|
|
{
|
|
if (!IsServer)
|
|
return;
|
|
|
|
ResolveReferences();
|
|
|
|
if (bossEnemy == null || enemyBase == null || skillController == null)
|
|
return;
|
|
|
|
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
|
|
return;
|
|
|
|
RefreshTargetIfNeeded();
|
|
UpdateMovement();
|
|
|
|
if (activePatternCoroutine != null || skillController.IsPlayingAnimation)
|
|
return;
|
|
|
|
if (TryStartDownPunishPattern())
|
|
return;
|
|
|
|
TryStartMainPattern();
|
|
}
|
|
|
|
private bool TryStartDownPunishPattern()
|
|
{
|
|
if (!IsPatternReady(downPunishPattern))
|
|
return false;
|
|
|
|
GameObject downedTarget = FindNearestDownedTarget();
|
|
if (downedTarget == null)
|
|
return false;
|
|
|
|
StartPattern(downPunishPattern, downedTarget);
|
|
return true;
|
|
}
|
|
|
|
private bool TryStartMainPattern()
|
|
{
|
|
if (currentTarget == null)
|
|
return false;
|
|
|
|
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
|
|
|
|
if (distanceToTarget >= leapDistanceThreshold && IsPatternReady(leapPattern))
|
|
{
|
|
StartPattern(leapPattern, currentTarget);
|
|
return true;
|
|
}
|
|
|
|
float attackRange = enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
|
|
if (distanceToTarget <= attackRange + 0.25f && IsPatternReady(mainPattern))
|
|
{
|
|
StartPattern(mainPattern, currentTarget);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private void StartPattern(BossPatternData pattern, GameObject target)
|
|
{
|
|
if (pattern == null || activePatternCoroutine != null)
|
|
return;
|
|
|
|
if (debugMode)
|
|
{
|
|
string targetName = target != null ? target.name : "None";
|
|
Debug.Log($"[DrogPattern] 패턴 시작: {pattern.PatternName} / Target={targetName} / Phase={CurrentPatternPhase}");
|
|
}
|
|
|
|
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
|
|
}
|
|
|
|
private IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
|
|
{
|
|
StopMovement();
|
|
|
|
bool completed = true;
|
|
BossPatternData chainedPattern = null;
|
|
GameObject chainedTarget = null;
|
|
|
|
for (int i = 0; i < pattern.Steps.Count; i++)
|
|
{
|
|
PatternStep step = pattern.Steps[i];
|
|
|
|
if (step.Type == PatternStepType.Wait)
|
|
{
|
|
yield return new WaitForSeconds(step.Duration);
|
|
continue;
|
|
}
|
|
|
|
if (step.Skill == null)
|
|
{
|
|
completed = false;
|
|
Debug.LogWarning($"[DrogPattern] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
|
|
break;
|
|
}
|
|
|
|
if (step.Skill.JumpToTarget && target != null)
|
|
{
|
|
enemyBase?.SetJumpTarget(target.transform.position);
|
|
}
|
|
|
|
if (!skillController.ExecuteSkill(step.Skill))
|
|
{
|
|
completed = false;
|
|
if (debugMode)
|
|
{
|
|
Debug.LogWarning($"[DrogPattern] 스킬 실행 실패: {step.Skill.SkillName}");
|
|
}
|
|
break;
|
|
}
|
|
|
|
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
|
|
|
|
if (bossEnemy == null || bossEnemy.IsDead)
|
|
{
|
|
completed = false;
|
|
break;
|
|
}
|
|
|
|
if (pattern != downPunishPattern && TryPrepareDownPunishChain(out chainedTarget))
|
|
{
|
|
chainedPattern = downPunishPattern;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (completed)
|
|
{
|
|
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
|
|
}
|
|
|
|
activePatternCoroutine = null;
|
|
|
|
if (chainedPattern != null && chainedTarget != null && bossEnemy != null && !bossEnemy.IsDead)
|
|
{
|
|
StartPattern(chainedPattern, chainedTarget);
|
|
}
|
|
}
|
|
|
|
private bool IsPatternReady(BossPatternData pattern)
|
|
{
|
|
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
|
|
return false;
|
|
|
|
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
|
|
return true;
|
|
|
|
return Time.time >= readyTime;
|
|
}
|
|
|
|
private void RefreshTargetIfNeeded()
|
|
{
|
|
if (Time.time < nextTargetRefreshTime)
|
|
return;
|
|
|
|
nextTargetRefreshTime = Time.time + targetRefreshInterval;
|
|
|
|
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
|
|
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingPlayer();
|
|
}
|
|
|
|
private void UpdateMovement()
|
|
{
|
|
if (navMeshAgent == null || !navMeshAgent.enabled)
|
|
return;
|
|
|
|
if (activePatternCoroutine != null || (skillController != null && skillController.IsPlayingAnimation))
|
|
{
|
|
StopMovement();
|
|
return;
|
|
}
|
|
|
|
if (currentTarget == null)
|
|
{
|
|
StopMovement();
|
|
return;
|
|
}
|
|
|
|
float attackRange = enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
|
|
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
|
|
if (distanceToTarget <= attackRange)
|
|
{
|
|
StopMovement();
|
|
return;
|
|
}
|
|
|
|
navMeshAgent.isStopped = false;
|
|
navMeshAgent.SetDestination(currentTarget.transform.position);
|
|
}
|
|
|
|
private void StopMovement()
|
|
{
|
|
if (navMeshAgent == null || !navMeshAgent.enabled)
|
|
return;
|
|
|
|
navMeshAgent.isStopped = true;
|
|
navMeshAgent.ResetPath();
|
|
}
|
|
|
|
private GameObject FindNearestDownedTarget()
|
|
{
|
|
HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
|
|
|
|
GameObject bestTarget = null;
|
|
float bestDistance = 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 || Team.IsSameTeam(gameObject, candidate))
|
|
continue;
|
|
|
|
float distance = Vector3.Distance(transform.position, candidate.transform.position);
|
|
if (distance > downPunishSearchRadius || distance >= bestDistance)
|
|
continue;
|
|
|
|
bestDistance = distance;
|
|
bestTarget = candidate;
|
|
}
|
|
|
|
return bestTarget;
|
|
}
|
|
|
|
private bool TryPrepareDownPunishChain(out GameObject downedTarget)
|
|
{
|
|
downedTarget = null;
|
|
|
|
if (!IsPatternReady(downPunishPattern))
|
|
return false;
|
|
|
|
downedTarget = FindNearestDownedTarget();
|
|
if (downedTarget == null)
|
|
return false;
|
|
|
|
if (debugMode)
|
|
{
|
|
Debug.Log($"[DrogPattern] 다운 대상 감지, 다운 추가타 연계 준비: {downedTarget.name}");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private GameObject FindNearestLivingPlayer()
|
|
{
|
|
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
|
|
|
|
GameObject bestTarget = null;
|
|
float bestDistance = float.MaxValue;
|
|
float aggroRange = enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
|
|
|
|
for (int i = 0; i < players.Length; i++)
|
|
{
|
|
PlayerNetworkController player = players[i];
|
|
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
|
|
continue;
|
|
|
|
GameObject candidate = player.gameObject;
|
|
if (Team.IsSameTeam(gameObject, candidate))
|
|
continue;
|
|
|
|
float distance = Vector3.Distance(transform.position, candidate.transform.position);
|
|
if (distance > aggroRange || distance >= bestDistance)
|
|
continue;
|
|
|
|
bestDistance = distance;
|
|
bestTarget = candidate;
|
|
}
|
|
|
|
return bestTarget;
|
|
}
|
|
|
|
private void ResolveReferences()
|
|
{
|
|
if (bossEnemy == null)
|
|
bossEnemy = GetComponent<BossEnemy>();
|
|
|
|
if (enemyBase == null)
|
|
enemyBase = GetComponent<EnemyBase>();
|
|
|
|
if (skillController == null)
|
|
skillController = GetComponent<SkillController>();
|
|
|
|
if (navMeshAgent == null)
|
|
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
|
}
|
|
}
|
|
}
|