- 보스 공통 전투 컨텍스트와 패턴 역할 기반 BT 액션을 추가 - 드로그 패턴 선택을 다운 추가타, 도약, 기본 및 보조 패턴 우선순위 브랜치로 이관 - BT_Drog authoring 그래프를 공통 구조에 맞게 재구성 - 드로그 전용 BT 헬퍼를 정리하고 공통 베이스 액션으로 통합 - 플레이 검증으로 도약, 기본 패턴, 내려찍기, 다운 추가타 루프를 확인
521 lines
18 KiB
C#
521 lines
18 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Colosseum.AI;
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using Colosseum.Combat;
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using Colosseum.Player;
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using Colosseum.Skills;
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using Unity.Behavior;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Colosseum.Enemy
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{
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/// <summary>
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/// 보스 공통 전투 BT가 참조하는 전투 컨텍스트입니다.
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/// 패턴 슬롯, 거리 기준, 페이즈별 주기, 공통 타겟 판정 정보를 제공합니다.
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/// </summary>
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[DisallowMultipleComponent]
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[RequireComponent(typeof(BossEnemy))]
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[RequireComponent(typeof(SkillController))]
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public abstract class BossCombatBehaviorContext : NetworkBehaviour
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{
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[Header("References")]
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[SerializeField] protected BossEnemy bossEnemy;
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[SerializeField] protected EnemyBase enemyBase;
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[SerializeField] protected SkillController skillController;
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[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
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[SerializeField] protected BehaviorGraphAgent behaviorGraphAgent;
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[Header("Pattern Data")]
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[Tooltip("기본 근접 압박 패턴")]
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[FormerlySerializedAs("mainPattern")]
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[SerializeField] protected BossPatternData primaryPattern;
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[Tooltip("보조 근접 압박 패턴")]
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[FormerlySerializedAs("slamPattern")]
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[SerializeField] protected BossPatternData secondaryPattern;
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[Tooltip("기동 또는 거리 징벌 패턴")]
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[FormerlySerializedAs("leapPattern")]
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[SerializeField] protected BossPatternData mobilityPattern;
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[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
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[FormerlySerializedAs("downPunishPattern")]
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[SerializeField] protected BossPatternData punishPattern;
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[Header("Phase Thresholds")]
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[Tooltip("2페이즈 진입 체력 비율")]
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[Range(0f, 1f)] [SerializeField] protected float phase2HealthThreshold = 0.75f;
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[Tooltip("3페이즈 진입 체력 비율")]
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[Range(0f, 1f)] [SerializeField] protected float phase3HealthThreshold = 0.4f;
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[Header("Targeting")]
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[Tooltip("타겟 재탐색 주기")]
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[FormerlySerializedAs("targetRefreshInterval")]
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[Min(0.05f)] [SerializeField] protected float primaryTargetRefreshInterval = 0.2f;
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[Tooltip("기동 패턴을 고려하기 시작하는 거리")]
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[FormerlySerializedAs("leapDistanceThreshold")]
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[Min(0f)] [SerializeField] protected float mobilityTriggerDistance = 8f;
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[Tooltip("징벌 패턴을 고려할 최대 반경")]
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[FormerlySerializedAs("downPunishSearchRadius")]
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[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
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[Header("Pattern Cadence")]
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[Tooltip("1페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
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[FormerlySerializedAs("phase1SlamInterval")]
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[Min(1)] [SerializeField] protected int phase1SecondaryInterval = 3;
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[Tooltip("2페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
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[FormerlySerializedAs("phase2SlamInterval")]
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[Min(1)] [SerializeField] protected int phase2SecondaryInterval = 2;
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[Tooltip("3페이즈에서 몇 번의 근접 패턴마다 보조 패턴을 섞을지")]
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[FormerlySerializedAs("phase3SlamInterval")]
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[Min(1)] [SerializeField] protected int phase3SecondaryInterval = 2;
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[Header("Behavior")]
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[Tooltip("전용 컨텍스트 사용 시 기존 BehaviorGraph를 비활성화할지 여부")]
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[SerializeField] protected bool disableBehaviorGraph = true;
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[Tooltip("디버그 로그 출력 여부")]
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[SerializeField] protected bool debugMode = false;
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protected readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
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protected Coroutine activePatternCoroutine;
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protected GameObject currentTarget;
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protected float nextTargetRefreshTime;
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protected int meleePatternCounter;
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/// <summary>
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/// 전용 컨텍스트 사용 시 BehaviorGraph를 비활성화할지 여부
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/// </summary>
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public bool DisableBehaviorGraph => disableBehaviorGraph;
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/// <summary>
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/// 기동 패턴을 고려하는 최소 거리
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/// </summary>
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public float MobilityTriggerDistance => mobilityTriggerDistance;
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/// <summary>
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/// 징벌 패턴을 고려하는 최대 반경
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/// </summary>
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public float PunishSearchRadius => punishSearchRadius;
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/// <summary>
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/// 디버그 로그 출력 여부
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/// </summary>
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public bool DebugModeEnabled => debugMode;
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/// <summary>
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/// 현재 보스 패턴 페이즈
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/// </summary>
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public int CurrentPatternPhase
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{
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get
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{
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float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
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? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
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: 1f;
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if (healthRatio <= phase3HealthThreshold)
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return 3;
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if (healthRatio <= phase2HealthThreshold)
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return 2;
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return 1;
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}
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}
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protected virtual void Awake()
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{
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ResolveReferences();
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}
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public override void OnNetworkSpawn()
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{
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ResolveReferences();
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if (!IsServer)
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enabled = false;
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}
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protected virtual void Update()
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{
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if (!IsServer)
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return;
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ResolveReferences();
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if (bossEnemy == null || enemyBase == null || skillController == null)
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return;
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if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
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return;
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if (!disableBehaviorGraph)
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return;
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RefreshTargetIfNeeded();
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UpdateMovement();
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if (skillController.IsPlayingAnimation)
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return;
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if (TryStartMobilityPattern())
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return;
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TryStartPrimaryLoopPattern();
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}
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/// <summary>
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/// 현재 역할의 패턴 데이터를 반환합니다.
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/// </summary>
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public BossPatternData GetPattern(BossCombatPatternRole role)
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{
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return role switch
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{
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BossCombatPatternRole.Primary => primaryPattern,
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BossCombatPatternRole.Secondary => secondaryPattern,
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BossCombatPatternRole.Mobility => mobilityPattern,
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BossCombatPatternRole.Punish => punishPattern,
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_ => null,
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};
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}
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/// <summary>
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/// 다음 근접 패턴 차례가 보조 패턴인지 여부
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/// </summary>
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public bool IsNextSecondaryPattern()
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{
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int secondaryInterval = GetSecondaryIntervalForPhase(CurrentPatternPhase);
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if (secondaryInterval <= 1)
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return true;
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return (meleePatternCounter + 1) % secondaryInterval == 0;
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}
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/// <summary>
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/// 현재 페이즈 기준의 보조 근접 패턴 주기를 반환합니다.
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/// </summary>
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public int GetSecondaryIntervalForPhase(int phase)
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{
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return phase switch
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{
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1 => Mathf.Max(1, phase1SecondaryInterval),
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2 => Mathf.Max(1, phase2SecondaryInterval),
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_ => Mathf.Max(1, phase3SecondaryInterval),
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};
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}
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/// <summary>
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/// 근접 패턴 사용 카운터를 갱신합니다.
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/// </summary>
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public void RegisterPatternUse(BossCombatPatternRole role)
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{
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if (!role.IsMeleeRole())
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return;
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meleePatternCounter++;
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}
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/// <summary>
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/// 살아 있는 적대 대상인지 확인합니다.
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/// </summary>
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public 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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/// <summary>
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/// 기동 패턴 대상으로 유효한지 확인합니다.
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/// </summary>
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public bool IsValidMobilityTarget(GameObject candidate)
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{
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if (!IsValidHostileTarget(candidate))
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return false;
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float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
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float distance = Vector3.Distance(transform.position, candidate.transform.position);
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return distance >= mobilityTriggerDistance && distance <= maxDistance;
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}
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/// <summary>
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/// 기동 패턴 대상으로 사용할 수 있는 가장 먼 유효 타겟을 찾습니다.
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/// </summary>
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public GameObject FindMobilityTarget()
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{
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GameObject[] candidates = GameObject.FindGameObjectsWithTag("Player");
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GameObject farthestTarget = null;
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float bestDistance = mobilityTriggerDistance;
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float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
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for (int i = 0; i < candidates.Length; i++)
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{
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GameObject candidate = candidates[i];
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if (!IsValidMobilityTarget(candidate))
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continue;
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float distance = Vector3.Distance(transform.position, candidate.transform.position);
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if (distance > maxDistance || distance <= bestDistance)
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continue;
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bestDistance = distance;
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farthestTarget = candidate;
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}
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return farthestTarget;
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}
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/// <summary>
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/// 가장 가까운 생존 플레이어를 찾습니다.
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/// </summary>
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public GameObject FindNearestLivingTarget()
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{
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PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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GameObject nearestTarget = null;
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float nearestDistance = float.MaxValue;
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float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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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(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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/// <summary>
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/// 로그를 출력합니다.
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/// </summary>
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public void LogDebug(string source, string message)
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{
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if (debugMode)
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Debug.Log($"[{source}] {message}");
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}
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protected virtual bool TryStartPrimaryLoopPattern()
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{
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if (currentTarget == null)
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return false;
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float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
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float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
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if (distanceToTarget > attackRange + 0.25f)
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return false;
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BossPatternData selectedPattern = SelectPrimaryLoopPattern();
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if (selectedPattern == null)
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return false;
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StartPattern(selectedPattern, currentTarget);
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return true;
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}
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protected virtual bool TryStartMobilityPattern()
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{
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BossPatternData pattern = GetPattern(BossCombatPatternRole.Mobility);
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if (!IsPatternReady(pattern))
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return false;
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GameObject target = FindMobilityTarget();
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if (target == null)
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return false;
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currentTarget = target;
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StartPattern(pattern, target);
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return true;
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}
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protected virtual BossPatternData SelectPrimaryLoopPattern()
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{
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BossPatternData primary = GetPattern(BossCombatPatternRole.Primary);
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BossPatternData secondary = GetPattern(BossCombatPatternRole.Secondary);
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bool canUsePrimary = IsPatternReady(primary);
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bool canUseSecondary = IsPatternReady(secondary);
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if (canUseSecondary && IsNextSecondaryPattern())
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{
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meleePatternCounter++;
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return secondary;
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}
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if (canUsePrimary)
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{
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meleePatternCounter++;
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return primary;
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}
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if (canUseSecondary)
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{
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meleePatternCounter++;
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return secondary;
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}
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return null;
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}
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protected virtual void StartPattern(BossPatternData pattern, GameObject target)
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{
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if (pattern == null || activePatternCoroutine != null)
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return;
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LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
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activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
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}
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protected virtual IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
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{
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StopMovement();
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bool completed = true;
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for (int i = 0; i < pattern.Steps.Count; i++)
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{
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PatternStep step = pattern.Steps[i];
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if (step.Type == PatternStepType.Wait)
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{
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yield return new WaitForSeconds(step.Duration);
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continue;
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}
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if (step.Skill == null)
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{
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completed = false;
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Debug.LogWarning($"[{GetType().Name}] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
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break;
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}
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if (step.Skill.JumpToTarget && target != null)
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{
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enemyBase?.SetJumpTarget(target.transform.position);
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}
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if (!skillController.ExecuteSkill(step.Skill))
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{
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completed = false;
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LogDebug(GetType().Name, $"스킬 실행 실패: {step.Skill.SkillName}");
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break;
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}
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yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
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if (bossEnemy == null || bossEnemy.IsDead)
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break;
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}
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if (completed)
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{
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patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
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}
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activePatternCoroutine = null;
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currentTarget = target;
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}
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protected bool IsPatternReady(BossPatternData pattern)
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{
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if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
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return false;
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if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
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return true;
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return Time.time >= readyTime;
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}
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protected virtual void RefreshTargetIfNeeded()
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{
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if (Time.time < nextTargetRefreshTime)
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return;
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nextTargetRefreshTime = Time.time + primaryTargetRefreshInterval;
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GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
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currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
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}
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protected virtual void UpdateMovement()
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{
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if (navMeshAgent == null || !navMeshAgent.enabled)
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return;
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if (skillController != null && skillController.IsPlayingAnimation)
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{
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StopMovement();
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return;
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}
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if (currentTarget == null)
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{
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StopMovement();
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return;
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}
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float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
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float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
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if (distanceToTarget <= attackRange)
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{
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StopMovement();
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return;
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}
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navMeshAgent.isStopped = false;
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navMeshAgent.stoppingDistance = attackRange;
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navMeshAgent.SetDestination(currentTarget.transform.position);
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}
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protected void StopMovement()
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{
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if (navMeshAgent == null || !navMeshAgent.enabled)
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return;
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navMeshAgent.isStopped = true;
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navMeshAgent.ResetPath();
|
|
}
|
|
|
|
protected virtual 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>();
|
|
|
|
if (behaviorGraphAgent == null)
|
|
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
|
|
}
|
|
}
|
|
}
|