- big pattern grace period 판정을 런타임 헬퍼에서 제거하고 BT 조건/액션 노드로 명시 - Increment/Reset Basic Loop Count 노드 추가 및 BT_Drog 재빌드 반영 - Signature Failure Effects 수치를 BT 노드가 직접 보관하도록 정리
105 lines
3.8 KiB
C#
105 lines
3.8 KiB
C#
using System;
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using Colosseum.Abnormalities;
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using Colosseum.Combat;
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using Colosseum.Player;
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using Unity.Behavior;
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using Unity.Properties;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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/// <summary>
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/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
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/// 필요한 수치는 BT 노드 필드에서 직접 설정합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(
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name: "Signature Failure Effects",
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story: "패턴 완료 범위 효과 적용",
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category: "Action",
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id: "c3d4e5f6-1111-2222-3333-777788889999")]
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public partial class SignatureFailureEffectsAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<float> FailureDamage = new BlackboardVariable<float>(40f);
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[SerializeReference]
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public BlackboardVariable<AbnormalityData> FailureAbnormality;
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[SerializeReference]
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public BlackboardVariable<float> KnockbackRadius = new BlackboardVariable<float>(8f);
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[SerializeReference]
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public BlackboardVariable<float> DownRadius = new BlackboardVariable<float>(3f);
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[SerializeReference]
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public BlackboardVariable<float> KnockbackSpeed = new BlackboardVariable<float>(12f);
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[SerializeReference]
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public BlackboardVariable<float> KnockbackDuration = new BlackboardVariable<float>(0.35f);
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[SerializeReference]
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public BlackboardVariable<float> DownDuration = new BlackboardVariable<float>(2f);
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protected override Status OnStart()
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{
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ApplyFailureEffects();
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return Status.Success;
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}
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private void ApplyFailureEffects()
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{
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float failureDamage = Mathf.Max(0f, FailureDamage?.Value ?? 0f);
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AbnormalityData failureAbnormality = FailureAbnormality?.Value;
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float knockbackRadius = Mathf.Max(0f, KnockbackRadius?.Value ?? 0f);
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float downRadius = Mathf.Max(0f, DownRadius?.Value ?? 0f);
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float knockbackSpeed = Mathf.Max(0f, KnockbackSpeed?.Value ?? 0f);
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float knockbackDuration = Mathf.Max(0f, KnockbackDuration?.Value ?? 0f);
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float downDuration = Mathf.Max(0f, DownDuration?.Value ?? 0f);
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PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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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 target = player.gameObject;
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player.TakeDamage(failureDamage, GameObject);
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if (failureAbnormality != null)
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{
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AbnormalityManager targetAbnormalityManager = target.GetComponent<AbnormalityManager>();
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targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
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}
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HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
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if (hitReactionController == null)
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continue;
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float distance = Vector3.Distance(GameObject.transform.position, target.transform.position);
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if (distance <= downRadius)
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{
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hitReactionController.ApplyDown(downDuration);
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continue;
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}
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if (distance > knockbackRadius)
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continue;
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Vector3 knockbackDirection = target.transform.position - GameObject.transform.position;
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knockbackDirection.y = 0f;
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if (knockbackDirection.sqrMagnitude < 0.0001f)
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{
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knockbackDirection = GameObject.transform.forward;
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}
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hitReactionController.ApplyKnockback(knockbackDirection.normalized * knockbackSpeed, knockbackDuration);
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}
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CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
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}
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}
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