- PatternStepType.ChargeWait 및 ChargeStepData 도입으로 충전/차단 판정을 일반 패턴 스텝으로 표현 - UsePatternByRoleAction에서 IsSignature 분기 완전 제거, 일반 패턴 경로로 통합 - BossCombatBehaviorContext에서 시그니처 전용 메서드 10개 이상 제거 - BossStaggerAction(신규): 충전 차단 성공 시 보스 경직 처리 - SignatureFailureEffectsAction(신규): 차단 실패 시 범위 피해/넉백/다운 적용 - RebuildDrogBehaviorAuthoringGraph에 시그니처 Sequence + outcomeBranch 구조 추가 - 집행개시 에셋 스텝 구성을 ChargeWait(3초) → Skill으로 변경 - BossHealthBarUI 시그니처 UI 비활성화, PlayerSkillDebugMenu 디버그 메서드 제거
827 lines
29 KiB
C#
827 lines
29 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.Abnormalities;
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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 AbnormalityManager abnormalityManager;
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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("기동 또는 거리 징벌 패턴")]
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[FormerlySerializedAs("leapPattern")]
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[SerializeField] protected BossPatternData mobilityPattern;
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[Tooltip("비주 대상 원거리 견제 패턴")]
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[SerializeField] protected BossPatternData utilityPattern;
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[Tooltip("Phase 3 조합 패턴")]
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[SerializeField] protected BossPatternData comboPattern;
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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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[Tooltip("파티 누킹을 시험하는 시그니처 패턴")]
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[SerializeField] protected BossPatternData signaturePattern;
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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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[Tooltip("원거리 견제 패턴을 고려하기 시작하는 최소 거리")]
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[Min(0f)] [SerializeField] protected float utilityTriggerDistance = 5f;
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[Header("Pattern Flow")]
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[Tooltip("대형 패턴(시그니처/기동/조합) 직후 기본 패턴 최소 순환 횟수")]
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[Min(0)] [SerializeField] protected int basicLoopMinCountAfterBigPattern = 2;
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[Header("시그니처 효과 설정")]
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[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
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[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
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[Tooltip("시그니처 준비 상태를 나타내는 이상상태")]
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[SerializeField] protected AbnormalityData signatureTelegraphAbnormality;
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[Tooltip("시그니처 차단 성공 시 보스가 멈추는 시간")]
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[Min(0f)] [SerializeField] protected float signatureSuccessStaggerDuration = 2f;
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[Tooltip("시그니처 실패 시 모든 플레이어에게 적용할 디버프")]
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[SerializeField] protected AbnormalityData signatureFailureAbnormality;
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[Tooltip("시그니처 실패 시 모든 플레이어에게 주는 기본 피해")]
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[Min(0f)] [SerializeField] protected float signatureFailureDamage = 40f;
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[Tooltip("시그니처 실패 시 넉백이 적용되는 반경")]
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[Min(0f)] [SerializeField] protected float signatureFailureKnockbackRadius = 8f;
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[Tooltip("시그니처 실패 시 다운이 적용되는 반경")]
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[Min(0f)] [SerializeField] protected float signatureFailureDownRadius = 3f;
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[Tooltip("시그니처 실패 시 넉백 속도")]
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[Min(0f)] [SerializeField] protected float signatureFailureKnockbackSpeed = 12f;
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[Tooltip("시그니처 실패 시 넉백 지속 시간")]
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[Min(0f)] [SerializeField] protected float signatureFailureKnockbackDuration = 0.35f;
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[Tooltip("시그니처 실패 시 다운 지속 시간")]
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[Min(0f)] [SerializeField] protected float signatureFailureDownDuration = 2f;
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[Header("Behavior")]
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[Tooltip("true면 컨텍스트 코드가 AI를 직접 구동합니다. false면 BehaviorGraph가 모든 의사결정을 담당합니다.")]
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[SerializeField] protected bool disableBehaviorGraph = false;
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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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protected int basicLoopCountSinceLastBigPattern;
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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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/// 원거리 견제 패턴을 고려하는 최소 거리
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/// </summary>
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public float UtilityTriggerDistance => utilityTriggerDistance;
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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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/// 현재 전투 대상
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/// </summary>
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public GameObject CurrentTarget => currentTarget;
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/// <summary>
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/// EnemyBase 접근자
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/// </summary>
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public EnemyBase EnemyBase => enemyBase;
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/// <summary>
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/// 현재 전투 기준이 되는 주 대상을 반환합니다.
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/// </summary>
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public GameObject ResolvePrimaryTarget()
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{
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if (IsValidHostileTarget(currentTarget))
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return currentTarget;
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GameObject highestThreatTarget = enemyBase != null
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? enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
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: null;
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return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
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}
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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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/// 시그니처 실패 시 모든 플레이어에게 주는 기본 피해
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/// </summary>
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public float SignatureFailureDamage => signatureFailureDamage;
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/// <summary>
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/// 시그니처 실패 시 모든 플레이어에게 적용할 디버프
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/// </summary>
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public AbnormalityData SignatureFailureAbnormality => signatureFailureAbnormality;
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/// <summary>
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/// 시그니처 실패 시 넉백이 적용되는 반경
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/// </summary>
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public float SignatureFailureKnockbackRadius => signatureFailureKnockbackRadius;
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/// <summary>
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/// 시그니처 실패 시 다운이 적용되는 반경
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/// </summary>
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public float SignatureFailureDownRadius => signatureFailureDownRadius;
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/// <summary>
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/// 시그니처 실패 시 넉백 속도
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/// </summary>
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public float SignatureFailureKnockbackSpeed => signatureFailureKnockbackSpeed;
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/// <summary>
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/// 시그니처 실패 시 넉백 지속 시간
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/// </summary>
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public float SignatureFailureKnockbackDuration => signatureFailureKnockbackDuration;
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/// <summary>
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/// 시그니처 실패 시 다운 지속 시간
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/// </summary>
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public float SignatureFailureDownDuration => signatureFailureDownDuration;
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/// <summary>
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/// 마지막 충전 차단 시 설정된 경직 시간 (BossPatternActionBase가 설정)
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/// </summary>
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public float LastChargeStaggerDuration { get; set; }
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/// <summary>
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/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
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/// </summary>
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public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
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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 (IsBehaviorSuppressed)
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{
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StopMovement();
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return;
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}
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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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// 1. 다운 추가타 (최우선 인터럽트, grace period 면제)
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if (TryStartPunishPattern())
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return;
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// 2. 조합 패턴 (Phase 3, 드물게)
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if (TryStartComboPattern())
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return;
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// 4. 기동 패턴 (거리 기반 조건부)
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if (TryStartMobilityPattern())
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return;
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// 5. 원거리 견제 (보조)
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if (TryStartUtilityPattern())
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return;
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// 6. 기본 루프
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TryStartPrimaryLoopPattern();
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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(BossPatternData pattern)
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{
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if (pattern == null)
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return;
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if (pattern.IsMelee)
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{
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meleePatternCounter++;
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basicLoopCountSinceLastBigPattern++;
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}
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if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
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{
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basicLoopCountSinceLastBigPattern = 0;
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}
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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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/// 원거리 견제 패턴 대상으로 유효한지 확인합니다.
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/// </summary>
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public bool IsValidUtilityTarget(GameObject candidate)
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{
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if (!IsValidHostileTarget(candidate))
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return false;
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if (candidate == ResolvePrimaryTarget())
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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 >= utilityTriggerDistance && distance <= maxDistance;
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}
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/// <summary>
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/// 현재 주 대상이 아닌 원거리 견제 대상을 찾습니다.
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/// </summary>
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public GameObject FindUtilityTarget()
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{
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PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
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List<GameObject> validTargets = new List<GameObject>();
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GameObject primaryTarget = ResolvePrimaryTarget();
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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 (!IsValidUtilityTarget(candidate))
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continue;
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validTargets.Add(candidate);
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}
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if (validTargets.Count == 0)
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{
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if (IsValidHostileTarget(primaryTarget))
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{
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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, primaryTarget.transform.position);
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if (distance >= utilityTriggerDistance && distance <= maxDistance)
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return primaryTarget;
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}
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return null;
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}
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int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
|
|
return validTargets[randomIndex];
|
|
}
|
|
|
|
/// <summary>
|
|
/// 가장 가까운 생존 플레이어를 찾습니다.
|
|
/// </summary>
|
|
public GameObject FindNearestLivingTarget()
|
|
{
|
|
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
|
|
|
|
GameObject nearestTarget = null;
|
|
float nearestDistance = float.MaxValue;
|
|
float aggroRange = enemyBase != null && 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 (!IsValidHostileTarget(candidate))
|
|
continue;
|
|
|
|
float distance = Vector3.Distance(transform.position, candidate.transform.position);
|
|
if (distance > aggroRange || distance >= nearestDistance)
|
|
continue;
|
|
|
|
nearestDistance = distance;
|
|
nearestTarget = candidate;
|
|
}
|
|
|
|
return nearestTarget;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 로그를 출력합니다.
|
|
/// </summary>
|
|
public void LogDebug(string source, string message)
|
|
{
|
|
if (debugMode)
|
|
Debug.Log($"[{source}] {message}");
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// 지정 패턴이 grace period를 통과했는지 반환합니다.
|
|
/// Punish/Melee/Utility는 항상 허용됩니다.
|
|
/// </summary>
|
|
public bool IsPatternGracePeriodAllowed(BossPatternData pattern)
|
|
{
|
|
if (pattern == null)
|
|
return false;
|
|
|
|
if (pattern.Category == PatternCategory.Punish)
|
|
return true;
|
|
|
|
if (pattern.IsMelee || pattern.TargetMode == TargetResolveMode.Utility)
|
|
return true;
|
|
|
|
return basicLoopCountSinceLastBigPattern >= basicLoopMinCountAfterBigPattern;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 조합 패턴 사용 가능 여부를 반환합니다.
|
|
/// </summary>
|
|
public bool IsComboPatternReady()
|
|
{
|
|
if (!IsServer || bossEnemy == null || skillController == null)
|
|
return false;
|
|
|
|
if (IsBehaviorSuppressed)
|
|
return false;
|
|
|
|
if (activePatternCoroutine != null)
|
|
return false;
|
|
|
|
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
|
|
return false;
|
|
|
|
if (!IsPatternGracePeriodAllowed(comboPattern))
|
|
return false;
|
|
|
|
return IsPatternReady(comboPattern);
|
|
}
|
|
|
|
protected virtual bool TryStartPrimaryLoopPattern()
|
|
{
|
|
if (currentTarget == null)
|
|
return false;
|
|
|
|
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
|
|
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
|
|
if (distanceToTarget > attackRange + 0.25f)
|
|
return false;
|
|
|
|
BossPatternData selectedPattern = SelectPrimaryLoopPattern();
|
|
if (selectedPattern == null)
|
|
return false;
|
|
|
|
StartPattern(selectedPattern, currentTarget);
|
|
return true;
|
|
}
|
|
|
|
protected virtual bool TryStartMobilityPattern()
|
|
{
|
|
BossPatternData pattern = mobilityPattern;
|
|
if (!IsPatternReady(pattern))
|
|
return false;
|
|
|
|
GameObject target = FindMobilityTarget();
|
|
if (target == null)
|
|
return false;
|
|
|
|
currentTarget = target;
|
|
StartPattern(pattern, target);
|
|
return true;
|
|
}
|
|
|
|
protected virtual bool TryStartUtilityPattern()
|
|
{
|
|
BossPatternData pattern = utilityPattern;
|
|
if (!IsPatternReady(pattern))
|
|
return false;
|
|
|
|
GameObject target = FindUtilityTarget();
|
|
if (target == null)
|
|
return false;
|
|
|
|
currentTarget = target;
|
|
StartPattern(pattern, target);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 다운 대상이 존재하면 징벌 패턴을 발동합니다.
|
|
/// </summary>
|
|
protected virtual bool TryStartPunishPattern()
|
|
{
|
|
BossPatternData pattern = punishPattern;
|
|
if (!IsPatternReady(pattern))
|
|
return false;
|
|
|
|
HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
|
|
GameObject nearestDownedTarget = 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 = Vector3.Distance(transform.position, candidate.transform.position);
|
|
if (distance > punishSearchRadius || distance >= nearestDistance)
|
|
continue;
|
|
|
|
nearestDistance = distance;
|
|
nearestDownedTarget = candidate;
|
|
}
|
|
|
|
if (nearestDownedTarget == null)
|
|
return false;
|
|
|
|
currentTarget = nearestDownedTarget;
|
|
StartPattern(pattern, nearestDownedTarget);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Phase 3 조합 패턴을 발동합니다.
|
|
/// </summary>
|
|
protected virtual bool TryStartComboPattern()
|
|
{
|
|
if (!IsComboPatternReady())
|
|
return false;
|
|
|
|
currentTarget = ResolvePrimaryTarget();
|
|
StartPattern(comboPattern, currentTarget);
|
|
return true;
|
|
}
|
|
|
|
protected virtual BossPatternData SelectPrimaryLoopPattern()
|
|
{
|
|
if (!IsPatternReady(primaryPattern))
|
|
return null;
|
|
|
|
meleePatternCounter++;
|
|
return primaryPattern;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 기본 패턴을 선택하고 카운터를 갱신합니다.
|
|
/// </summary>
|
|
public BossPatternData SelectAndRegisterBasicLoopPattern()
|
|
{
|
|
if (!IsPatternReady(primaryPattern))
|
|
return null;
|
|
|
|
RegisterPatternUse(primaryPattern);
|
|
return primaryPattern;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 기본 패턴이 사용 가능한지 확인합니다.
|
|
/// 상태 변경 없이 순수 검사만 수행합니다.
|
|
/// </summary>
|
|
public bool IsBasicLoopReady()
|
|
{
|
|
return IsPatternReady(primaryPattern);
|
|
}
|
|
|
|
protected virtual void StartPattern(BossPatternData pattern, GameObject target)
|
|
{
|
|
if (pattern == null || activePatternCoroutine != null)
|
|
return;
|
|
|
|
currentTarget = target;
|
|
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
|
|
CombatBalanceTracker.RecordBossPattern(pattern.PatternName);
|
|
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
|
|
}
|
|
|
|
protected virtual IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
|
|
{
|
|
StopMovement();
|
|
bool completed = true;
|
|
|
|
for (int i = 0; i < pattern.Steps.Count; i++)
|
|
{
|
|
PatternStep step = pattern.Steps[i];
|
|
if (step.Type == PatternStepType.Wait)
|
|
{
|
|
yield return new WaitForSeconds(step.Duration);
|
|
continue;
|
|
}
|
|
|
|
if (step.Skill == null)
|
|
{
|
|
completed = false;
|
|
Debug.LogWarning($"[{GetType().Name}] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
|
|
break;
|
|
}
|
|
|
|
if (step.Skill.JumpToTarget)
|
|
{
|
|
GameObject jumpTarget = FindMobilityTarget();
|
|
if (jumpTarget == null)
|
|
{
|
|
LogDebug(GetType().Name, $"점프 대상 없음, 패턴 조기 종료: {pattern.PatternName}");
|
|
break;
|
|
}
|
|
|
|
target = jumpTarget;
|
|
currentTarget = jumpTarget;
|
|
enemyBase?.SetJumpTarget(jumpTarget.transform.position);
|
|
}
|
|
|
|
if (!skillController.ExecuteSkill(step.Skill))
|
|
{
|
|
completed = false;
|
|
LogDebug(GetType().Name, $"스킬 실행 실패: {step.Skill.SkillName}");
|
|
break;
|
|
}
|
|
|
|
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
|
|
if (bossEnemy == null || bossEnemy.IsDead)
|
|
break;
|
|
}
|
|
|
|
if (completed)
|
|
{
|
|
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
|
|
}
|
|
|
|
activePatternCoroutine = null;
|
|
currentTarget = target;
|
|
}
|
|
|
|
protected 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;
|
|
}
|
|
|
|
protected virtual void RefreshTargetIfNeeded()
|
|
{
|
|
if (Time.time < nextTargetRefreshTime)
|
|
return;
|
|
|
|
nextTargetRefreshTime = Time.time + primaryTargetRefreshInterval;
|
|
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
|
|
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
|
|
}
|
|
|
|
protected virtual void UpdateMovement()
|
|
{
|
|
if (navMeshAgent == null || !navMeshAgent.enabled)
|
|
return;
|
|
|
|
if (skillController != null && skillController.IsPlayingAnimation)
|
|
{
|
|
StopMovement();
|
|
return;
|
|
}
|
|
|
|
if (currentTarget == null)
|
|
{
|
|
StopMovement();
|
|
return;
|
|
}
|
|
|
|
float attackRange = enemyBase != null && 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.stoppingDistance = attackRange;
|
|
navMeshAgent.SetDestination(currentTarget.transform.position);
|
|
}
|
|
|
|
protected void StopMovement()
|
|
{
|
|
if (navMeshAgent == null || !navMeshAgent.enabled)
|
|
return;
|
|
|
|
navMeshAgent.isStopped = true;
|
|
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 (abnormalityManager == null)
|
|
abnormalityManager = GetComponent<AbnormalityManager>();
|
|
|
|
if (navMeshAgent == null)
|
|
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
|
|
|
|
if (behaviorGraphAgent == null)
|
|
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
|
|
}
|
|
|
|
public override void OnNetworkDespawn()
|
|
{
|
|
base.OnNetworkDespawn();
|
|
}
|
|
|
|
private static bool HasAnimatorParameter(Animator animator, string parameterName, AnimatorControllerParameterType parameterType)
|
|
{
|
|
if (animator == null || string.IsNullOrEmpty(parameterName))
|
|
return false;
|
|
|
|
AnimatorControllerParameter[] parameters = animator.parameters;
|
|
for (int i = 0; i < parameters.Length; i++)
|
|
{
|
|
AnimatorControllerParameter parameter = parameters[i];
|
|
if (parameter.type == parameterType && parameter.name == parameterName)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|