- BossPatternData SO로 스킬/Wait 스텝 순서와 쿨타임 정의 - UsePatternAction으로 Behavior Graph에서 패턴 실행 - 보스 전용 애니메이션 분리 및 AnimatorOverrideController 정상화 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
118 lines
3.1 KiB
C#
118 lines
3.1 KiB
C#
using System;
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using Colosseum.AI;
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using Colosseum.Skills;
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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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/// 보스 패턴을 실행하는 Behavior Tree Action.
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/// 패턴 내 스텝(스킬 또는 대기)을 순서대로 실행하며, 패턴 쿨타임을 관리합니다.
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/// </summary>
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "Use Pattern", story: "[Pattern] 실행", category: "Action", id: "a1b2c3d4e5f6a7b8c9d0e1f2a3b4c5d6")]
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public partial class UsePatternAction : Action
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{
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[SerializeReference] public BlackboardVariable<BossPatternData> Pattern;
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private SkillController skillController;
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private int currentStepIndex;
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private float waitEndTime;
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private bool isWaiting;
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private float lastUsedTime = float.MinValue;
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protected override Status OnStart()
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{
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if (Pattern?.Value == null)
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{
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Debug.LogWarning("[UsePatternAction] 패턴이 null입니다.");
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return Status.Failure;
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}
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if (Time.time - lastUsedTime < Pattern.Value.Cooldown)
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{
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return Status.Failure;
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}
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if (Pattern.Value.Steps.Count == 0)
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{
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return Status.Failure;
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}
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skillController = GameObject.GetComponent<SkillController>();
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if (skillController == null)
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{
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Debug.LogWarning($"[UsePatternAction] SkillController를 찾을 수 없습니다: {GameObject.name}");
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return Status.Failure;
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}
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currentStepIndex = 0;
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isWaiting = false;
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return ExecuteCurrentStep();
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}
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protected override Status OnUpdate()
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{
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if (skillController == null)
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return Status.Failure;
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if (isWaiting)
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{
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if (Time.time < waitEndTime)
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return Status.Running;
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isWaiting = false;
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}
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else
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{
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if (skillController.IsPlayingAnimation)
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return Status.Running;
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}
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currentStepIndex++;
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if (currentStepIndex >= Pattern.Value.Steps.Count)
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{
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lastUsedTime = Time.time;
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return Status.Success;
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}
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return ExecuteCurrentStep();
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}
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protected override void OnEnd()
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{
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skillController = null;
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}
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private Status ExecuteCurrentStep()
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{
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PatternStep step = Pattern.Value.Steps[currentStepIndex];
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if (step.Type == PatternStepType.Wait)
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{
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isWaiting = true;
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waitEndTime = Time.time + step.Duration;
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return Status.Running;
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}
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// PatternStepType.Skill
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if (step.Skill == null)
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{
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Debug.LogWarning($"[UsePatternAction] 스킬이 null입니다. (index {currentStepIndex})");
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return Status.Failure;
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}
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bool success = skillController.ExecuteSkill(step.Skill);
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if (!success)
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{
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Debug.LogWarning($"[UsePatternAction] 스킬 실행 실패: {step.Skill.SkillName} (index {currentStepIndex})");
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return Status.Failure;
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}
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return Status.Running;
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}
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}
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