Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/BossPatternActionBase.cs
dal4segno 9fd231626b fix: 드로그 패턴 애니메이션 재생 끊김 수정
- BT 재평가 중에도 패턴 실행 상태를 보존하도록 보스 패턴 액션과 런타임 상태를 조정했다.
- 스킬 컨트롤러에서 동일 프레임 종료 판정을 막아 패턴 내 다음 스킬이 즉시 잘리는 문제를 수정했다.
- 드로그 BT, 패턴/스킬 데이터, 애니메이션 클립과 컨트롤러를 현재 검증된 재생 구성으로 정리했다.
- 자연 발동 기준으로 콤보-기본기2 재생 시간을 재검증해 클립 길이와 실제 재생 간격이 맞는 것을 확인했다.
2026-04-12 05:44:54 +09:00

464 lines
15 KiB
C#

using System;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 보스 공통 패턴 실행용 Behavior Action 기반 클래스입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
public abstract partial class BossPatternActionBase : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
protected BossEnemy bossEnemy;
protected EnemyBase enemyBase;
protected SkillController skillController;
protected BossBehaviorRuntimeState runtimeState;
protected UnityEngine.AI.NavMeshAgent navMeshAgent;
protected AbnormalityManager abnormalityManager;
private BossPatternData activePattern;
private GameObject activeTarget;
private int currentStepIndex;
private bool isWaiting;
private float waitEndTime;
private bool isSkillStepExecuting;
private bool isChargeWaiting;
private float chargeEndTime;
private float chargeAccumulatedDamage;
private float chargeRequiredDamage;
private ChargeStepData activeChargeData;
private bool chargeTelegraphApplied;
/// <summary>
/// 현재 액션 인스턴스가 진행 중인 패턴 실행 상태를 이미 보유하고 있는지 여부입니다.
/// BT 재평가 중 재진입할 때 기존 실행을 이어가기 위한 가드로 사용합니다.
/// </summary>
protected bool HasActivePatternExecutionState => activePattern != null;
/// <summary>
/// 액션 시작 시 실제로 실행할 패턴과 대상을 결정합니다.
/// </summary>
protected abstract bool TryResolvePattern(out BossPatternData pattern, out GameObject target);
/// <summary>
/// 패턴이 의미 있는 결과와 함께 종료되었을 때, 실패 결과도 다음 노드로 넘길지 결정합니다.
/// </summary>
protected virtual bool ContinueSequenceOnResolvedFailure => false;
protected override Status OnStart()
{
ResolveReferences();
if (ShouldPreserveExecutionState())
return Status.Running;
ClearRuntimeState();
if (!IsReady())
return Status.Failure;
if (runtimeState.IsBehaviorSuppressed)
{
StopMovement();
return Status.Failure;
}
if (bossEnemy.IsDead)
return Status.Failure;
if (skillController.IsPlayingAnimation)
return Status.Failure;
if (!TryResolvePattern(out BossPatternData pattern, out GameObject target))
return Status.Failure;
activePattern = pattern;
activeTarget = target;
runtimeState.BeginPatternExecution(activePattern);
runtimeState.WasChargeBroken = false;
runtimeState.LastChargeStaggerDuration = 0f;
if (Target != null)
Target.Value = target;
runtimeState.SetCurrentTarget(target);
StopMovement();
return ExecuteCurrentStep();
}
protected override Status OnUpdate()
{
if (!IsReady() || activePattern == null)
return FinalizePatternFailure(BossPatternExecutionResult.Failed);
if (runtimeState.IsBehaviorSuppressed)
{
StopMovement();
return FinalizePatternFailure(BossPatternExecutionResult.Cancelled);
}
if (bossEnemy.IsDead)
return FinalizePatternFailure(BossPatternExecutionResult.Cancelled);
if (isChargeWaiting)
{
if (chargeAccumulatedDamage >= chargeRequiredDamage)
{
EndChargeWait(broken: true);
skillController?.CancelSkill(SkillCancelReason.Interrupt);
runtimeState.WasChargeBroken = true;
runtimeState.SetPatternCooldown(activePattern);
LogDebug($"충전 차단 성공: 누적 {chargeAccumulatedDamage:F1} / 필요 {chargeRequiredDamage:F1}");
CombatBalanceTracker.RecordBossEvent("집행 개시 차단 성공");
return FinalizeResolvedPattern(BossPatternExecutionResult.Failed);
}
if (Time.time < chargeEndTime)
return Status.Running;
EndChargeWait(broken: false);
}
else if (isWaiting)
{
if (Time.time < waitEndTime)
return Status.Running;
isWaiting = false;
}
else if (isSkillStepExecuting)
{
if (skillController.IsPlayingAnimation)
return Status.Running;
isSkillStepExecuting = false;
if (skillController.LastExecutionResult != SkillExecutionResult.Completed)
return FinalizePatternFailure(BossPatternExecutionResult.Cancelled);
}
currentStepIndex++;
if (currentStepIndex >= activePattern.Steps.Count)
{
runtimeState.SetPatternCooldown(activePattern);
return FinalizeResolvedPattern(BossPatternExecutionResult.Succeeded);
}
return ExecuteCurrentStep();
}
protected override void OnEnd()
{
if (ShouldPreserveExecutionState())
return;
ClearRuntimeState();
}
protected virtual GameObject ResolveStepTarget(GameObject fallbackTarget)
{
return fallbackTarget;
}
protected GameObject FindNearestLivingPlayer()
{
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
float maxDistance = 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;
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > maxDistance || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
protected GameObject ResolvePrimaryTarget()
{
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(Target?.Value, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
: null;
GameObject target = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingPlayer();
if (Target != null)
Target.Value = target;
return target;
}
protected bool IsValidHostileTarget(GameObject candidate)
{
if (candidate == null || !candidate.activeInHierarchy)
return false;
// 보스는 항상 적 팀이므로, 플레이어만 적대 대상으로 간주
if (candidate.GetComponent<PlayerNetworkController>() == null)
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
return damageable == null || !damageable.IsDead;
}
protected void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
protected void LogDebug(string message)
{
runtimeState?.LogDebug(GetType().Name, message);
}
private Status ExecuteCurrentStep()
{
if (activePattern == null || currentStepIndex < 0 || currentStepIndex >= activePattern.Steps.Count)
return Status.Failure;
PatternStep step = activePattern.Steps[currentStepIndex];
if (step.Type == PatternStepType.Wait)
{
isWaiting = true;
waitEndTime = Time.time + step.Duration;
return Status.Running;
}
if (step.Type == PatternStepType.ChargeWait)
{
StartChargeWait(step);
return Status.Running;
}
if (step.Skill == null)
{
Debug.LogWarning($"[{GetType().Name}] 스킬이 비어 있는 패턴 스텝입니다: {activePattern.PatternName} / Step={currentStepIndex}");
return Status.Failure;
}
runtimeState.SetCurrentPatternSkillBoundary(
startsFromIdle: IsFirstSkillStep(currentStepIndex),
returnsToIdle: IsLastSkillStep(currentStepIndex));
GameObject skillTarget = activeTarget;
if (step.Skill.JumpToTarget)
{
skillTarget = ResolveStepTarget(activeTarget);
if (skillTarget == null)
{
if (activePattern != null && activePattern.SkipJumpStepOnNoTarget)
{
runtimeState.SetPatternCooldown(activePattern);
LogDebug($"점프 대상 없음, 조합 패턴 조기 종료: {activePattern.PatternName}");
return Status.Success;
}
LogDebug($"점프 타겟을 찾지 못해 실패: {activePattern.PatternName}");
return Status.Failure;
}
enemyBase?.SetJumpTarget(skillTarget.transform.position);
}
if (!skillController.ExecuteSkill(step.Skill, skillTarget))
{
Debug.LogWarning($"[{GetType().Name}] 스킬 실행 실패: {step.Skill.SkillName}");
return FinalizePatternFailure(BossPatternExecutionResult.Failed);
}
isSkillStepExecuting = true;
LogDebug($"패턴 실행: {activePattern.PatternName} / Step={currentStepIndex} / Skill={step.Skill.SkillName}");
return Status.Running;
}
/// <summary>
/// 충전 대기를 시작합니다. 전조 이상상태를 부여하고 데미지 추적을 시작합니다.
/// </summary>
private void StartChargeWait(PatternStep step)
{
isChargeWaiting = true;
activeChargeData = step.ChargeData;
chargeEndTime = Time.time + step.Duration;
chargeAccumulatedDamage = 0f;
float damageRatio = activeChargeData != null ? activeChargeData.RequiredDamageRatio : 0.1f;
chargeRequiredDamage = bossEnemy.MaxHealth * damageRatio;
chargeTelegraphApplied = false;
if (enemyBase != null)
enemyBase.OnDamageTaken += OnChargeDamageTaken;
if (activeChargeData != null && activeChargeData.TelegraphAbnormality != null && abnormalityManager != null)
{
abnormalityManager.ApplyAbnormality(activeChargeData.TelegraphAbnormality, GameObject);
chargeTelegraphApplied = true;
}
LogDebug($"충전 대기 시작: 필요 피해={chargeRequiredDamage:F1} / 대기={step.Duration:F1}s");
}
/// <summary>
/// 충전 대기를 종료합니다. 전조 이상상태를 제거하고 데미지 추적을 해제합니다.
/// </summary>
private void EndChargeWait(bool broken)
{
isChargeWaiting = false;
if (enemyBase != null)
enemyBase.OnDamageTaken -= OnChargeDamageTaken;
if (chargeTelegraphApplied && abnormalityManager != null && activeChargeData != null
&& activeChargeData.TelegraphAbnormality != null)
{
abnormalityManager.RemoveAbnormality(activeChargeData.TelegraphAbnormality);
chargeTelegraphApplied = false;
}
if (broken && activeChargeData != null)
{
runtimeState.LastChargeStaggerDuration = activeChargeData.StaggerDuration;
}
activeChargeData = null;
}
/// <summary>
/// 충전 중 보스가 받은 피해를 누적합니다.
/// </summary>
private void OnChargeDamageTaken(float damage)
{
if (!isChargeWaiting || damage <= 0f)
return;
chargeAccumulatedDamage += damage;
}
private bool IsReady()
{
return bossEnemy != null && enemyBase != null && skillController != null && runtimeState != null;
}
private void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GameObject.GetComponent<BossEnemy>();
if (enemyBase == null)
enemyBase = GameObject.GetComponent<EnemyBase>();
if (skillController == null)
skillController = GameObject.GetComponent<SkillController>();
if (runtimeState == null)
runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (navMeshAgent == null)
navMeshAgent = GameObject.GetComponent<UnityEngine.AI.NavMeshAgent>();
if (abnormalityManager == null)
abnormalityManager = GameObject.GetComponent<AbnormalityManager>();
}
private void ClearRuntimeState()
{
if (isChargeWaiting)
EndChargeWait(broken: false);
runtimeState?.SetCurrentPatternSkillBoundary(false, false);
activePattern = null;
activeTarget = null;
currentStepIndex = 0;
isWaiting = false;
isSkillStepExecuting = false;
waitEndTime = 0f;
}
/// <summary>
/// BT 관찰자 재평가로 노드가 다시 시작될 때 현재 패턴 실행 상태를 유지해야 하는지 판단합니다.
/// </summary>
private bool ShouldPreserveExecutionState()
{
if (!IsReady() || activePattern == null || runtimeState == null || !runtimeState.IsExecutingPattern)
return false;
if (runtimeState.IsBehaviorSuppressed || bossEnemy.IsDead)
return false;
return true;
}
private bool IsFirstSkillStep(int stepIndex)
{
if (activePattern == null || activePattern.Steps == null)
return false;
for (int i = 0; i < activePattern.Steps.Count; i++)
{
PatternStep candidate = activePattern.Steps[i];
if (candidate != null && candidate.Type == PatternStepType.Skill && candidate.Skill != null)
return i == stepIndex;
}
return false;
}
private bool IsLastSkillStep(int stepIndex)
{
if (activePattern == null || activePattern.Steps == null)
return false;
for (int i = activePattern.Steps.Count - 1; i >= 0; i--)
{
PatternStep candidate = activePattern.Steps[i];
if (candidate != null && candidate.Type == PatternStepType.Skill && candidate.Skill != null)
return i == stepIndex;
}
return false;
}
private Status FinalizeResolvedPattern(BossPatternExecutionResult result)
{
runtimeState?.CompletePatternExecution(activePattern, result);
if (result == BossPatternExecutionResult.Failed && ContinueSequenceOnResolvedFailure)
return Status.Success;
return Status.Success;
}
private Status FinalizePatternFailure(BossPatternExecutionResult result)
{
runtimeState?.CompletePatternExecution(activePattern, result);
return Status.Failure;
}
}