Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/UseWeightedReadyPatternAction.cs
dal4segno 7776f7ed05 feat: 드로그 BT 및 전투 패턴 재구성
- 드로그 BT를 페이즈 전환, 부활 트리거, 가중치 근접 패턴 중심으로 재구성

- 땅 울리기 및 콤보-기본기1_3 패턴/스킬/이펙트를 추가하고 기존 평타 파생 자산을 정리

- 드로그 행동 검증용 PlayMode/Editor 테스트와 관련 런타임 상태 추적을 추가
2026-04-09 23:21:38 +09:00

81 lines
3.3 KiB
C#

using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Colosseum.Enemy;
namespace Colosseum.AI.BehaviorActions.Actions
{
/// <summary>
/// 준비된 후보 패턴 중 하나를 가중치 기반으로 선택하고 즉시 실행합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Use Weighted Ready Pattern",
story: "준비된 후보 패턴 중 하나를 가중치 기반으로 선택해 실행",
category: "Action",
id: "6d4fc6fd-0ccd-4d9a-8b86-c602062f78a7")]
public partial class UseWeightedReadyPatternAction : BossPatternActionBase
{
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern1;
[SerializeReference] public BlackboardVariable<float> Weight1 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern2;
[SerializeReference] public BlackboardVariable<float> Weight2 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern3;
[SerializeReference] public BlackboardVariable<float> Weight3 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern4;
[SerializeReference] public BlackboardVariable<float> Weight4 = new BlackboardVariable<float>(1f);
[SerializeReference] public BlackboardVariable<BossPatternData> Pattern5;
[SerializeReference] public BlackboardVariable<float> Weight5 = new BlackboardVariable<float>(1f);
private BossPatternData selectedPattern;
protected override Status OnStart()
{
if (!TrySelectPattern(out selectedPattern))
return Status.Failure;
BossBehaviorRuntimeState context = GameObject.GetComponent<BossBehaviorRuntimeState>();
context?.RegisterPatternUse(selectedPattern);
context?.LogDebug(nameof(UseWeightedReadyPatternAction), $"가중치 패턴 선택 후 실행: {selectedPattern.PatternName}");
return base.OnStart();
}
protected override void OnEnd()
{
selectedPattern = null;
base.OnEnd();
}
protected override bool TryResolvePattern(out BossPatternData pattern, out GameObject target)
{
target = Target != null ? Target.Value : null;
pattern = selectedPattern;
if (pattern == null && !TrySelectPattern(out pattern))
return false;
if (target == null)
return false;
return true;
}
private bool TrySelectPattern(out BossPatternData pattern)
{
WeightedPatternCandidate[] candidates =
{
new WeightedPatternCandidate(Pattern1?.Value, Weight1?.Value ?? 0f),
new WeightedPatternCandidate(Pattern2?.Value, Weight2?.Value ?? 0f),
new WeightedPatternCandidate(Pattern3?.Value, Weight3?.Value ?? 0f),
new WeightedPatternCandidate(Pattern4?.Value, Weight4?.Value ?? 0f),
new WeightedPatternCandidate(Pattern5?.Value, Weight5?.Value ?? 0f),
};
return WeightedPatternSelector.TrySelectReadyPattern(GameObject, candidates, out pattern);
}
}
}