Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SignatureFailureEffectsAction.cs
dal4segno 205b20e4e6 feat: 드로그 기본 루프 게이트를 BT로 이관
- 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
2026-04-10 09:22:56 +09:00

105 lines
3.8 KiB
C#

using System;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
/// 필요한 수치는 BT 노드 필드에서 직접 설정합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Signature Failure Effects",
story: "패턴 완료 범위 효과 적용",
category: "Action",
id: "c3d4e5f6-1111-2222-3333-777788889999")]
public partial class SignatureFailureEffectsAction : Action
{
[SerializeReference]
public BlackboardVariable<float> FailureDamage = new BlackboardVariable<float>(40f);
[SerializeReference]
public BlackboardVariable<AbnormalityData> FailureAbnormality;
[SerializeReference]
public BlackboardVariable<float> KnockbackRadius = new BlackboardVariable<float>(8f);
[SerializeReference]
public BlackboardVariable<float> DownRadius = new BlackboardVariable<float>(3f);
[SerializeReference]
public BlackboardVariable<float> KnockbackSpeed = new BlackboardVariable<float>(12f);
[SerializeReference]
public BlackboardVariable<float> KnockbackDuration = new BlackboardVariable<float>(0.35f);
[SerializeReference]
public BlackboardVariable<float> DownDuration = new BlackboardVariable<float>(2f);
protected override Status OnStart()
{
ApplyFailureEffects();
return Status.Success;
}
private void ApplyFailureEffects()
{
float failureDamage = Mathf.Max(0f, FailureDamage?.Value ?? 0f);
AbnormalityData failureAbnormality = FailureAbnormality?.Value;
float knockbackRadius = Mathf.Max(0f, KnockbackRadius?.Value ?? 0f);
float downRadius = Mathf.Max(0f, DownRadius?.Value ?? 0f);
float knockbackSpeed = Mathf.Max(0f, KnockbackSpeed?.Value ?? 0f);
float knockbackDuration = Mathf.Max(0f, KnockbackDuration?.Value ?? 0f);
float downDuration = Mathf.Max(0f, DownDuration?.Value ?? 0f);
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject target = player.gameObject;
player.TakeDamage(failureDamage, GameObject);
if (failureAbnormality != null)
{
AbnormalityManager targetAbnormalityManager = target.GetComponent<AbnormalityManager>();
targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
}
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
continue;
float distance = Vector3.Distance(GameObject.transform.position, target.transform.position);
if (distance <= downRadius)
{
hitReactionController.ApplyDown(downDuration);
continue;
}
if (distance > knockbackRadius)
continue;
Vector3 knockbackDirection = target.transform.position - GameObject.transform.position;
knockbackDirection.y = 0f;
if (knockbackDirection.sqrMagnitude < 0.0001f)
{
knockbackDirection = GameObject.transform.forward;
}
hitReactionController.ApplyKnockback(knockbackDirection.normalized * knockbackSpeed, knockbackDuration);
}
CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
}
}