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