Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SignatureFailureEffectsAction.cs
dal4segno 904bc88d36 feat: 드로그 보스 AI 및 런타임 상태 구조 재구성
- 드로그 전투 컨텍스트를 BossBehaviorRuntimeState 중심 구조로 정리하고 BossEnemy, 패턴 액션, 조건 노드가 마지막 실행 결과와 phase 상태를 직접 사용하도록 갱신
- BT_Drog와 재빌드 에디터 스크립트를 확장해 phase 전환, 집행 결과 분기, 거리/쿨타임 기반 패턴 선택을 드로그 전용 자산과 노드 파라미터로 재구성
- 드로그 패턴/스킬/이펙트/애니메이션 플레이스홀더 자산을 재생성하고 보스 프리팹이 새 런타임 상태 및 등록 클립 구성을 참조하도록 정리
2026-04-06 13:56:47 +09:00

95 lines
3.5 KiB
C#

using System;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Enemy;
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.
/// 런타임 상태에 저장된 시그니처 실패 수치를 읽어 범위 효과를 적용하는 BT 노드입니다.
/// </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
{
private BossBehaviorRuntimeState runtimeState;
protected override Status OnStart()
{
runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (runtimeState == null)
{
Debug.LogWarning("[SignatureFailureEffects] BossBehaviorRuntimeState를 찾을 수 없습니다.");
return Status.Failure;
}
ApplyFailureEffects();
return Status.Success;
}
private void ApplyFailureEffects()
{
float failureDamage = runtimeState.SignatureFailureDamage;
AbnormalityData failureAbnormality = runtimeState.SignatureFailureAbnormality;
float knockbackRadius = runtimeState.SignatureFailureKnockbackRadius;
float downRadius = runtimeState.SignatureFailureDownRadius;
float knockbackSpeed = runtimeState.SignatureFailureKnockbackSpeed;
float knockbackDuration = runtimeState.SignatureFailureKnockbackDuration;
float downDuration = runtimeState.SignatureFailureDownDuration;
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");
}
}