Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/RefreshPrimaryTargetAction.cs
dal4segno abfc43ae76 fix: 플레이어 접촉 이동과 타깃 표면 추적 보정
- TargetSurfaceUtility를 추가해 플레이어와 적의 실제 충돌 표면 기준으로 거리, 방향, 목적지를 계산

- 플레이어 이동과 적 루트모션, 추적 로직에서 접촉 시 수평 이동을 제한해 겹침과 밀어내기 문제를 완화

- 드로그 AI 거리 판정 노드들이 표면 거리 기준을 사용하도록 맞춰 사거리 분기 오차를 줄임
2026-04-09 23:22:28 +09:00

94 lines
3.2 KiB
C#

using System;
using Colosseum;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 보스의 주 대상을 갱신하는 공통 Behavior Action입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Refresh Primary Target",
story: "보스 주 대상을 [Target] ",
category: "Action",
id: "b7dbb1fc0c0d451795e9f02d6f4d3930")]
public partial class RefreshPrimaryTargetAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> SearchRange = new BlackboardVariable<float>(0f);
protected override Status OnStart()
{
BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (runtimeState != null && runtimeState.IsBehaviorSuppressed)
return Status.Failure;
EnemyBase enemyBase = GameObject.GetComponent<EnemyBase>();
if (enemyBase == null)
return Status.Failure;
GameObject currentTarget = Target != null ? Target.Value : null;
float searchRange = ResolveSearchRange(enemyBase);
GameObject resolvedTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, searchRange);
if (resolvedTarget == null)
resolvedTarget = FindNearestLivingTarget(enemyBase, currentTarget, searchRange);
if (Target != null)
Target.Value = resolvedTarget;
runtimeState?.SetCurrentTarget(resolvedTarget);
runtimeState?.LogDebug(nameof(RefreshPrimaryTargetAction), resolvedTarget != null
? $"주 대상 갱신: {resolvedTarget.name}"
: "주 대상 갱신 실패");
return resolvedTarget != null ? Status.Success : Status.Failure;
}
private float ResolveSearchRange(EnemyBase enemyBase)
{
if (SearchRange != null && SearchRange.Value > 0f)
return SearchRange.Value;
return enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
}
private GameObject FindNearestLivingTarget(EnemyBase enemyBase, GameObject currentTarget, float searchRange)
{
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
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;
if (Team.IsSameTeam(GameObject, candidate))
continue;
float distance = TargetSurfaceUtility.GetHorizontalSurfaceDistance(GameObject.transform.position, candidate);
if (distance > searchRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget != null ? nearestTarget : currentTarget;
}
}