Files
Colosseum/Assets/_Game/Scripts/Editor/RebuildDrogBehaviorAuthoringGraph.cs
dal4segno c6fc56e9c6 refactor: 드로그 BT 의사결정 투명화 — 모든 조건을 BT 노드로 표시
- BossCombatPatternRole enum 완전 제거, BossPatternData에 직접 필드 추가
- 14개 패턴별 Check*/Use*Action → CheckPatternReadyCondition + UsePatternByRoleAction으로 통합
- BT 계단식 Branch 체인 구조 도입 (BranchingConditionComposite + FloatingPort)
- 패턴별 고유 전제 조건을 BT Condition으로 분리
  - Punish: IsDownedTargetInRangeCondition (다운 대상 반경)
  - Mobility: IsTargetBeyondDistanceCondition (원거리 대상)
  - Utility: IsTargetBeyondDistanceCondition (원거리 대상)
  - Primary: IsTargetInAttackRangeCondition (사거리 이내)
- Phase 진입 조건을 BT에서 확인 가능하도록 IsMinPhaseSatisfiedCondition 추가
- IsPatternReady()에서 minPhase 체크 분리 → 전용 Condition으로 노출
- Secondary 패턴 개념 제거 (secondaryPattern, 보조 차례, 교대 카운터 로직 전부 삭제)
- CanResolvePatternTargetCondition 삭제 (7개 중 5개가 노이즈)
- RebuildDrogBehaviorAuthoringGraph로 BT 에셋 자동 재구성 메뉴 제공
2026-03-30 15:34:21 +09:00

1002 lines
56 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Colosseum.AI;
using Colosseum.AI.BehaviorActions.Conditions;
using Colosseum.Enemy;
using UnityEditor;
using UnityEngine;
namespace Colosseum.Editor
{
/// <summary>
/// 드로그 Behavior Graph authoring 자산을 현재 BT 우선순위 구조로 재생성합니다.
/// Check 노드는 ConditionalGuardAction + Condition 조합으로 구현됩니다.
/// </summary>
public static class RebuildDrogBehaviorAuthoringGraph
{
private const string GraphAssetPath = "Assets/_Game/AI/BT_Drog.asset";
[MenuItem("Tools/Colosseum/Rebuild Drog Behavior Authoring Graph")]
private static void Rebuild()
{
UnityEngine.Object graphAsset = AssetDatabase.LoadMainAssetAtPath(GraphAssetPath);
if (graphAsset == null)
{
// 에셋이 없으면 기존 에셋 경로의 타입을 리플렉션으로 찾아 생성합니다.
// BehaviorAuthoringGraph는 Unity.Behavior.Editor 어셈블리에 있습니다.
Type authoringGraphType = null;
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
authoringGraphType = assembly.GetType("Unity.Behavior.Authoring.BehaviorAuthoringGraph");
if (authoringGraphType != null)
break;
}
if (authoringGraphType == null)
{
Debug.LogError("[DrogBTRebuild] BehaviorAuthoringGraph 타입을 모든 어셈블리에서 찾지 못했습니다.");
return;
}
graphAsset = ScriptableObject.CreateInstance(authoringGraphType);
if (graphAsset == null)
{
Debug.LogError("[DrogBTRebuild] BehaviorAuthoringGraph 인스턴스를 생성할 수 없습니다.");
return;
}
AssetDatabase.CreateAsset(graphAsset, GraphAssetPath);
AssetDatabase.SaveAssets();
Debug.Log("[DrogBTRebuild] 새 그래프 자산을 생성했습니다.");
}
try
{
Type authoringGraphType = graphAsset.GetType();
Assembly authoringAssembly = authoringGraphType.Assembly;
Assembly runtimeAssembly = typeof(Unity.Behavior.BehaviorGraph).Assembly;
// 기본 리플렉션 메서드
MethodInfo createNodeMethod = authoringGraphType.BaseType?.GetMethod("CreateNode", BindingFlags.Instance | BindingFlags.Public);
MethodInfo connectEdgeMethod = authoringGraphType.BaseType?.GetMethod("ConnectEdge", BindingFlags.Instance | BindingFlags.Public);
MethodInfo createNodePortsMethod = authoringGraphType.BaseType?.GetMethod("CreateNodePortsForNode", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
MethodInfo buildRuntimeGraphMethod = authoringGraphType.GetMethod("BuildRuntimeGraph", BindingFlags.Instance | BindingFlags.Public);
MethodInfo saveAssetMethod = authoringGraphType.BaseType?.GetMethod("SaveAsset", BindingFlags.Instance | BindingFlags.Public);
MethodInfo setAssetDirtyMethod = authoringGraphType.BaseType?.GetMethod("SetAssetDirty", BindingFlags.Instance | BindingFlags.Public);
MethodInfo getNodeInfoMethod = authoringAssembly.GetType("Unity.Behavior.NodeRegistry", true)
?.GetMethod("GetInfo", BindingFlags.Static | BindingFlags.NonPublic);
if (createNodeMethod == null || connectEdgeMethod == null || buildRuntimeGraphMethod == null || saveAssetMethod == null || setAssetDirtyMethod == null || getNodeInfoMethod == null)
{
Debug.LogError("[DrogBTRebuild] Behavior Authoring 리플렉션 메서드를 찾지 못했습니다.");
return;
}
// ConditionalGuard 리플렉션 타입 (internal)
Type conditionalGuardType = runtimeAssembly.GetType("Unity.Behavior.ConditionalGuardAction");
Type conditionUtilityType = authoringAssembly.GetType("Unity.Behavior.ConditionUtility");
Type conditionModelType = authoringAssembly.GetType("Unity.Behavior.ConditionModel");
Type graphNodeModelType = authoringAssembly.GetType("Unity.Behavior.BehaviorGraphNodeModel");
Type conditionInfoType = authoringAssembly.GetType("Unity.Behavior.ConditionInfo");
if (conditionalGuardType == null) { Debug.LogError("[DrogBTRebuild] ConditionalGuardAction 타입을 찾지 못했습니다."); return; }
if (conditionUtilityType == null) { Debug.LogError("[DrogBTRebuild] ConditionUtility 타입을 찾지 못했습니다."); return; }
if (conditionModelType == null) { Debug.LogError("[DrogBTRebuild] ConditionModel 타입을 찾지 못했습니다."); return; }
if (graphNodeModelType == null) { Debug.LogError("[DrogBTRebuild] BehaviorGraphNodeModel 타입을 찾지 못했습니다."); return; }
if (conditionInfoType == null)
{
Debug.LogError("[DrogBTRebuild] ConditionInfo 타입을 찾지 못했습니다.");
return;
}
Type branchCompositeType = runtimeAssembly.GetType("Unity.Behavior.BranchingConditionComposite");
if (branchCompositeType == null)
{
Debug.LogError("[DrogBTRebuild] BranchingConditionComposite 타입을 찾지 못했습니다.");
return;
}
// SetField(string, VariableModel, Type) — 제네릭 버전과 구분하기 위해 파라미터 수로 필터링
MethodInfo setFieldMethod = conditionModelType.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && !m.IsGenericMethod && m.GetParameters().Length == 3);
// SetField<T>(string, T) — BehaviorGraphNodeModel 기반 클래스에서 조회 (ConditionModel과 Action 노드 모두 사용)
MethodInfo setFieldValueMethod = graphNodeModelType.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
if (setFieldMethod == null)
{
Debug.LogError("[DrogBTRebuild] ConditionModel.SetField 메서드를 찾지 못했습니다.");
return;
}
if (setFieldValueMethod == null)
{
Debug.LogError("[DrogBTRebuild] SetField<T> 제네릭 메서드를 찾지 못했습니다.");
return;
}
// 기존 에셋의 서브에셋(BehaviorGraph 등)에서 깨진 managed references 클리어
Type behaviorGraphType = typeof(Unity.Behavior.BehaviorGraph);
UnityEngine.Object[] subAssets = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath);
foreach (var subAsset in subAssets)
{
if (subAsset != null && subAsset.GetType() == behaviorGraphType)
{
UnityEditor.SerializationUtility.ClearAllManagedReferencesWithMissingTypes(subAsset);
EditorUtility.SetDirty(subAsset);
}
}
// AuthoringGraph 자체에서도 깨진 references 클리어
UnityEditor.SerializationUtility.ClearAllManagedReferencesWithMissingTypes(graphAsset);
// 노드 클리어 — 전체 타입 계층에서 필드 찾기
FieldInfo nodesField = FindFieldInHierarchy(authoringGraphType, "m_RootNodes");
if (nodesField == null)
{
Debug.LogError("[DrogBTRebuild] m_RootNodes 필드를 타입 계층 전체에서 찾지 못했습니다.");
return;
}
nodesField.SetValue(graphAsset, Activator.CreateInstance(nodesField.FieldType));
FieldInfo nodesListField = FindFieldInHierarchy(authoringGraphType, "m_Nodes");
if (nodesListField != null)
nodesListField.SetValue(graphAsset, Activator.CreateInstance(nodesListField.FieldType));
FieldInfo nodeModelsInfoField = FindFieldInHierarchy(authoringGraphType, "m_NodeModelsInfo");
if (nodeModelsInfoField != null)
nodeModelsInfoField.SetValue(graphAsset, Activator.CreateInstance(nodeModelsInfoField.FieldType));
FieldInfo runtimeGraphField = FindFieldInHierarchy(authoringGraphType, "m_RuntimeGraph");
if (runtimeGraphField != null)
runtimeGraphField.SetValue(graphAsset, null);
// 클리어 후 에셋을 저장하고 다시 로드하여 잔류 참조가 메모리에 남지 않게 합니다.
EditorUtility.SetDirty(graphAsset);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
// 에셋을 다시 로드 (직렬화된 상태에서 로드하여 클리어 상태 확보)
graphAsset = AssetDatabase.LoadMainAssetAtPath(GraphAssetPath);
if (graphAsset == null)
{
Debug.LogError("[DrogBTRebuild] 에셋 재로드 실패.");
return;
}
authoringGraphType = graphAsset.GetType();
object targetVariable = FindBlackboardVariableModel("Target");
if (targetVariable == null)
{
Debug.LogError("[DrogBTRebuild] Target 블랙보드 변수를 찾지 못했습니다.");
return;
}
// 구조 노드
object startNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.Start", true), new Vector2(420f, -800f));
object repeatNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.RepeaterModifier", true), new Vector2(420f, -620f));
// ── 프리팹에서 패턴 에셋 로드 ──
const string prefabPath = "Assets/_Game/Prefabs/Bosses/Prefab_Boss_Drog.prefab";
GameObject prefab = AssetDatabase.LoadMainAssetAtPath(prefabPath) as GameObject;
BossCombatBehaviorContext context = prefab?.GetComponent<BossCombatBehaviorContext>();
if (context == null)
{
Debug.LogError("[DrogBTRebuild] 드로그 프리팹에서 BossCombatBehaviorContext를 찾지 못했습니다.");
return;
}
// protected 필드에서 BossPatternData 에셋 읽기 (리플렉션)
BossPatternData punishPattern = ReadProtectedField<BossPatternData>(context, "punishPattern");
BossPatternData signaturePattern = ReadProtectedField<BossPatternData>(context, "signaturePattern");
BossPatternData mobilityPattern = ReadProtectedField<BossPatternData>(context, "mobilityPattern");
BossPatternData comboPattern = ReadProtectedField<BossPatternData>(context, "comboPattern");
BossPatternData primaryPattern = ReadProtectedField<BossPatternData>(context, "primaryPattern");
BossPatternData utilityPattern = ReadProtectedField<BossPatternData>(context, "utilityPattern");
float punishSearchRadius = ReadProtectedFieldValue<float>(context, "punishSearchRadius", 6f);
// 필수 패턴 검증 (combo는 선택 — 할당되지 않은 경우 해당 Branch만 생략)
if (punishPattern == null || signaturePattern == null || mobilityPattern == null ||
primaryPattern == null || utilityPattern == null)
{
Debug.LogError("[DrogBTRebuild] 프리팹에서 필수 패턴 에셋을 읽지 못했습니다.");
return;
}
if (comboPattern == null)
Debug.LogWarning("[DrogBTRebuild] comboPattern이 할당되지 않았습니다. 해당 Branch를 생략합니다.");
// ── 계단식 우선순위 체인 ──
// 설계안 우선순위: 다운 추가타 > 도약 > 집행 개시 > 기본 루프 > 조합 > 유틸리티
// 각 Branch: CheckPatternReady → true → UsePatternByRole
// false → 다음 우선순위 Branch 시도
// 마지막까지 모든 조건이 false이면 Chase (fallback)
//
// 연결 흐름: Branch.True → FloatingPort(True).InputPort → FloatingPort(True).OutputPort → Action.InputPort
// CreateNodePortsForNode를 호출하여 FloatingPortNodeModel을 자동 생성해야 합니다.
//
// 레이아웃 패턴 (사용자 조정 기준):
// Branch: (-800, y)
// True Floating: (-597, y + 110)
// False Floating: (-1011, y + 114)
// Action: (-598, y + 199)
const float branchX = -800f;
const float truePortOffsetX = 203f;
const float truePortOffsetY = 110f;
const float falsePortOffsetX = -211f;
const float falsePortOffsetY = 114f;
const float actionOffsetX = 202f;
const float actionOffsetY = 199f;
const float startY = -800f;
const float stepY = 220f;
// #1 Punish — 다운 추가타 (전제 조건: 다운된 대상이 반경 이내에 있어야 함)
object downBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY));
AttachPatternReadyCondition(downBranch, punishPattern, authoringAssembly);
AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "searchRadius", punishSearchRadius, authoringAssembly);
AttachPhaseConditionIfNeeded(downBranch, punishPattern, authoringAssembly);
SetBranchRequiresAll(downBranch, true);
object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + actionOffsetY));
SetNodeFieldValue(downUseNode, "Pattern", punishPattern, setFieldValueMethod);
LinkTarget(downUseNode, targetVariable);
// #2 Mobility — 도약 (전제 조건: 지나치게 먼 대상이 존재해야 함)
float mobilityTriggerDistance = ReadProtectedFieldValue<float>(context, "mobilityTriggerDistance", 8f);
object leapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY));
AttachPatternReadyCondition(leapBranch, mobilityPattern, authoringAssembly);
AttachConditionWithValue(leapBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", mobilityTriggerDistance, authoringAssembly);
AttachPhaseConditionIfNeeded(leapBranch, mobilityPattern, authoringAssembly);
SetBranchRequiresAll(leapBranch, true);
object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY + actionOffsetY));
SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
LinkTarget(leapUseNode, targetVariable);
// #3 Signature — 집행 개시
object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
AttachPatternReadyCondition(signatureBranch, signaturePattern, authoringAssembly);
AttachPhaseConditionIfNeeded(signatureBranch, signaturePattern, authoringAssembly);
object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 2 + actionOffsetY));
SetNodeFieldValue(signatureUseNode, "Pattern", signaturePattern, setFieldValueMethod);
LinkTarget(signatureUseNode, targetVariable);
// #4 Combo — 콤보 패턴 (드문 조합, 선택적)
object comboBranch = null;
object comboUseNode = null;
if (comboPattern != null)
{
comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 3));
AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly);
AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly);
comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 3 + actionOffsetY));
SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod);
LinkTarget(comboUseNode, targetVariable);
}
// #5 Primary — 사거리 + 기본 패턴 준비 (모두 충족)
object primaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 4));
object primaryRangeCondModel = AttachCondition(primaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
if (primaryRangeCondModel != null) setFieldMethod.Invoke(primaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
AttachPatternReadyCondition(primaryBranch, primaryPattern, authoringAssembly);
AttachPhaseConditionIfNeeded(primaryBranch, primaryPattern, authoringAssembly);
SetBranchRequiresAll(primaryBranch, true);
object primaryUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 4 + actionOffsetY));
SetNodeFieldValue(primaryUseNode, "Pattern", primaryPattern, setFieldValueMethod);
LinkTarget(primaryUseNode, targetVariable);
// #6 Utility — 유틸리티 (전제 조건: 원거리 대상이 존재해야 함)
float utilityTriggerDistance = ReadProtectedFieldValue<float>(context, "utilityTriggerDistance", 5f);
object utilityBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 5));
AttachPatternReadyCondition(utilityBranch, utilityPattern, authoringAssembly);
AttachConditionWithValue(utilityBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", utilityTriggerDistance, authoringAssembly);
AttachPhaseConditionIfNeeded(utilityBranch, utilityPattern, authoringAssembly);
SetBranchRequiresAll(utilityBranch, true);
object utilityUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 5 + actionOffsetY));
SetNodeFieldValue(utilityUseNode, "Pattern", utilityPattern, setFieldValueMethod);
LinkTarget(utilityUseNode, targetVariable);
// #7 Chase — fallback (Branch 아님, Sequence 사용)
object chaseSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true), new Vector2(branchX, startY + stepY * 6));
object chaseRefreshNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(RefreshPrimaryTargetAction), new Vector2(branchX + 160f, startY + stepY * 6 + 80f));
object chaseHasTargetNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ValidateTargetAction), new Vector2(branchX + 320f, startY + stepY * 6 + 80f));
object chaseUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(ChaseTargetAction), new Vector2(branchX + 480f, startY + stepY * 6 + 80f));
// ── FloatingPortNodeModel 생성 + 위치 보정 ──
// Branch 노드의 NamedPort(True/False)에 대해 FloatingPortNodeModel을 생성합니다.
// CreateNodePortsForNode는 기본 위치(Branch + 200px Y)를 사용하므로, 생성 후 사용자 조정 기준 위치로 이동합니다.
var allBranches = new List<object> { downBranch, leapBranch, signatureBranch };
if (comboBranch != null) allBranches.Add(comboBranch);
allBranches.AddRange(new[] { primaryBranch, utilityBranch });
foreach (object branch in allBranches)
{
createNodePortsMethod?.Invoke(graphAsset, new object[] { branch });
}
// FloatingPortNodeModel 위치를 사용자 조정 기준으로 보정
foreach (object branch in allBranches)
{
// Branch의 현재 위치 읽기 (Position은 public 필드)
FieldInfo posField = branch.GetType().GetField("Position", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (posField == null) continue;
Vector2 branchPos = (Vector2)posField.GetValue(branch);
// FloatingPortNodeModel에서 PortName이 "True"/"False"인 것을 찾아 위치 수정
SetFloatingPortPosition(graphAsset, branch, "True", branchPos.x + truePortOffsetX, branchPos.y + truePortOffsetY);
SetFloatingPortPosition(graphAsset, branch, "False", branchPos.x + falsePortOffsetX, branchPos.y + falsePortOffsetY);
}
// ── 연결 ──
// Start → Repeater → 첫 번째 Branch
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(startNode), GetDefaultInputPort(repeatNode));
Connect(graphAsset, connectEdgeMethod, GetDefaultOutputPort(repeatNode), GetDefaultInputPort(downBranch));
// 각 Branch의 True FloatingPort → Action
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureUseNode);
if (comboBranch != null)
ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "True", primaryUseNode);
ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "True", utilityUseNode);
// 각 Branch의 False FloatingPort → 다음 우선순위 (계단식 체인)
// combo 유무에 따라 연결 경로가 달라짐
object afterSignature = comboBranch ?? primaryBranch;
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "False", leapBranch);
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "False", signatureBranch);
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "False", afterSignature);
if (comboBranch != null)
ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "False", primaryBranch);
ConnectBranch(graphAsset, connectEdgeMethod, primaryBranch, "False", utilityBranch);
ConnectBranch(graphAsset, connectEdgeMethod, utilityBranch, "False", chaseSequence);
// Chase Sequence 자식 연결
ConnectChildren(graphAsset, connectEdgeMethod, chaseSequence, chaseRefreshNode, chaseHasTargetNode, chaseUseNode);
// Chase 노드 블랙보드 변수 연결
LinkTarget(chaseRefreshNode, targetVariable);
LinkTarget(chaseHasTargetNode, targetVariable);
LinkTarget(chaseUseNode, targetVariable);
// 저장
SetStartRepeatFlags(startNode, repeat: true, allowMultipleRepeatsPerTick: false);
setAssetDirtyMethod.Invoke(graphAsset, new object[] { true });
AssetDatabase.SaveAssets();
// BuildRuntimeGraph는 에셋이 직렬화된 후 AssetDatabase.ImportAsset으로 재임포트하여
// OnValidate/AssetPostprocessor에서 자동 빌드되게 합니다.
string assetPath = AssetDatabase.GetAssetPath(graphAsset);
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
saveAssetMethod.Invoke(graphAsset, null);
AssetDatabase.SaveAssets();
Debug.Log("[DrogBTRebuild] 드로그 Behavior Graph authoring 자산 재구성이 완료되었습니다.");
}
catch (Exception exception)
{
Debug.LogException(exception);
}
}
/// <summary>
/// ConditionalGuardAction 노드를 생성하고 지정된 Condition을 부착합니다.
/// </summary>
private static object CreateConditionalGuard(
UnityEngine.Object graphAsset,
MethodInfo createNodeMethod,
MethodInfo getNodeInfoMethod,
Type conditionalGuardType,
Type conditionType,
Vector2 position,
Assembly authoringAssembly)
{
object guardNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, conditionalGuardType, position);
AttachCondition(guardNode, conditionType, authoringAssembly);
return guardNode;
}
/// <summary>
/// ConditionalGuardAction 노드를 생성하고, 블랙보드 변수 참조가 있는 Condition을 부착합니다.
/// </summary>
private static object CreateConditionalGuardWithField(
UnityEngine.Object graphAsset,
MethodInfo createNodeMethod,
MethodInfo getNodeInfoMethod,
Type conditionalGuardType,
MethodInfo setFieldMethod,
Type conditionType,
object targetVariable,
Vector2 position,
Assembly authoringAssembly)
{
object guardNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, conditionalGuardType, position);
object conditionModel = AttachCondition(guardNode, conditionType, authoringAssembly);
// Condition의 Target 필드를 블랙보드 변수에 연결
// SetField는 GetOrCreateField를 호출하여 m_FieldValues에 FieldModel을 생성합니다.
if (conditionModel != null && targetVariable != null)
{
try
{
setFieldMethod.Invoke(conditionModel, new object[] { "Target", targetVariable, typeof(GameObject) });
}
catch (Exception ex)
{
Debug.LogError($"[DrogBTRebuild] SetField 'Target' 실패 for {conditionType.Name}: {ex.GetType().Name}: {ex.Message}");
}
}
return guardNode;
}
/// <summary>
/// 노드에 Condition을 부착합니다.
/// ConditionUtility.GetInfoForConditionType를 사용하여 NodeRegistry와 완벽히 동일한
/// ConditionInfo를 획득합니다. 이렇게 하면 TypeID가 레지스트리와 일치하여
/// EnsureFieldValuesAreUpToDate가 정상 동작하고 UpdateConditionModels가
/// ConditionModel을 삭제하지 않습니다.
/// </summary>
private static object AttachCondition(object guardNode, Type conditionType, Assembly authoringAssembly)
{
try
{
// ConditionUtility.GetInfoForConditionType을 사용하여 ConditionInfo 획득
// 이 메서드는 ConditionAttribute에서 GUID를 읽고, Variables를 리플렉션으로 수집합니다.
Type conditionUtilityType = authoringAssembly.GetType("Unity.Behavior.ConditionUtility");
MethodInfo getInfoForTypeMethod = conditionUtilityType?.GetMethod("GetInfoForConditionType", BindingFlags.Static | BindingFlags.NonPublic);
if (getInfoForTypeMethod == null)
{
Debug.LogError("[DrogBTRebuild] ConditionUtility.GetInfoForConditionType 메서드를 찾지 못했습니다.");
return null;
}
object conditionInfo = getInfoForTypeMethod.Invoke(null, new object[] { conditionType });
if (conditionInfo == null)
{
Debug.LogError($"[DrogBTRebuild] GetInfoForConditionType이 null을 반환: {conditionType.Name}");
return null;
}
Type conditionModelType = authoringAssembly.GetType("Unity.Behavior.ConditionModel");
Type graphNodeModelType = authoringAssembly.GetType("Unity.Behavior.BehaviorGraphNodeModel");
if (conditionModelType == null || graphNodeModelType == null)
{
Debug.LogError("[DrogBTRebuild] ConditionModel/BehaviorGraphNodeModel 타입을 찾지 못했습니다.");
return null;
}
// ConditionModel 생성자 가져오기 (internal)
ConstructorInfo conditionModelCtor = conditionModelType.GetConstructor(
BindingFlags.Instance | BindingFlags.NonPublic,
null,
new[] { graphNodeModelType, typeof(Unity.Behavior.Condition), conditionInfo.GetType() },
null);
if (conditionModelCtor == null)
{
Debug.LogWarning("[DrogBTRebuild] ConditionModel 생성자를 찾지 못했습니다.");
return null;
}
object conditionModel = conditionModelCtor.Invoke(new object[] { guardNode, null, conditionInfo });
// ConditionModels 리스트에 추가
PropertyInfo conditionModelsProp = guardNode.GetType().GetProperty("ConditionModels", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (conditionModelsProp != null)
{
IList conditionModels = conditionModelsProp.GetValue(guardNode) as IList;
conditionModels?.Add(conditionModel);
}
else
{
Debug.LogWarning("[DrogBTRebuild] ConditionModels 속성을 찾지 못했습니다.");
}
return conditionModel;
}
catch (Exception ex)
{
Debug.LogError($"[DrogBTRebuild] AttachCondition 실패 ({conditionType.Name}): {ex.GetType().Name}: {ex.Message}");
return null;
}
}
/// <summary>
/// ConditionModel의 필드를 블랙보드 변수에 연결합니다.
/// </summary>
private static void LinkConditionFieldToVariable(object conditionModel, string fieldName, Type fieldType, object variableModel)
{
MethodInfo setFieldMethod = conditionModel.GetType().GetMethod("SetField", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
setFieldMethod?.Invoke(conditionModel, new object[] { fieldName, variableModel, fieldType });
}
/// <summary>
/// Condition을 부착하고, 지정된 enum 필드 값을 설정합니다.
/// CheckPatternReadyCondition처럼 필드 값으로 역할을 구분하는 Condition에 사용합니다.
/// </summary>
private static void AttachConditionWithValue(object guardNode, Type conditionType, string fieldName, object fieldValue, Assembly authoringAssembly)
{
object conditionModel = AttachCondition(guardNode, conditionType, authoringAssembly);
if (conditionModel == null)
{
Debug.LogWarning($"[DrogBTRebuild] AttachConditionWithValue: Condition 생성 실패 ({conditionType.Name})");
return;
}
try
{
// ConditionModel의 실제 타입에서 SetField<T>를 조회
MethodInfo genericSetField = conditionModel.GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
if (genericSetField != null)
{
MethodInfo closedMethod = genericSetField.MakeGenericMethod(fieldValue.GetType());
closedMethod.Invoke(conditionModel, new object[] { fieldName, fieldValue });
}
else
{
Debug.LogWarning($"[DrogBTRebuild] SetField<T>를 찾지 못해 '{fieldName}' 필드를 설정하지 못했습니다.");
}
}
catch (Exception ex)
{
Debug.LogError($"[DrogBTRebuild] AttachConditionWithValue 실패 ({conditionType.Name}.{fieldName}): {ex.GetType().Name}: {ex.Message}");
}
}
/// <summary>
/// 노드 모델의 지정된 enum 필드 값을 설정합니다.
/// UsePatternByRoleAction처럼 필드 값으로 역할을 구분하는 Action에 사용합니다.
/// </summary>
private static void SetNodeFieldValue(object nodeModel, string fieldName, object fieldValue, MethodInfo setFieldValueMethod)
{
if (setFieldValueMethod == null)
{
Debug.LogWarning("[DrogBTRebuild] SetNodeFieldValue: setFieldValueMethod이 null입니다.");
return;
}
try
{
// 실제 노드 모델 타입에서 SetField<T>를 직접 조회하여 타입 불일치 방지
MethodInfo genericMethod = nodeModel.GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
if (genericMethod == null)
{
Debug.LogWarning($"[DrogBTRebuild] SetNodeFieldValue: SetField<T>를 {nodeModel.GetType().Name}에서 찾지 못했습니다.");
return;
}
MethodInfo closedMethod = genericMethod.MakeGenericMethod(fieldValue.GetType());
closedMethod.Invoke(nodeModel, new object[] { fieldName, fieldValue });
}
catch (Exception ex)
{
Debug.LogError($"[DrogBTRebuild] SetNodeFieldValue 실패 ({nodeModel.GetType().Name}.{fieldName}): {ex.GetType().Name}: {ex.Message}");
}
}
private static object CreateNode(UnityEngine.Object graphAsset, MethodInfo createNodeMethod, MethodInfo getNodeInfoMethod, Type runtimeType, Vector2 position)
{
if (runtimeType == null)
throw new InvalidOperationException("[DrogBTRebuild] 런타임 타입이 null입니다.");
object nodeInfo = getNodeInfoMethod.Invoke(null, new object[] { runtimeType });
if (nodeInfo == null)
throw new InvalidOperationException($"[DrogBTRebuild] NodeInfo를 찾지 못했습니다: {runtimeType.FullName}");
Type nodeInfoType = nodeInfo.GetType();
FieldInfo modelTypeField = nodeInfoType.GetField("ModelType", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
object serializableType = modelTypeField?.GetValue(nodeInfo);
PropertyInfo serializableTypeValueProperty = serializableType?.GetType().GetProperty("Type", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
Type modelType = serializableTypeValueProperty?.GetValue(serializableType) as Type;
if (modelType == null)
throw new InvalidOperationException($"[DrogBTRebuild] ModelType을 찾지 못했습니다: {runtimeType.FullName}");
return createNodeMethod.Invoke(graphAsset, new object[] { modelType, position, null, new object[] { nodeInfo } });
}
private static void ConnectChildren(UnityEngine.Object graphAsset, MethodInfo connectEdgeMethod, object parentNode, params object[] children)
{
object outputPort = GetDefaultOutputPort(parentNode);
for (int i = 0; i < children.Length; i++)
{
Connect(graphAsset, connectEdgeMethod, outputPort, GetDefaultInputPort(children[i]));
}
}
private static void Connect(UnityEngine.Object graphAsset, MethodInfo connectEdgeMethod, object outputPort, object inputPort)
{
if (outputPort == null || inputPort == null)
throw new InvalidOperationException("[DrogBTRebuild] 포트 연결 대상이 null입니다.");
connectEdgeMethod.Invoke(graphAsset, new[] { outputPort, inputPort });
}
private static object GetDefaultInputPort(object node)
{
return GetDefaultPort(node, "TryDefaultInputPortModel");
}
private static object GetDefaultOutputPort(object node)
{
return GetDefaultPort(node, "TryDefaultOutputPortModel");
}
private static object GetDefaultPort(object node, string methodName)
{
MethodInfo method = node.GetType().GetMethod(methodName, BindingFlags.Instance | BindingFlags.Public);
object[] parameters = { null };
bool success = method != null && (bool)method.Invoke(node, parameters);
return success ? parameters[0] : null;
}
private static object FindBlackboardVariableModel(string variableName)
{
UnityEngine.Object blackboardAsset = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath)
.FirstOrDefault(asset => asset != null && asset.GetType().Name.Contains("BehaviorBlackboardAuthoringAsset", StringComparison.Ordinal));
if (blackboardAsset == null)
return null;
PropertyInfo variablesProperty = blackboardAsset.GetType().GetProperty("Variables", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo variablesField = blackboardAsset.GetType().GetField("m_Variables", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
IEnumerable variables = variablesProperty?.GetValue(blackboardAsset) as IEnumerable ?? variablesField?.GetValue(blackboardAsset) as IEnumerable;
if (variables == null)
return null;
foreach (object variable in variables)
{
if (variable == null)
continue;
PropertyInfo nameProperty = variable.GetType().GetProperty("Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo nameField = variable.GetType().GetField("Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string name = nameProperty?.GetValue(variable) as string ?? nameField?.GetValue(variable) as string;
if (name == variableName)
return variable;
}
return null;
}
private static void LinkTarget(object node, object targetVariable)
{
LinkFieldToVariable(node, "Target", typeof(GameObject), targetVariable);
}
private static void LinkFieldToVariable(object node, string fieldName, Type fieldType, object variableModel)
{
MethodInfo getVariableLinkMethod = node.GetType().GetMethod("GetVariableLink", BindingFlags.Instance | BindingFlags.Public);
object variableLink = getVariableLinkMethod?.Invoke(node, new object[] { fieldName, fieldType });
if (variableLink != null)
{
PropertyInfo blackboardVariableProperty = variableLink.GetType().GetProperty("BlackboardVariable", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
blackboardVariableProperty?.SetValue(variableLink, variableModel);
}
object fieldModel = FindFieldModel(node, fieldName);
if (fieldModel == null)
return;
PropertyInfo linkedVariableProperty = fieldModel.GetType().GetProperty("LinkedVariable", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo linkedVariableField = fieldModel.GetType().GetField("LinkedVariable", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (linkedVariableProperty != null && linkedVariableProperty.CanWrite)
{
linkedVariableProperty.SetValue(fieldModel, variableModel);
}
else
{
linkedVariableField?.SetValue(fieldModel, variableModel);
}
}
private static object FindFieldModel(object node, string fieldName)
{
FieldInfo fieldValuesField = node.GetType().GetField("m_FieldValues", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
PropertyInfo fieldValuesProperty = node.GetType().GetProperty("FieldValues", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
IEnumerable fieldValues = fieldValuesField?.GetValue(node) as IEnumerable ?? fieldValuesProperty?.GetValue(node) as IEnumerable;
if (fieldValues == null)
return null;
foreach (object fieldModel in fieldValues)
{
if (fieldModel == null)
continue;
PropertyInfo fieldNameProperty = fieldModel.GetType().GetProperty("FieldName", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo fieldNameField = fieldModel.GetType().GetField("FieldName", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string currentFieldName = fieldNameProperty?.GetValue(fieldModel) as string ?? fieldNameField?.GetValue(fieldModel) as string;
if (currentFieldName == fieldName)
return fieldModel;
}
return null;
}
private static void SetStartRepeatFlags(object startNode, bool repeat, bool allowMultipleRepeatsPerTick)
{
Type startNodeType = startNode.GetType();
FieldInfo repeatField = startNodeType.GetField("Repeat", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo allowField = startNodeType.GetField("AllowMultipleRepeatsPerTick", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
repeatField?.SetValue(startNode, repeat);
allowField?.SetValue(startNode, allowMultipleRepeatsPerTick);
}
/// <summary>
/// GetField()가 null을 반환하는 문제를 회피하기 위해 전체 타입 계층을 순회하며 필드를 검색합니다.
/// </summary>
private static FieldInfo FindFieldInHierarchy(Type type, string fieldName)
{
Type current = type;
while (current != null)
{
foreach (FieldInfo fi in current.GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic))
{
if (fi.Name == fieldName)
return fi;
}
current = current.BaseType;
}
return null;
}
/// <summary>
/// Branch 노드의 지정된 이름의 출력 포트(PortModel)를 반환합니다.
/// BranchingConditionComposite는 NamedChildren(True, False)을 가지므로
/// 기본 출력 포트 대신 이름 기반 포트를 사용해야 합니다.
/// </summary>
private static object GetNamedOutputPort(object node, string portName)
{
MethodInfo method = node.GetType().GetMethod("FindPortModelByName", BindingFlags.Instance | BindingFlags.Public);
if (method == null)
throw new InvalidOperationException("[DrogBTRebuild] FindPortModelByName 메서드를 찾지 못했습니다.");
object port = method.Invoke(node, new object[] { portName });
if (port == null)
throw new InvalidOperationException($"[DrogBTRebuild] '{portName}' 포트를 찾지 못했습니다.");
return port;
}
/// <summary>
/// Branch의 NamedPort(True/False)를 FloatingPortNodeModel을 경유하여 대상 노드에 연결합니다.
/// 올바른 연결 흐름: Branch.NamedPort → FloatingPort.InputPort → FloatingPort.OutputPort → Target.InputPort
/// </summary>
private static void ConnectBranch(UnityEngine.Object graphAsset, MethodInfo connectEdgeMethod, object branchNode, string portName, object targetNode)
{
// Branch의 NamedPort 찾기
object branchPort = GetNamedOutputPort(branchNode, portName);
// FloatingPortNodeModel 찾기 — Branch의 포트에 연결된 FloatingPortNodeModel을 검색
// FloatingPortNodeModel은 GraphAsset.Nodes에 별도 노드로 저장됩니다.
FieldInfo nodesField = FindFieldInHierarchy(graphAsset.GetType(), "m_Nodes");
if (nodesField == null)
{
// 폴백: 직접 연결 (FloatingPort가 없는 경우)
Connect(graphAsset, connectEdgeMethod, branchPort, GetDefaultInputPort(targetNode));
return;
}
IEnumerable nodes = nodesField.GetValue(graphAsset) as IEnumerable;
if (nodes == null)
{
Connect(graphAsset, connectEdgeMethod, branchPort, GetDefaultInputPort(targetNode));
return;
}
object floatingPortOutput = null;
foreach (object node in nodes)
{
if (node == null) continue;
Type nodeType = node.GetType();
if (!nodeType.Name.Contains("FloatingPortNodeModel")) continue;
// PortName 확인
FieldInfo portNameField = nodeType.GetField("PortName", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string currentPortName = portNameField?.GetValue(node) as string;
if (currentPortName != portName) continue;
// ParentNodeID 확인 — 이 Branch의 자식인지
FieldInfo parentNodeIdField = nodeType.GetField("ParentNodeID", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (parentNodeIdField == null) continue;
object parentNodeIdValue = parentNodeIdField.GetValue(node);
// Branch의 ID와 비교
FieldInfo branchIdField = branchNode.GetType().GetField("ID", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (branchIdField == null) continue;
object branchIdValue = branchIdField.GetValue(branchNode);
if (!parentNodeIdValue.Equals(branchIdValue)) continue;
// FloatingPort의 OutputPort 찾기
PropertyInfo portModelsProp = nodeType.GetProperty("PortModels", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
FieldInfo portModelsField = nodeType.GetField("PortModels", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
IEnumerable portModels = portModelsProp?.GetValue(node) as IEnumerable ?? portModelsField?.GetValue(node) as IEnumerable;
if (portModels == null) continue;
foreach (object port in portModels)
{
if (port == null) continue;
FieldInfo portNameF = port.GetType().GetField("m_Name", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string pName = portNameF?.GetValue(port) as string;
if (pName == "OutputPort")
{
floatingPortOutput = port;
break;
}
}
if (floatingPortOutput != null) break;
}
if (floatingPortOutput != null)
{
Connect(graphAsset, connectEdgeMethod, floatingPortOutput, GetDefaultInputPort(targetNode));
}
else
{
// 폴백: 직접 연결
Connect(graphAsset, connectEdgeMethod, branchPort, GetDefaultInputPort(targetNode));
Debug.LogWarning($"[DrogBTRebuild] FloatingPortNodeModel을 찾지 못해 '{portName}' 포트를 직접 연결합니다.");
}
}
/// <summary>
/// Branch 노드의 RequiresAllConditionsTrue 플래그를 설정합니다.
/// DefaultNodeTransformer가 model.RequiresAllConditionsTrue → runtime.RequiresAllConditions로 복사합니다.
/// </summary>
private static void SetBranchRequiresAll(object branchNode, bool requiresAll)
{
PropertyInfo prop = branchNode.GetType().GetProperty("RequiresAllConditionsTrue", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
prop?.SetValue(branchNode, requiresAll);
}
/// <summary>
/// Branch에 속한 FloatingPortNodeModel의 위치를 설정합니다.
/// Branch의 ID와 PortName으로 FloatingPortNodeModel을 찾아 Position을 변경합니다.
/// </summary>
private static void SetFloatingPortPosition(UnityEngine.Object graphAsset, object branchNode, string portName, float x, float y)
{
// m_Nodes 또는 Nodes에서 FloatingPortNodeModel을 검색
IEnumerable nodes = null;
FieldInfo nodesField = FindFieldInHierarchy(graphAsset.GetType(), "m_Nodes");
if (nodesField != null)
nodes = nodesField.GetValue(graphAsset) as IEnumerable;
if (nodes == null)
{
PropertyInfo nodesProp = graphAsset.GetType().GetProperty("Nodes", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (nodesProp != null)
nodes = nodesProp.GetValue(graphAsset) as IEnumerable;
}
if (nodes == null)
{
Debug.LogWarning("[DrogBTRebuild] SetFloatingPortPosition: Nodes 컬렉션을 찾지 못했습니다.");
return;
}
// Branch의 ID 가져오기
FieldInfo branchIdField = branchNode.GetType().GetField("ID", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (branchIdField == null)
{
Debug.LogWarning("[DrogBTRebuild] SetFloatingPortPosition: ID 필드를 찾지 못했습니다.");
return;
}
object branchIdValue = branchIdField.GetValue(branchNode);
foreach (object node in nodes)
{
if (node == null) continue;
Type nodeType = node.GetType();
if (!nodeType.Name.Contains("FloatingPortNodeModel")) continue;
FieldInfo portNameField = nodeType.GetField("PortName", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
string currentPortName = portNameField?.GetValue(node) as string;
if (currentPortName != portName) continue;
FieldInfo parentNodeIdField = nodeType.GetField("ParentNodeID", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
if (parentNodeIdField == null) continue;
object parentNodeIdValue = parentNodeIdField.GetValue(node);
bool match = parentNodeIdValue != null && parentNodeIdValue.Equals(branchIdValue);
if (!match) continue;
// Position 설정 (Position은 public 필드)
FieldInfo posField = nodeType.GetField("Position", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);
posField?.SetValue(node, new Vector2(x, y));
return;
}
}
/// <summary>
/// 컴포넌트의 protected 필드 값을 읽습니다 (참조 타입용).
/// 프리팹에서 BossPatternData 에셋을 로드할 때 사용합니다.
/// </summary>
private static T ReadProtectedField<T>(object obj, string fieldName) where T : class
{
Type type = obj.GetType();
while (type != null)
{
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (field != null)
return field.GetValue(obj) as T;
type = type.BaseType;
}
Debug.LogError($"[DrogBTRebuild] '{fieldName}' 필드를 {obj.GetType().Name}에서 찾지 못했습니다.");
return null;
}
/// <summary>
/// 컴포넌트의 protected 필드 값을 읽습니다 (값 타입용).
/// </summary>
private static T ReadProtectedFieldValue<T>(object obj, string fieldName, T defaultValue) where T : struct
{
Type type = obj.GetType();
while (type != null)
{
FieldInfo field = type.GetField(fieldName, BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
if (field != null)
return (T)field.GetValue(obj);
type = type.BaseType;
}
return defaultValue;
}
/// <summary>
/// Branch에 CheckPatternReadyCondition을 부착하고 BossPatternData 에셋을 설정합니다.
/// 노드에 패턴명이 표시됩니다 (story의 [Pattern] 치환).
/// </summary>
private static void AttachPatternReadyCondition(object branchNode, BossPatternData pattern, Assembly authoringAssembly)
{
object condModel = AttachCondition(branchNode, typeof(CheckPatternReadyCondition), authoringAssembly);
if (condModel == null)
{
Debug.LogError($"[DrogBTRebuild] CheckPatternReadyCondition 부착 실패: {pattern?.PatternName}");
return;
}
// ConditionModel의 실제 타입에서 SetField<T>를 조회하여 BossPatternData 참조 설정
MethodInfo genericSetField = condModel.GetType().GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
if (genericSetField != null)
{
MethodInfo closedMethod = genericSetField.MakeGenericMethod(typeof(BossPatternData));
closedMethod.Invoke(condModel, new object[] { "Pattern", pattern });
}
else
{
Debug.LogError("[DrogBTRebuild] CheckPatternReadyCondition에서 SetField<T>를 찾지 못했습니다.");
}
}
/// <summary>
/// 패턴의 MinPhase가 1보다 큰 경우, Branch에 IsMinPhaseSatisfiedCondition을 부착합니다.
/// Phase 진입 조건을 BT에서 시각적으로 확인할 수 있습니다.
/// </summary>
private static void AttachPhaseConditionIfNeeded(object branchNode, BossPatternData pattern, Assembly authoringAssembly)
{
if (pattern == null || pattern.MinPhase <= 1)
return;
AttachConditionWithValue(branchNode, typeof(IsMinPhaseSatisfiedCondition), "MinPhase", pattern.MinPhase, authoringAssembly);
}
}
}