Files
Colosseum/Assets/_Game/Scripts/AI/BehaviorActions/Actions/SelectAlternateTargetByDistanceAction.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

149 lines
5.3 KiB
C#

using System;
using System.Collections.Generic;
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>
/// 현재 주 대상이 아닌 다른 원거리 대상을 선택합니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Select Alternate Target By Distance",
story: "주 대상이 아닌 원거리 대상 선택",
category: "Action",
id: "1fe74f607036406c8857c1a23f42c8a2")]
public partial class SelectAlternateTargetByDistanceAction : Action
{
[SerializeReference]
public BlackboardVariable<GameObject> Target;
[SerializeReference]
public BlackboardVariable<float> MinRange = new BlackboardVariable<float>(0f);
[SerializeReference]
public BlackboardVariable<float> MaxRange = new BlackboardVariable<float>(0f);
protected override Status OnStart()
{
BossBehaviorRuntimeState runtimeState = GameObject.GetComponent<BossBehaviorRuntimeState>();
if (runtimeState == null)
return Status.Failure;
float minRange = Mathf.Max(0f, MinRange.Value);
float maxRange = MaxRange.Value > 0f
? MaxRange.Value
: (runtimeState.EnemyBase != null && runtimeState.EnemyBase.Data != null ? runtimeState.EnemyBase.Data.AggroRange : 20f);
GameObject selectedTarget = SelectTarget(runtimeState, minRange, maxRange);
if (selectedTarget == null)
return Status.Failure;
Target.Value = selectedTarget;
runtimeState.SetCurrentTarget(selectedTarget);
runtimeState.LogDebug(nameof(SelectAlternateTargetByDistanceAction), $"보조 대상 선택: {selectedTarget.name}");
return Status.Success;
}
private GameObject SelectTarget(BossBehaviorRuntimeState runtimeState, float minRange, float maxRange)
{
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
if (players == null || players.Length == 0)
return null;
GameObject primaryTarget = ResolvePrimaryTarget(runtimeState);
List<GameObject> validTargets = new List<GameObject>();
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 (candidate == primaryTarget)
continue;
if (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance < minRange || distance > maxRange)
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
{
if (primaryTarget != null && IsValidHostileTarget(primaryTarget))
{
float primaryDistance = Vector3.Distance(GameObject.transform.position, primaryTarget.transform.position);
if (primaryDistance >= minRange && primaryDistance <= maxRange)
return primaryTarget;
}
return null;
}
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
private GameObject ResolvePrimaryTarget(BossBehaviorRuntimeState runtimeState)
{
EnemyBase enemyBase = runtimeState.EnemyBase;
GameObject currentTarget = runtimeState.CurrentTarget;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(currentTarget, null, aggroRange)
: null;
if (highestThreatTarget != null)
return highestThreatTarget;
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 (!IsValidHostileTarget(candidate))
continue;
float distance = Vector3.Distance(GameObject.transform.position, candidate.transform.position);
if (distance > aggroRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
private bool IsValidHostileTarget(GameObject candidate)
{
if (candidate == null || !candidate.activeInHierarchy)
return false;
if (Team.IsSameTeam(GameObject, candidate))
return false;
IDamageable damageable = candidate.GetComponent<IDamageable>();
return damageable == null || !damageable.IsDead;
}
}