- Phase 3 대표 조합 패턴 에셋 생성 (Data_Pattern_Drog_연타2강타-도약) - 연타2-강타(오른손치기+스윙) → 대기 0.5초 → 조건부 도약(점프+점프착지) - minPhase=3, category=Big, cooldown=22초 - 거리 초과 대상 없으면 도약 스킵 - BT에 조합 패턴 브랜치 추가 (comboBranch → Sequence 구조) - Sequence: 연타2강타 실행 → Branch(거리 초과 대상 존재?) → 도약 실행 - IsTargetBeyondDistanceCondition으로 조건부 도약이 BT에 시각화됨 - Drog 프리팹 comboPattern 슬롯에 에셋 할당 - 도약 패턴에 targetMode: Mobility 추가 - BT 리빌드 스크립트에 combo Sequence 구조 반영 - 전체 노드 간격 확대 (stepY 220→320)으로 가독성 개선
1026 lines
58 KiB
C#
1026 lines
58 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Colosseum.AI;
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using Colosseum.AI.BehaviorActions.Conditions;
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using Colosseum.Enemy;
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using UnityEditor;
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using UnityEngine;
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namespace Colosseum.Editor
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{
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/// <summary>
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/// 드로그 Behavior Graph authoring 자산을 현재 BT 우선순위 구조로 재생성합니다.
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/// Check 노드는 ConditionalGuardAction + Condition 조합으로 구현됩니다.
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/// </summary>
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public static class RebuildDrogBehaviorAuthoringGraph
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{
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private const string GraphAssetPath = "Assets/_Game/AI/BT_Drog.asset";
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[MenuItem("Tools/Colosseum/Rebuild Drog Behavior Authoring Graph")]
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private static void Rebuild()
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{
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UnityEngine.Object graphAsset = AssetDatabase.LoadMainAssetAtPath(GraphAssetPath);
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if (graphAsset == null)
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{
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// 에셋이 없으면 기존 에셋 경로의 타입을 리플렉션으로 찾아 생성합니다.
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// BehaviorAuthoringGraph는 Unity.Behavior.Editor 어셈블리에 있습니다.
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Type authoringGraphType = null;
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foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
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{
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authoringGraphType = assembly.GetType("Unity.Behavior.Authoring.BehaviorAuthoringGraph");
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if (authoringGraphType != null)
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break;
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}
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if (authoringGraphType == null)
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{
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Debug.LogError("[DrogBTRebuild] BehaviorAuthoringGraph 타입을 모든 어셈블리에서 찾지 못했습니다.");
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return;
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}
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graphAsset = ScriptableObject.CreateInstance(authoringGraphType);
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if (graphAsset == null)
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{
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Debug.LogError("[DrogBTRebuild] BehaviorAuthoringGraph 인스턴스를 생성할 수 없습니다.");
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return;
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}
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AssetDatabase.CreateAsset(graphAsset, GraphAssetPath);
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AssetDatabase.SaveAssets();
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Debug.Log("[DrogBTRebuild] 새 그래프 자산을 생성했습니다.");
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}
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try
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{
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Type authoringGraphType = graphAsset.GetType();
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Assembly authoringAssembly = authoringGraphType.Assembly;
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Assembly runtimeAssembly = typeof(Unity.Behavior.BehaviorGraph).Assembly;
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// 기본 리플렉션 메서드
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MethodInfo createNodeMethod = authoringGraphType.BaseType?.GetMethod("CreateNode", BindingFlags.Instance | BindingFlags.Public);
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MethodInfo connectEdgeMethod = authoringGraphType.BaseType?.GetMethod("ConnectEdge", BindingFlags.Instance | BindingFlags.Public);
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MethodInfo createNodePortsMethod = authoringGraphType.BaseType?.GetMethod("CreateNodePortsForNode", BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public);
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MethodInfo buildRuntimeGraphMethod = authoringGraphType.GetMethod("BuildRuntimeGraph", BindingFlags.Instance | BindingFlags.Public);
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MethodInfo saveAssetMethod = authoringGraphType.BaseType?.GetMethod("SaveAsset", BindingFlags.Instance | BindingFlags.Public);
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MethodInfo setAssetDirtyMethod = authoringGraphType.BaseType?.GetMethod("SetAssetDirty", BindingFlags.Instance | BindingFlags.Public);
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MethodInfo getNodeInfoMethod = authoringAssembly.GetType("Unity.Behavior.NodeRegistry", true)
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?.GetMethod("GetInfo", BindingFlags.Static | BindingFlags.NonPublic);
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if (createNodeMethod == null || connectEdgeMethod == null || buildRuntimeGraphMethod == null || saveAssetMethod == null || setAssetDirtyMethod == null || getNodeInfoMethod == null)
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{
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Debug.LogError("[DrogBTRebuild] Behavior Authoring 리플렉션 메서드를 찾지 못했습니다.");
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return;
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}
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// ConditionalGuard 리플렉션 타입 (internal)
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Type conditionalGuardType = runtimeAssembly.GetType("Unity.Behavior.ConditionalGuardAction");
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Type conditionUtilityType = authoringAssembly.GetType("Unity.Behavior.ConditionUtility");
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Type conditionModelType = authoringAssembly.GetType("Unity.Behavior.ConditionModel");
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Type graphNodeModelType = authoringAssembly.GetType("Unity.Behavior.BehaviorGraphNodeModel");
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Type conditionInfoType = authoringAssembly.GetType("Unity.Behavior.ConditionInfo");
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if (conditionalGuardType == null) { Debug.LogError("[DrogBTRebuild] ConditionalGuardAction 타입을 찾지 못했습니다."); return; }
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if (conditionUtilityType == null) { Debug.LogError("[DrogBTRebuild] ConditionUtility 타입을 찾지 못했습니다."); return; }
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if (conditionModelType == null) { Debug.LogError("[DrogBTRebuild] ConditionModel 타입을 찾지 못했습니다."); return; }
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if (graphNodeModelType == null) { Debug.LogError("[DrogBTRebuild] BehaviorGraphNodeModel 타입을 찾지 못했습니다."); return; }
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if (conditionInfoType == null)
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{
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Debug.LogError("[DrogBTRebuild] ConditionInfo 타입을 찾지 못했습니다.");
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return;
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}
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Type branchCompositeType = runtimeAssembly.GetType("Unity.Behavior.BranchingConditionComposite");
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if (branchCompositeType == null)
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{
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Debug.LogError("[DrogBTRebuild] BranchingConditionComposite 타입을 찾지 못했습니다.");
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return;
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}
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// SetField(string, VariableModel, Type) — 제네릭 버전과 구분하기 위해 파라미터 수로 필터링
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MethodInfo setFieldMethod = conditionModelType.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
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.FirstOrDefault(m => m.Name == "SetField" && !m.IsGenericMethod && m.GetParameters().Length == 3);
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// SetField<T>(string, T) — BehaviorGraphNodeModel 기반 클래스에서 조회 (ConditionModel과 Action 노드 모두 사용)
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MethodInfo setFieldValueMethod = graphNodeModelType.GetMethods(BindingFlags.Instance | BindingFlags.NonPublic)
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.FirstOrDefault(m => m.Name == "SetField" && m.IsGenericMethod && m.GetParameters().Length == 2);
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if (setFieldMethod == null)
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{
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Debug.LogError("[DrogBTRebuild] ConditionModel.SetField 메서드를 찾지 못했습니다.");
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return;
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}
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if (setFieldValueMethod == null)
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{
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Debug.LogError("[DrogBTRebuild] SetField<T> 제네릭 메서드를 찾지 못했습니다.");
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return;
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}
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// 기존 에셋의 서브에셋(BehaviorGraph 등)에서 깨진 managed references 클리어
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Type behaviorGraphType = typeof(Unity.Behavior.BehaviorGraph);
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UnityEngine.Object[] subAssets = AssetDatabase.LoadAllAssetsAtPath(GraphAssetPath);
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foreach (var subAsset in subAssets)
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{
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if (subAsset != null && subAsset.GetType() == behaviorGraphType)
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{
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UnityEditor.SerializationUtility.ClearAllManagedReferencesWithMissingTypes(subAsset);
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EditorUtility.SetDirty(subAsset);
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}
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}
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// AuthoringGraph 자체에서도 깨진 references 클리어
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UnityEditor.SerializationUtility.ClearAllManagedReferencesWithMissingTypes(graphAsset);
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// 노드 클리어 — 전체 타입 계층에서 필드 찾기
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FieldInfo nodesField = FindFieldInHierarchy(authoringGraphType, "m_RootNodes");
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if (nodesField == null)
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{
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Debug.LogError("[DrogBTRebuild] m_RootNodes 필드를 타입 계층 전체에서 찾지 못했습니다.");
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return;
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}
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nodesField.SetValue(graphAsset, Activator.CreateInstance(nodesField.FieldType));
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FieldInfo nodesListField = FindFieldInHierarchy(authoringGraphType, "m_Nodes");
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if (nodesListField != null)
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nodesListField.SetValue(graphAsset, Activator.CreateInstance(nodesListField.FieldType));
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FieldInfo nodeModelsInfoField = FindFieldInHierarchy(authoringGraphType, "m_NodeModelsInfo");
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if (nodeModelsInfoField != null)
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nodeModelsInfoField.SetValue(graphAsset, Activator.CreateInstance(nodeModelsInfoField.FieldType));
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FieldInfo runtimeGraphField = FindFieldInHierarchy(authoringGraphType, "m_RuntimeGraph");
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if (runtimeGraphField != null)
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runtimeGraphField.SetValue(graphAsset, null);
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// 클리어 후 에셋을 저장하고 다시 로드하여 잔류 참조가 메모리에 남지 않게 합니다.
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EditorUtility.SetDirty(graphAsset);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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// 에셋을 다시 로드 (직렬화된 상태에서 로드하여 클리어 상태 확보)
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graphAsset = AssetDatabase.LoadMainAssetAtPath(GraphAssetPath);
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if (graphAsset == null)
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{
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Debug.LogError("[DrogBTRebuild] 에셋 재로드 실패.");
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return;
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}
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authoringGraphType = graphAsset.GetType();
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object targetVariable = FindBlackboardVariableModel("Target");
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if (targetVariable == null)
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{
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Debug.LogError("[DrogBTRebuild] Target 블랙보드 변수를 찾지 못했습니다.");
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return;
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}
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// 구조 노드
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object startNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.Start", true), new Vector2(420f, -800f));
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object repeatNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, runtimeAssembly.GetType("Unity.Behavior.RepeaterModifier", true), new Vector2(420f, -620f));
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// ── 프리팹에서 패턴 에셋 로드 ──
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const string prefabPath = "Assets/_Game/Prefabs/Bosses/Prefab_Boss_Drog.prefab";
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GameObject prefab = AssetDatabase.LoadMainAssetAtPath(prefabPath) as GameObject;
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BossCombatBehaviorContext context = prefab?.GetComponent<BossCombatBehaviorContext>();
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if (context == null)
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{
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Debug.LogError("[DrogBTRebuild] 드로그 프리팹에서 BossCombatBehaviorContext를 찾지 못했습니다.");
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return;
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}
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// protected 필드에서 BossPatternData 에셋 읽기 (리플렉션)
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BossPatternData punishPattern = ReadProtectedField<BossPatternData>(context, "punishPattern");
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BossPatternData signaturePattern = ReadProtectedField<BossPatternData>(context, "signaturePattern");
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BossPatternData mobilityPattern = ReadProtectedField<BossPatternData>(context, "mobilityPattern");
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BossPatternData comboPattern = ReadProtectedField<BossPatternData>(context, "comboPattern");
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BossPatternData primaryPattern = ReadProtectedField<BossPatternData>(context, "primaryPattern");
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BossPatternData utilityPattern = ReadProtectedField<BossPatternData>(context, "utilityPattern");
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float punishSearchRadius = ReadProtectedFieldValue<float>(context, "punishSearchRadius", 6f);
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// 필수 패턴 검증 (combo는 선택 — 할당되지 않은 경우 해당 Branch만 생략)
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if (punishPattern == null || signaturePattern == null || mobilityPattern == null ||
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primaryPattern == null || utilityPattern == null)
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{
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Debug.LogError("[DrogBTRebuild] 프리팹에서 필수 패턴 에셋을 읽지 못했습니다.");
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return;
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}
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if (comboPattern == null)
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Debug.LogWarning("[DrogBTRebuild] comboPattern이 할당되지 않았습니다. 해당 Branch를 생략합니다.");
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// ── 계단식 우선순위 체인 ──
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// 설계안 우선순위: 다운 추가타 > 도약 > 집행 개시 > 기본 루프 > 조합 > 유틸리티
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// 각 Branch: CheckPatternReady → true → UsePatternByRole
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// false → 다음 우선순위 Branch 시도
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// 마지막까지 모든 조건이 false이면 Chase (fallback)
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//
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// 연결 흐름: Branch.True → FloatingPort(True).InputPort → FloatingPort(True).OutputPort → Action.InputPort
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// CreateNodePortsForNode를 호출하여 FloatingPortNodeModel을 자동 생성해야 합니다.
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//
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// 레이아웃 패턴 (사용자 조정 기준):
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// Branch: (-800, y)
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// True Floating: (-597, y + 110)
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// False Floating: (-1011, y + 114)
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// Action: (-598, y + 199)
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const float branchX = -800f;
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const float truePortOffsetX = 203f;
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const float truePortOffsetY = 120f;
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const float falsePortOffsetX = -211f;
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const float falsePortOffsetY = 124f;
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const float actionOffsetX = 202f;
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const float actionOffsetY = 219f;
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const float startY = -800f;
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const float stepY = 320f;
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// #1 Punish — 다운 추가타 (전제 조건: 다운된 대상이 반경 이내에 있어야 함)
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object downBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY));
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AttachPatternReadyCondition(downBranch, punishPattern, authoringAssembly);
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AttachConditionWithValue(downBranch, typeof(IsDownedTargetInRangeCondition), "searchRadius", punishSearchRadius, authoringAssembly);
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AttachPhaseConditionIfNeeded(downBranch, punishPattern, authoringAssembly);
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SetBranchRequiresAll(downBranch, true);
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object downUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + actionOffsetY));
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SetNodeFieldValue(downUseNode, "Pattern", punishPattern, setFieldValueMethod);
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LinkTarget(downUseNode, targetVariable);
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// #2 Mobility — 도약 (전제 조건: 지나치게 먼 대상이 존재해야 함)
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float mobilityTriggerDistance = ReadProtectedFieldValue<float>(context, "mobilityTriggerDistance", 8f);
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object leapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY));
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AttachPatternReadyCondition(leapBranch, mobilityPattern, authoringAssembly);
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AttachConditionWithValue(leapBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", mobilityTriggerDistance, authoringAssembly);
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AttachPhaseConditionIfNeeded(leapBranch, mobilityPattern, authoringAssembly);
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SetBranchRequiresAll(leapBranch, true);
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object leapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY + actionOffsetY));
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SetNodeFieldValue(leapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
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LinkTarget(leapUseNode, targetVariable);
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// #3 Signature — 집행 개시
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object signatureBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 2));
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AttachPatternReadyCondition(signatureBranch, signaturePattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(signatureBranch, signaturePattern, authoringAssembly);
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object signatureUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + actionOffsetX, startY + stepY * 2 + actionOffsetY));
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SetNodeFieldValue(signatureUseNode, "Pattern", signaturePattern, setFieldValueMethod);
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LinkTarget(signatureUseNode, targetVariable);
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// #4 Combo — 콤보 패턴 + 조건부 도약 (Sequence)
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// comboBranch.True → Sequence:
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// Child 1: 연타2-강타 실행
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// Child 2: Branch(거리 초과 대상 존재) → 도약 실행
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// 거리 초과 대상이 없으면 Branch Failure → Sequence Failure → comboBranch Failure → primaryBranch로 연결
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object comboBranch = null;
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object comboUseNode = null;
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if (comboPattern != null)
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{
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// 메인 체인용 Branch (콤보 준비 + 페이즈 조건)
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comboBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 3));
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AttachPatternReadyCondition(comboBranch, comboPattern, authoringAssembly);
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AttachPhaseConditionIfNeeded(comboBranch, comboPattern, authoringAssembly);
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// Sequence: 콤보 실행 → 조건부 도약
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object comboSequence = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod,
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runtimeAssembly.GetType("Unity.Behavior.SequenceComposite", true),
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new Vector2(branchX + 220f, startY + stepY * 3));
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// Child 1: 콤보 패턴 실행 (연타2-강타 + 대기)
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comboUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 3));
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SetNodeFieldValue(comboUseNode, "Pattern", comboPattern, setFieldValueMethod);
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LinkTarget(comboUseNode, targetVariable);
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// Child 2: 조건부 도약 (거리 초과 대상 있을 때만)
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object comboLeapBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX + 220f, startY + stepY * 3 + 180f));
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AttachConditionWithValue(comboLeapBranch, typeof(IsTargetBeyondDistanceCondition), "minDistance", mobilityTriggerDistance, authoringAssembly);
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object comboLeapUseNode = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, typeof(UsePatternByRoleAction), new Vector2(branchX + 400f, startY + stepY * 3 + 180f));
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SetNodeFieldValue(comboLeapUseNode, "Pattern", mobilityPattern, setFieldValueMethod);
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LinkTarget(comboLeapUseNode, targetVariable);
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ConnectBranch(graphAsset, connectEdgeMethod, comboLeapBranch, "True", comboLeapUseNode);
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// Sequence에 자식 연결
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ConnectChildren(graphAsset, connectEdgeMethod, comboSequence, comboUseNode, comboLeapBranch);
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// 메인 체인: comboBranch.True → Sequence
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ConnectBranch(graphAsset, connectEdgeMethod, comboBranch, "True", comboSequence);
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}
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// #5 Primary — 사거리 + 기본 패턴 준비 (모두 충족)
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object primaryBranch = CreateNode(graphAsset, createNodeMethod, getNodeInfoMethod, branchCompositeType, new Vector2(branchX, startY + stepY * 4));
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object primaryRangeCondModel = AttachCondition(primaryBranch, typeof(IsTargetInAttackRangeCondition), authoringAssembly);
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if (primaryRangeCondModel != null) setFieldMethod.Invoke(primaryRangeCondModel, new object[] { "Target", targetVariable, typeof(GameObject) });
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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 (combo는 내부에서 Sequence로 연결됨)
|
|
ConnectBranch(graphAsset, connectEdgeMethod, downBranch, "True", downUseNode);
|
|
ConnectBranch(graphAsset, connectEdgeMethod, leapBranch, "True", leapUseNode);
|
|
ConnectBranch(graphAsset, connectEdgeMethod, signatureBranch, "True", signatureUseNode);
|
|
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);
|
|
}
|
|
}
|
|
}
|