Files
Colosseum/Assets/_Game/Scripts/Enemy/BossCombatBehaviorContext.cs
dal4segno e9e6257ad4 refactor: 집행개시 시그니처 전용 경로를 BT 일반 패턴 스텝으로 통합
- PatternStepType.ChargeWait 및 ChargeStepData 도입으로 충전/차단 판정을 일반 패턴 스텝으로 표현
- UsePatternByRoleAction에서 IsSignature 분기 완전 제거, 일반 패턴 경로로 통합
- BossCombatBehaviorContext에서 시그니처 전용 메서드 10개 이상 제거
- BossStaggerAction(신규): 충전 차단 성공 시 보스 경직 처리
- SignatureFailureEffectsAction(신규): 차단 실패 시 범위 피해/넉백/다운 적용
- RebuildDrogBehaviorAuthoringGraph에 시그니처 Sequence + outcomeBranch 구조 추가
- 집행개시 에셋 스텝 구성을 ChargeWait(3초) → Skill으로 변경
- BossHealthBarUI 시그니처 UI 비활성화, PlayerSkillDebugMenu 디버그 메서드 제거
2026-04-01 14:21:38 +09:00

827 lines
29 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Colosseum.AI;
using Colosseum.Abnormalities;
using Colosseum.Combat;
using Colosseum.Player;
using Colosseum.Skills;
using Unity.Behavior;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.Serialization;
namespace Colosseum.Enemy
{
/// <summary>
/// 보스 공통 전투 BT가 참조하는 전투 컨텍스트입니다.
/// 패턴 슬롯, 거리 기준, 페이즈별 주기, 공통 타겟 판정 정보를 제공합니다.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(BossEnemy))]
[RequireComponent(typeof(SkillController))]
public abstract class BossCombatBehaviorContext : NetworkBehaviour
{
[Header("References")]
[SerializeField] protected BossEnemy bossEnemy;
[SerializeField] protected EnemyBase enemyBase;
[SerializeField] protected SkillController skillController;
[SerializeField] protected AbnormalityManager abnormalityManager;
[SerializeField] protected UnityEngine.AI.NavMeshAgent navMeshAgent;
[SerializeField] protected BehaviorGraphAgent behaviorGraphAgent;
[Header("Pattern Data")]
[Tooltip("기본 근접 압박 패턴")]
[FormerlySerializedAs("mainPattern")]
[SerializeField] protected BossPatternData primaryPattern;
[Tooltip("기동 또는 거리 징벌 패턴")]
[FormerlySerializedAs("leapPattern")]
[SerializeField] protected BossPatternData mobilityPattern;
[Tooltip("비주 대상 원거리 견제 패턴")]
[SerializeField] protected BossPatternData utilityPattern;
[Tooltip("Phase 3 조합 패턴")]
[SerializeField] protected BossPatternData comboPattern;
[Tooltip("특정 상황에서 우선 발동하는 징벌 패턴")]
[FormerlySerializedAs("downPunishPattern")]
[SerializeField] protected BossPatternData punishPattern;
[Tooltip("파티 누킹을 시험하는 시그니처 패턴")]
[SerializeField] protected BossPatternData signaturePattern;
[Header("Phase Thresholds")]
[Tooltip("2페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase2HealthThreshold = 0.75f;
[Tooltip("3페이즈 진입 체력 비율")]
[Range(0f, 1f)] [SerializeField] protected float phase3HealthThreshold = 0.4f;
[Header("Targeting")]
[Tooltip("타겟 재탐색 주기")]
[FormerlySerializedAs("targetRefreshInterval")]
[Min(0.05f)] [SerializeField] protected float primaryTargetRefreshInterval = 0.2f;
[Tooltip("기동 패턴을 고려하기 시작하는 거리")]
[FormerlySerializedAs("leapDistanceThreshold")]
[Min(0f)] [SerializeField] protected float mobilityTriggerDistance = 8f;
[Tooltip("징벌 패턴을 고려할 최대 반경")]
[FormerlySerializedAs("downPunishSearchRadius")]
[Min(0f)] [SerializeField] protected float punishSearchRadius = 6f;
[Tooltip("원거리 견제 패턴을 고려하기 시작하는 최소 거리")]
[Min(0f)] [SerializeField] protected float utilityTriggerDistance = 5f;
[Header("Pattern Flow")]
[Tooltip("대형 패턴(시그니처/기동/조합) 직후 기본 패턴 최소 순환 횟수")]
[Min(0)] [SerializeField] protected int basicLoopMinCountAfterBigPattern = 2;
[Header("시그니처 효과 설정")]
[Tooltip("시그니처 패턴 차단에 필요한 누적 피해 비율")]
[Range(0f, 1f)] [SerializeField] protected float signatureRequiredDamageRatio = 0.1f;
[Tooltip("시그니처 준비 상태를 나타내는 이상상태")]
[SerializeField] protected AbnormalityData signatureTelegraphAbnormality;
[Tooltip("시그니처 차단 성공 시 보스가 멈추는 시간")]
[Min(0f)] [SerializeField] protected float signatureSuccessStaggerDuration = 2f;
[Tooltip("시그니처 실패 시 모든 플레이어에게 적용할 디버프")]
[SerializeField] protected AbnormalityData signatureFailureAbnormality;
[Tooltip("시그니처 실패 시 모든 플레이어에게 주는 기본 피해")]
[Min(0f)] [SerializeField] protected float signatureFailureDamage = 40f;
[Tooltip("시그니처 실패 시 넉백이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackRadius = 8f;
[Tooltip("시그니처 실패 시 다운이 적용되는 반경")]
[Min(0f)] [SerializeField] protected float signatureFailureDownRadius = 3f;
[Tooltip("시그니처 실패 시 넉백 속도")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackSpeed = 12f;
[Tooltip("시그니처 실패 시 넉백 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureKnockbackDuration = 0.35f;
[Tooltip("시그니처 실패 시 다운 지속 시간")]
[Min(0f)] [SerializeField] protected float signatureFailureDownDuration = 2f;
[Header("Behavior")]
[Tooltip("true면 컨텍스트 코드가 AI를 직접 구동합니다. false면 BehaviorGraph가 모든 의사결정을 담당합니다.")]
[SerializeField] protected bool disableBehaviorGraph = false;
[Tooltip("디버그 로그 출력 여부")]
[SerializeField] protected bool debugMode = false;
protected readonly Dictionary<BossPatternData, float> patternCooldownTracker = new Dictionary<BossPatternData, float>();
protected Coroutine activePatternCoroutine;
protected GameObject currentTarget;
protected float nextTargetRefreshTime;
protected int meleePatternCounter;
protected int basicLoopCountSinceLastBigPattern;
/// <summary>
/// 전용 컨텍스트 사용 시 BehaviorGraph를 비활성화할지 여부
/// </summary>
public bool DisableBehaviorGraph => disableBehaviorGraph;
/// <summary>
/// 기동 패턴을 고려하는 최소 거리
/// </summary>
public float MobilityTriggerDistance => mobilityTriggerDistance;
/// <summary>
/// 원거리 견제 패턴을 고려하는 최소 거리
/// </summary>
public float UtilityTriggerDistance => utilityTriggerDistance;
/// <summary>
/// 징벌 패턴을 고려하는 최대 반경
/// </summary>
public float PunishSearchRadius => punishSearchRadius;
/// <summary>
/// 현재 전투 대상
/// </summary>
public GameObject CurrentTarget => currentTarget;
/// <summary>
/// EnemyBase 접근자
/// </summary>
public EnemyBase EnemyBase => enemyBase;
/// <summary>
/// 현재 전투 기준이 되는 주 대상을 반환합니다.
/// </summary>
public GameObject ResolvePrimaryTarget()
{
if (IsValidHostileTarget(currentTarget))
return currentTarget;
GameObject highestThreatTarget = enemyBase != null
? enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity)
: null;
return highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
/// <summary>
/// 디버그 로그 출력 여부
/// </summary>
public bool DebugModeEnabled => debugMode;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 주는 기본 피해
/// </summary>
public float SignatureFailureDamage => signatureFailureDamage;
/// <summary>
/// 시그니처 실패 시 모든 플레이어에게 적용할 디버프
/// </summary>
public AbnormalityData SignatureFailureAbnormality => signatureFailureAbnormality;
/// <summary>
/// 시그니처 실패 시 넉백이 적용되는 반경
/// </summary>
public float SignatureFailureKnockbackRadius => signatureFailureKnockbackRadius;
/// <summary>
/// 시그니처 실패 시 다운이 적용되는 반경
/// </summary>
public float SignatureFailureDownRadius => signatureFailureDownRadius;
/// <summary>
/// 시그니처 실패 시 넉백 속도
/// </summary>
public float SignatureFailureKnockbackSpeed => signatureFailureKnockbackSpeed;
/// <summary>
/// 시그니처 실패 시 넉백 지속 시간
/// </summary>
public float SignatureFailureKnockbackDuration => signatureFailureKnockbackDuration;
/// <summary>
/// 시그니처 실패 시 다운 지속 시간
/// </summary>
public float SignatureFailureDownDuration => signatureFailureDownDuration;
/// <summary>
/// 마지막 충전 차단 시 설정된 경직 시간 (BossPatternActionBase가 설정)
/// </summary>
public float LastChargeStaggerDuration { get; set; }
/// <summary>
/// 기절 등으로 인해 보스 전투 로직을 진행할 수 없는 상태인지 여부
/// </summary>
public bool IsBehaviorSuppressed => abnormalityManager != null && abnormalityManager.IsStunned;
/// <summary>
/// 현재 보스 패턴 페이즈
/// </summary>
public int CurrentPatternPhase
{
get
{
float healthRatio = bossEnemy != null && bossEnemy.MaxHealth > 0f
? bossEnemy.CurrentHealth / bossEnemy.MaxHealth
: 1f;
if (healthRatio <= phase3HealthThreshold)
return 3;
if (healthRatio <= phase2HealthThreshold)
return 2;
return 1;
}
}
protected virtual void Awake()
{
ResolveReferences();
}
public override void OnNetworkSpawn()
{
ResolveReferences();
if (!IsServer)
enabled = false;
}
protected virtual void Update()
{
if (!IsServer)
return;
ResolveReferences();
if (bossEnemy == null || enemyBase == null || skillController == null)
return;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning)
return;
if (IsBehaviorSuppressed)
{
StopMovement();
return;
}
if (!disableBehaviorGraph)
return;
RefreshTargetIfNeeded();
UpdateMovement();
if (skillController.IsPlayingAnimation)
return;
// 1. 다운 추가타 (최우선 인터럽트, grace period 면제)
if (TryStartPunishPattern())
return;
// 2. 조합 패턴 (Phase 3, 드물게)
if (TryStartComboPattern())
return;
// 4. 기동 패턴 (거리 기반 조건부)
if (TryStartMobilityPattern())
return;
// 5. 원거리 견제 (보조)
if (TryStartUtilityPattern())
return;
// 6. 기본 루프
TryStartPrimaryLoopPattern();
}
/// <summary>
/// 근접 패턴 사용 카운터를 갱신합니다.
/// </summary>
public void RegisterPatternUse(BossPatternData pattern)
{
if (pattern == null)
return;
if (pattern.IsMelee)
{
meleePatternCounter++;
basicLoopCountSinceLastBigPattern++;
}
if (pattern.Category == PatternCategory.Punish || pattern.IsBigPattern)
{
basicLoopCountSinceLastBigPattern = 0;
}
}
/// <summary>
/// 살아 있는 적대 대상인지 확인합니다.
/// </summary>
public 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;
}
/// <summary>
/// 기동 패턴 대상으로 유효한지 확인합니다.
/// </summary>
public bool IsValidMobilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= mobilityTriggerDistance && distance <= maxDistance;
}
/// <summary>
/// 기동 패턴 대상으로 사용할 수 있는 가장 먼 유효 타겟을 찾습니다.
/// </summary>
public GameObject FindMobilityTarget()
{
GameObject[] candidates = GameObject.FindGameObjectsWithTag("Player");
GameObject farthestTarget = null;
float bestDistance = mobilityTriggerDistance;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
for (int i = 0; i < candidates.Length; i++)
{
GameObject candidate = candidates[i];
if (!IsValidMobilityTarget(candidate))
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > maxDistance || distance <= bestDistance)
continue;
bestDistance = distance;
farthestTarget = candidate;
}
return farthestTarget;
}
/// <summary>
/// 원거리 견제 패턴 대상으로 유효한지 확인합니다.
/// </summary>
public bool IsValidUtilityTarget(GameObject candidate)
{
if (!IsValidHostileTarget(candidate))
return false;
if (candidate == ResolvePrimaryTarget())
return false;
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
return distance >= utilityTriggerDistance && distance <= maxDistance;
}
/// <summary>
/// 현재 주 대상이 아닌 원거리 견제 대상을 찾습니다.
/// </summary>
public GameObject FindUtilityTarget()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
List<GameObject> validTargets = new List<GameObject>();
GameObject primaryTarget = ResolvePrimaryTarget();
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 (!IsValidUtilityTarget(candidate))
continue;
validTargets.Add(candidate);
}
if (validTargets.Count == 0)
{
if (IsValidHostileTarget(primaryTarget))
{
float maxDistance = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : 20f;
float distance = Vector3.Distance(transform.position, primaryTarget.transform.position);
if (distance >= utilityTriggerDistance && distance <= maxDistance)
return primaryTarget;
}
return null;
}
int randomIndex = UnityEngine.Random.Range(0, validTargets.Count);
return validTargets[randomIndex];
}
/// <summary>
/// 가장 가까운 생존 플레이어를 찾습니다.
/// </summary>
public GameObject FindNearestLivingTarget()
{
PlayerNetworkController[] players = FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
GameObject nearestTarget = null;
float nearestDistance = float.MaxValue;
float aggroRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity;
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(transform.position, candidate.transform.position);
if (distance > aggroRange || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestTarget = candidate;
}
return nearestTarget;
}
/// <summary>
/// 로그를 출력합니다.
/// </summary>
public void LogDebug(string source, string message)
{
if (debugMode)
Debug.Log($"[{source}] {message}");
}
/// <summary>
/// 지정 패턴이 grace period를 통과했는지 반환합니다.
/// Punish/Melee/Utility는 항상 허용됩니다.
/// </summary>
public bool IsPatternGracePeriodAllowed(BossPatternData pattern)
{
if (pattern == null)
return false;
if (pattern.Category == PatternCategory.Punish)
return true;
if (pattern.IsMelee || pattern.TargetMode == TargetResolveMode.Utility)
return true;
return basicLoopCountSinceLastBigPattern >= basicLoopMinCountAfterBigPattern;
}
/// <summary>
/// 조합 패턴 사용 가능 여부를 반환합니다.
/// </summary>
public bool IsComboPatternReady()
{
if (!IsServer || bossEnemy == null || skillController == null)
return false;
if (IsBehaviorSuppressed)
return false;
if (activePatternCoroutine != null)
return false;
if (bossEnemy.IsDead || bossEnemy.IsTransitioning || skillController.IsPlayingAnimation)
return false;
if (!IsPatternGracePeriodAllowed(comboPattern))
return false;
return IsPatternReady(comboPattern);
}
protected virtual bool TryStartPrimaryLoopPattern()
{
if (currentTarget == null)
return false;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
if (distanceToTarget > attackRange + 0.25f)
return false;
BossPatternData selectedPattern = SelectPrimaryLoopPattern();
if (selectedPattern == null)
return false;
StartPattern(selectedPattern, currentTarget);
return true;
}
protected virtual bool TryStartMobilityPattern()
{
BossPatternData pattern = mobilityPattern;
if (!IsPatternReady(pattern))
return false;
GameObject target = FindMobilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
protected virtual bool TryStartUtilityPattern()
{
BossPatternData pattern = utilityPattern;
if (!IsPatternReady(pattern))
return false;
GameObject target = FindUtilityTarget();
if (target == null)
return false;
currentTarget = target;
StartPattern(pattern, target);
return true;
}
/// <summary>
/// 다운 대상이 존재하면 징벌 패턴을 발동합니다.
/// </summary>
protected virtual bool TryStartPunishPattern()
{
BossPatternData pattern = punishPattern;
if (!IsPatternReady(pattern))
return false;
HitReactionController[] hitReactionControllers = FindObjectsByType<HitReactionController>(FindObjectsSortMode.None);
GameObject nearestDownedTarget = null;
float nearestDistance = float.MaxValue;
for (int i = 0; i < hitReactionControllers.Length; i++)
{
HitReactionController controller = hitReactionControllers[i];
if (controller == null || !controller.IsDowned)
continue;
GameObject candidate = controller.gameObject;
if (candidate == null || !candidate.activeInHierarchy)
continue;
if (Team.IsSameTeam(gameObject, candidate))
continue;
IDamageable damageable = candidate.GetComponent<IDamageable>();
if (damageable != null && damageable.IsDead)
continue;
float distance = Vector3.Distance(transform.position, candidate.transform.position);
if (distance > punishSearchRadius || distance >= nearestDistance)
continue;
nearestDistance = distance;
nearestDownedTarget = candidate;
}
if (nearestDownedTarget == null)
return false;
currentTarget = nearestDownedTarget;
StartPattern(pattern, nearestDownedTarget);
return true;
}
/// <summary>
/// Phase 3 조합 패턴을 발동합니다.
/// </summary>
protected virtual bool TryStartComboPattern()
{
if (!IsComboPatternReady())
return false;
currentTarget = ResolvePrimaryTarget();
StartPattern(comboPattern, currentTarget);
return true;
}
protected virtual BossPatternData SelectPrimaryLoopPattern()
{
if (!IsPatternReady(primaryPattern))
return null;
meleePatternCounter++;
return primaryPattern;
}
/// <summary>
/// 기본 패턴을 선택하고 카운터를 갱신합니다.
/// </summary>
public BossPatternData SelectAndRegisterBasicLoopPattern()
{
if (!IsPatternReady(primaryPattern))
return null;
RegisterPatternUse(primaryPattern);
return primaryPattern;
}
/// <summary>
/// 기본 패턴이 사용 가능한지 확인합니다.
/// 상태 변경 없이 순수 검사만 수행합니다.
/// </summary>
public bool IsBasicLoopReady()
{
return IsPatternReady(primaryPattern);
}
protected virtual void StartPattern(BossPatternData pattern, GameObject target)
{
if (pattern == null || activePatternCoroutine != null)
return;
currentTarget = target;
LogDebug(GetType().Name, $"패턴 시작: {pattern.PatternName} / Target={(target != null ? target.name : "None")} / Phase={CurrentPatternPhase}");
CombatBalanceTracker.RecordBossPattern(pattern.PatternName);
activePatternCoroutine = StartCoroutine(RunPatternCoroutine(pattern, target));
}
protected virtual IEnumerator RunPatternCoroutine(BossPatternData pattern, GameObject target)
{
StopMovement();
bool completed = true;
for (int i = 0; i < pattern.Steps.Count; i++)
{
PatternStep step = pattern.Steps[i];
if (step.Type == PatternStepType.Wait)
{
yield return new WaitForSeconds(step.Duration);
continue;
}
if (step.Skill == null)
{
completed = false;
Debug.LogWarning($"[{GetType().Name}] 패턴 스텝 스킬이 비어 있습니다. Pattern={pattern.PatternName}, Index={i}");
break;
}
if (step.Skill.JumpToTarget)
{
GameObject jumpTarget = FindMobilityTarget();
if (jumpTarget == null)
{
LogDebug(GetType().Name, $"점프 대상 없음, 패턴 조기 종료: {pattern.PatternName}");
break;
}
target = jumpTarget;
currentTarget = jumpTarget;
enemyBase?.SetJumpTarget(jumpTarget.transform.position);
}
if (!skillController.ExecuteSkill(step.Skill))
{
completed = false;
LogDebug(GetType().Name, $"스킬 실행 실패: {step.Skill.SkillName}");
break;
}
yield return new WaitUntil(() => skillController == null || !skillController.IsPlayingAnimation || bossEnemy == null || bossEnemy.IsDead);
if (bossEnemy == null || bossEnemy.IsDead)
break;
}
if (completed)
{
patternCooldownTracker[pattern] = Time.time + pattern.Cooldown;
}
activePatternCoroutine = null;
currentTarget = target;
}
protected bool IsPatternReady(BossPatternData pattern)
{
if (pattern == null || pattern.Steps == null || pattern.Steps.Count == 0)
return false;
if (!patternCooldownTracker.TryGetValue(pattern, out float readyTime))
return true;
return Time.time >= readyTime;
}
protected virtual void RefreshTargetIfNeeded()
{
if (Time.time < nextTargetRefreshTime)
return;
nextTargetRefreshTime = Time.time + primaryTargetRefreshInterval;
GameObject highestThreatTarget = enemyBase.GetHighestThreatTarget(currentTarget, null, enemyBase.Data != null ? enemyBase.Data.AggroRange : Mathf.Infinity);
currentTarget = highestThreatTarget != null ? highestThreatTarget : FindNearestLivingTarget();
}
protected virtual void UpdateMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
if (skillController != null && skillController.IsPlayingAnimation)
{
StopMovement();
return;
}
if (currentTarget == null)
{
StopMovement();
return;
}
float attackRange = enemyBase != null && enemyBase.Data != null ? enemyBase.Data.AttackRange : 2f;
float distanceToTarget = Vector3.Distance(transform.position, currentTarget.transform.position);
if (distanceToTarget <= attackRange)
{
StopMovement();
return;
}
navMeshAgent.isStopped = false;
navMeshAgent.stoppingDistance = attackRange;
navMeshAgent.SetDestination(currentTarget.transform.position);
}
protected void StopMovement()
{
if (navMeshAgent == null || !navMeshAgent.enabled)
return;
navMeshAgent.isStopped = true;
navMeshAgent.ResetPath();
}
protected virtual void ResolveReferences()
{
if (bossEnemy == null)
bossEnemy = GetComponent<BossEnemy>();
if (enemyBase == null)
enemyBase = GetComponent<EnemyBase>();
if (skillController == null)
skillController = GetComponent<SkillController>();
if (abnormalityManager == null)
abnormalityManager = GetComponent<AbnormalityManager>();
if (navMeshAgent == null)
navMeshAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
if (behaviorGraphAgent == null)
behaviorGraphAgent = GetComponent<BehaviorGraphAgent>();
}
public override void OnNetworkDespawn()
{
base.OnNetworkDespawn();
}
private static bool HasAnimatorParameter(Animator animator, string parameterName, AnimatorControllerParameterType parameterType)
{
if (animator == null || string.IsNullOrEmpty(parameterName))
return false;
AnimatorControllerParameter[] parameters = animator.parameters;
for (int i = 0; i < parameters.Length; i++)
{
AnimatorControllerParameter parameter = parameters[i];
if (parameter.type == parameterType && parameter.name == parameterName)
return true;
}
return false;
}
}
}