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

98 lines
3.7 KiB
C#

using System;
using Colosseum.Abnormalities;
using Colosseum.AI;
using Colosseum.Combat;
using Colosseum.Enemy;
using Colosseum.Player;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Action = Unity.Behavior.Action;
/// <summary>
/// 충전 차단에 실패하여 패턴이 완료되었을 때, 전체 플레이어에게 범위 효과를 적용합니다.
/// 기존 BossCombatBehaviorContext.ExecuteSignatureFailure()의 BT 노드 이관 버전입니다.
/// </summary>
[Serializable, GeneratePropertyBag]
[NodeDescription(
name: "Signature Failure Effects",
story: "패턴 완료 범위 효과 적용",
category: "Action",
id: "c3d4e5f6-1111-2222-3333-777788889999")]
public partial class SignatureFailureEffectsAction : Action
{
private BossCombatBehaviorContext combatBehaviorContext;
protected override Status OnStart()
{
combatBehaviorContext = GameObject.GetComponent<BossCombatBehaviorContext>();
if (combatBehaviorContext == null)
{
Debug.LogWarning("[SignatureFailureEffects] BossCombatBehaviorContext를 찾을 수 없습니다.");
return Status.Failure;
}
ApplyFailureEffects();
return Status.Success;
}
private void ApplyFailureEffects()
{
float failureDamage = combatBehaviorContext.SignatureFailureDamage;
AbnormalityData failureAbnormality = combatBehaviorContext.SignatureFailureAbnormality;
float knockbackRadius = combatBehaviorContext.SignatureFailureKnockbackRadius;
float downRadius = combatBehaviorContext.SignatureFailureDownRadius;
float knockbackSpeed = combatBehaviorContext.SignatureFailureKnockbackSpeed;
float knockbackDuration = combatBehaviorContext.SignatureFailureKnockbackDuration;
float downDuration = combatBehaviorContext.SignatureFailureDownDuration;
PlayerNetworkController[] players = UnityEngine.Object.FindObjectsByType<PlayerNetworkController>(FindObjectsSortMode.None);
for (int i = 0; i < players.Length; i++)
{
PlayerNetworkController player = players[i];
if (player == null || player.IsDead || !player.gameObject.activeInHierarchy)
continue;
GameObject target = player.gameObject;
if (!combatBehaviorContext.IsValidHostileTarget(target))
continue;
player.TakeDamage(failureDamage, GameObject);
if (failureAbnormality != null)
{
AbnormalityManager targetAbnormalityManager = target.GetComponent<AbnormalityManager>();
targetAbnormalityManager?.ApplyAbnormality(failureAbnormality, GameObject);
}
HitReactionController hitReactionController = target.GetComponent<HitReactionController>();
if (hitReactionController == null)
continue;
float distance = Vector3.Distance(GameObject.transform.position, target.transform.position);
if (distance <= downRadius)
{
hitReactionController.ApplyDown(downDuration);
continue;
}
if (distance > knockbackRadius)
continue;
Vector3 knockbackDirection = target.transform.position - GameObject.transform.position;
knockbackDirection.y = 0f;
if (knockbackDirection.sqrMagnitude < 0.0001f)
{
knockbackDirection = GameObject.transform.forward;
}
hitReactionController.ApplyKnockback(knockbackDirection.normalized * knockbackSpeed, knockbackDuration);
}
CombatBalanceTracker.RecordBossEvent("집행 개시 실패");
}
}