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Copy pathBossCombatController.cs
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217 lines (160 loc) · 5.93 KB
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using UnityEngine;
namespace UnityRPG.AI
{
[DisallowMultipleComponent]
[RequireComponent(typeof(EnemyContext))]
[RequireComponent(typeof(EnemyHealth))]
public sealed class BossCombatController : MonoBehaviour
{
[Header("Phase")]
[SerializeField]
[Range(0.01f, 0.99f)]
private float phase2HealthRatio = 0.5f;
[Header("Pattern Interval")]
[SerializeField]
[Min(0f)]
private float patternInterval = 0.6f;
[SerializeField]
[Range(0.1f, 1f)]
private float phase2IntervalMultiplier = 0.85f;
[Header("Runtime")]
[SerializeField]
private BossPhase currentPhase = BossPhase.Phase1;
private EnemyHealth enemyHealth;
private BossPatternBase[] patterns;
private BossPatternBase[] candidateBuffer;
private BossPatternBase activePattern;
private BossPatternBase lastPattern;
private float patternIntervalRemaining;
private bool isConfigured;
public BossPhase CurrentPhase => currentPhase;
public BossPatternType CurrentPattern => activePattern != null ? activePattern.Type : BossPatternType.None;
public bool HasActivePattern => activePattern != null;
public bool ShouldTrackTargetRotation => activePattern == null || activePattern.ShouldTrackTargetRotation;
public bool ShouldStopMotor => activePattern == null || activePattern.ShouldStopMotor;
public BossPatternPhase CurrentPatternPhase => activePattern != null ? activePattern.CurrentPhase : BossPatternPhase.Ready;
public float CurrentPatternProgress => activePattern != null ? activePattern.PhaseNormalizedProgress : 0f;
public bool IsPatternIntervalActive => patternIntervalRemaining > 0f;
private void Awake()
{
EnemyContext context = GetComponent<EnemyContext>();
enemyHealth = GetComponent<EnemyHealth>();
patterns = GetComponents<BossPatternBase>();
if (!context.IsConfigured || patterns.Length == 0)
{
Debug.LogError("[Boss] BossCombatController의 설정이 올바르지 않습니다.", this);
return;
}
candidateBuffer = new BossPatternBase[patterns.Length];
currentPhase = BossPhase.Phase1;
isConfigured = true;
}
public void UpdateCombat(float deltaTime)
{
if (!isConfigured || deltaTime <= 0f)
{
return;
}
UpdateBossPhase();
for (int i = 0; i < patterns.Length; i++)
{
patterns[i].UpdatePattern(deltaTime);
}
UpdatePatternInterval(deltaTime);
}
public bool TryStartPattern(Transform target)
{
if (!isConfigured || target == null || HasActivePattern || patternIntervalRemaining > 0f)
{
return false;
}
int candidateCount = CollectCandidates(target, true);
if (candidateCount == 0)
{
candidateCount = CollectCandidates(target, false);
}
if (candidateCount == 0)
{
return false;
}
BossPatternBase selectedPattern = candidateBuffer[Random.Range(0, candidateCount)];
if (!selectedPattern.TryStartPattern(target))
{
return false;
}
lastPattern = selectedPattern;
return true;
}
public bool TryBeginPattern(BossPatternBase pattern)
{
if (!isConfigured || pattern == null || HasActivePattern || patternIntervalRemaining > 0f)
{
return false;
}
activePattern = pattern;
return true;
}
public void FinishPattern(BossPatternBase pattern)
{
if (!isConfigured || activePattern != pattern)
{
return;
}
activePattern = null;
patternIntervalRemaining = GetCurrentPatternInterval();
}
private int CollectCandidates(Transform target, bool excludeLastPattern)
{
int count = 0;
for (int i = 0; i < patterns.Length; i++)
{
BossPatternBase pattern = patterns[i];
if (!pattern.CanBeSelected(target, currentPhase))
{
continue;
}
if (excludeLastPattern && pattern == lastPattern)
{
continue;
}
candidateBuffer[count] = pattern;
count++;
}
return count;
}
private void UpdateBossPhase()
{
if (currentPhase == BossPhase.Phase2 || enemyHealth.MaxHealth <= 0f)
{
return;
}
float healthRatio = enemyHealth.CurrentHealth / enemyHealth.MaxHealth;
if (healthRatio <= phase2HealthRatio)
{
currentPhase = BossPhase.Phase2;
}
}
private void UpdatePatternInterval(float deltaTime)
{
if (patternIntervalRemaining <= 0f)
{
return;
}
patternIntervalRemaining = Mathf.Max(0f, patternIntervalRemaining - deltaTime);
}
private float GetCurrentPatternInterval()
{
if (currentPhase == BossPhase.Phase2)
{
return patternInterval * phase2IntervalMultiplier;
}
return patternInterval;
}
private void OnValidate()
{
phase2HealthRatio = Mathf.Clamp(phase2HealthRatio, 0.01f, 0.99f);
patternInterval = Mathf.Max(0f, patternInterval);
phase2IntervalMultiplier = Mathf.Clamp(phase2IntervalMultiplier, 0.1f, 1f);
}
}
}