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Copy pathBossPatternBase.cs
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344 lines (265 loc) · 8.58 KB
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using UnityEngine;
using UnityRPG.Character.Player;
using UnityRPG.Combat;
namespace UnityRPG.AI
{
[RequireComponent(typeof(EnemyContext))]
[RequireComponent(typeof(BossCombatController))]
public abstract class BossPatternBase : MonoBehaviour
{
[Header("Timing")]
[SerializeField]
[Min(0f)]
private float windup;
[SerializeField]
[Min(0.01f)]
private float activeDuration = 0.1f;
[SerializeField]
[Min(0f)]
private float recovery;
[SerializeField]
[Min(0f)]
private float cooldown;
[Header("Runtime")]
[SerializeField]
private BossPatternPhase currentPhase = BossPatternPhase.Ready;
private EnemyContext context;
private BossCombatController combatController;
private Transform currentTarget;
private float remainingPhaseTime;
private bool isConfigured;
protected abstract BossPatternType PatternType { get; }
protected EnemyContext Context => context;
protected Transform CurrentTarget => currentTarget;
public BossPatternType Type => PatternType;
public BossPatternPhase CurrentPhase => currentPhase;
public bool IsReady => isConfigured && currentPhase == BossPatternPhase.Ready;
public bool IsActionLocked =>
currentPhase == BossPatternPhase.Windup ||
currentPhase == BossPatternPhase.Active ||
currentPhase == BossPatternPhase.Recovery;
public virtual bool ShouldTrackTargetRotation => true;
public virtual bool ShouldStopMotor => true;
public float PhaseNormalizedProgress
{
get
{
float duration = GetCurrentPhaseDuration();
if (duration <= 0f)
{
return 0f;
}
return 1f - Mathf.Clamp01(remainingPhaseTime / duration);
}
}
protected virtual void Awake()
{
context = GetComponent<EnemyContext>();
combatController = GetComponent<BossCombatController>();
if (!context.IsConfigured || !ValidatePatternConfiguration())
{
Debug.LogError($"[Boss] {GetType().Name}의 설정이 올바르지 않습니다.", this);
return;
}
currentPhase = BossPatternPhase.Ready;
isConfigured = true;
OnPatternInitialized();
}
public bool CanBeSelected(Transform target, BossPhase bossPhase)
{
if (!isConfigured || !IsReady || !IsTargetAlive(target) || !IsAvailableInPhase(bossPhase))
{
return false;
}
return CanStartPattern(target);
}
public bool TryStartPattern(Transform target)
{
if (!CanBeSelected(target, combatController.CurrentPhase))
{
return false;
}
if (!combatController.TryBeginPattern(this))
{
return false;
}
currentTarget = target;
currentPhase = BossPatternPhase.Windup;
remainingPhaseTime = windup;
OnWindupStarted();
return true;
}
public void UpdatePattern(float deltaTime)
{
if (!isConfigured || currentPhase == BossPatternPhase.Ready || deltaTime <= 0f)
{
return;
}
if (IsActionLocked && !IsTargetAlive(currentTarget))
{
Cancel();
return;
}
if (currentPhase == BossPatternPhase.Active)
{
OnActiveUpdated(deltaTime);
if (currentPhase != BossPatternPhase.Active)
{
return;
}
}
remainingPhaseTime = Mathf.Max(0f, remainingPhaseTime - deltaTime);
if (remainingPhaseTime > 0f)
{
return;
}
switch (currentPhase)
{
case BossPatternPhase.Windup:
StartActive();
break;
case BossPatternPhase.Active:
StartRecovery();
break;
case BossPatternPhase.Recovery:
StartCooldown();
break;
case BossPatternPhase.Cooldown:
FinishCooldown();
break;
}
}
public void Cancel()
{
if (currentPhase != BossPatternPhase.Ready &&
combatController != null)
{
combatController.FinishPattern(this);
}
OnPatternCancelled();
currentPhase = BossPatternPhase.Ready;
remainingPhaseTime = 0f;
currentTarget = null;
}
protected void CompleteActive()
{
if (currentPhase != BossPatternPhase.Active)
{
return;
}
StartRecovery();
}
protected DamageInfo CreateDamageInfo(float damageMultiplier)
{
return new DamageInfo(Context.Definition.Attack * damageMultiplier, gameObject);
}
protected bool TryApplyDamage(Transform target, float damageMultiplier)
{
if (!IsTargetAlive(target))
{
return false;
}
IDamageable damageable = target.GetComponentInParent<IDamageable>();
if (damageable == null)
{
return false;
}
damageable.TakeDamage(CreateDamageInfo(damageMultiplier));
return true;
}
protected abstract bool CanStartPattern(Transform target);
protected virtual bool IsAvailableInPhase(BossPhase bossPhase)
{
return true;
}
protected virtual bool ValidatePatternConfiguration()
{
return true;
}
protected virtual void OnPatternInitialized()
{
}
protected virtual void OnWindupStarted()
{
}
protected virtual void OnActiveStarted()
{
}
protected virtual void OnActiveUpdated(float deltaTime)
{
}
protected virtual void OnRecoveryStarted()
{
}
protected virtual void OnCooldownStarted()
{
}
protected virtual void OnPatternCancelled()
{
}
private bool IsTargetAlive(Transform target)
{
if (target == null)
{
return false;
}
PlayerHealth playerHealth = target.GetComponent<PlayerHealth>();
return playerHealth != null && !playerHealth.IsDead;
}
private void StartActive()
{
currentPhase = BossPatternPhase.Active;
remainingPhaseTime = activeDuration;
OnActiveStarted();
}
private void StartRecovery()
{
currentPhase = BossPatternPhase.Recovery;
remainingPhaseTime = recovery;
OnRecoveryStarted();
}
private void StartCooldown()
{
combatController.FinishPattern(this);
currentPhase = BossPatternPhase.Cooldown;
remainingPhaseTime = cooldown;
currentTarget = null;
OnCooldownStarted();
}
private void FinishCooldown()
{
currentPhase = BossPatternPhase.Ready;
remainingPhaseTime = 0f;
}
private float GetCurrentPhaseDuration()
{
switch (currentPhase)
{
case BossPatternPhase.Windup:
return windup;
case BossPatternPhase.Active:
return activeDuration;
case BossPatternPhase.Recovery:
return recovery;
case BossPatternPhase.Cooldown:
return cooldown;
default:
return 0f;
}
}
protected virtual void OnDisable()
{
if (currentPhase != BossPatternPhase.Ready)
{
Cancel();
}
}
protected virtual void OnValidate()
{
windup = Mathf.Max(0f, windup);
activeDuration = Mathf.Max(0.01f, activeDuration);
recovery = Mathf.Max(0f, recovery);
cooldown = Mathf.Max(0f, cooldown);
}
}
}