diff --git a/.plastic/plastic.changes b/.plastic/plastic.changes index 22ad86e3..04f1e319 100644 Binary files a/.plastic/plastic.changes and b/.plastic/plastic.changes differ diff --git a/.plastic/plastic.wktree b/.plastic/plastic.wktree index 879203ff..17d1a69e 100644 Binary files a/.plastic/plastic.wktree and b/.plastic/plastic.wktree differ diff --git a/Assets/0.SCENE/MainGame.unity b/Assets/0.SCENE/MainGame.unity index e8802e1f..531188ee 100644 --- a/Assets/0.SCENE/MainGame.unity +++ b/Assets/0.SCENE/MainGame.unity @@ -292,6 +292,10 @@ PrefabInstance: propertyPath: InitialModule.startSize.minCurve.m_Curve.Array.data[0].value value: 0.6666667 objectReference: {fileID: 0} + - target: {fileID: 199012560449226604, guid: 664a6c52ea41df24ca64a39daa15c7e5, type: 3} + propertyPath: m_Materials.Array.size + value: 1 + objectReference: {fileID: 0} m_RemovedComponents: [] m_RemovedGameObjects: [] m_AddedGameObjects: [] @@ -1897,6 +1901,10 @@ PrefabInstance: propertyPath: ShapeModule.boxZ 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0.8962264, b: 0.8962264, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/4.PlayerAnimation/PlayerAnimation.controller b/Assets/4.PlayerAnimation/PlayerAnimation.controller index c7138266..d76c1bf0 100644 --- a/Assets/4.PlayerAnimation/PlayerAnimation.controller +++ b/Assets/4.PlayerAnimation/PlayerAnimation.controller @@ -273,6 +273,12 @@ AnimatorController: m_DefaultInt: 0 m_DefaultBool: 0 m_Controller: {fileID: 9100000} + - m_Name: Attack + m_Type: 9 + m_DefaultFloat: 0 + m_DefaultInt: 0 + m_DefaultBool: 0 + m_Controller: {fileID: 9100000} m_AnimatorLayers: - serializedVersion: 5 m_Name: Base Layer diff --git a/Assets/5.Enemy Animation/BossAnimation'/BossIdle.fbx.meta b/Assets/5.Enemy Animation/BossAnimation'/BossIdle.fbx.meta index 87aa8858..5fae1a59 100644 --- a/Assets/5.Enemy Animation/BossAnimation'/BossIdle.fbx.meta +++ b/Assets/5.Enemy Animation/BossAnimation'/BossIdle.fbx.meta @@ -16,7 +16,8 @@ ModelImporter: optimizeGameObjects: 0 removeConstantScaleCurves: 0 motionNodeName: - rigImportErrors: + rigImportErrors: "Invalid copied Avatar Rig Configuration:\n\tNo human bone found. + Ensure both rig type match\n" rigImportWarnings: animationImportErrors: animationImportWarnings: @@ -81,8 +82,334 @@ ModelImporter: importAnimation: 1 humanDescription: serializedVersion: 3 - human: [] - skeleton: [] + human: + - boneName: spine + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh.L + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh.R + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shin.L + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shin.R + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.L + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.R + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.001 + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.002 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005 + humanName: Neck + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005_end + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shoulder.L + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shoulder.R + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upper_arm.L + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upper_arm.R + humanName: RightUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: forearm.L + humanName: LeftLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: forearm.R + humanName: RightLowerArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: hand.L + humanName: LeftHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: hand.R + humanName: RightHand + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: toe.L + humanName: LeftToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: toe.R + humanName: RightToes + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.003 + humanName: UpperChest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + skeleton: + - name: BossKK(Clone) + parentName: + position: {x: 0, y: 0, z: 0} + rotation: {x: 0, y: 0, z: 0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: Mesh_0 + parentName: BossKK(Clone) + position: {x: -0, y: 0.9713868, z: 0} + rotation: {x: -0.7071068, y: 0, z: 0, w: 0.7071067} + scale: {x: 100, y: 100, z: 100} + - name: metarig + parentName: BossKK(Clone) + position: {x: -0, y: 0, z: 0} + rotation: {x: -0.7071068, y: 0, z: -0, w: 0.7071067} + scale: {x: 100, y: 100, z: 100} + - name: spine + parentName: metarig + position: {x: -0, y: 0.00055199995, z: 0.010098999} + rotation: {x: 0.7904554, y: 0, z: -0, w: 0.6125196} + scale: {x: 1, y: 0.99999994, z: 0.9999999} + - name: spine.001 + parentName: spine + position: {x: -0, y: 0.0015221953, z: -1.4901161e-10} + rotation: {x: -0.0644764, y: 0, z: -0, w: 0.99791926} + scale: {x: 1, y: 1, z: 0.99999994} + - name: spine.002 + parentName: spine.001 + position: {x: -0, y: 0.0013663665, z: 2.6193447e-11} + rotation: {x: -0.08018783, y: 0.0013923702, z: 0.017920453, w: 0.99661773} + scale: {x: 0.99999994, y: 0.99999994, z: 1.0000001} + - name: spine.003 + parentName: spine.002 + position: {x: 9.322321e-12, y: 0.0014754306, z: 8.559482e-12} + rotation: {x: 0.2688509, y: -0.007439791, z: -0.026422987, w: 0.96279055} + scale: {x: 1.0000001, y: 0.9999999, z: 0.99999994} + - name: spine.004 + parentName: spine.003 + position: {x: -0.000011785062, y: 0.001183971, z: -0.000022786762} + rotation: {x: -0.009004462, y: 0.001734543, z: 0.033620197, w: 0.9993926} + scale: {x: 1, y: 0.99999994, z: 0.99999994} + - name: spine.005 + parentName: spine.004 + position: {x: 7.4505804e-11, y: 0.0008168899, z: -5.5426425e-10} + rotation: {x: -0.17284629, y: 0.03997444, z: -0.058171704, w: 0.98241657} + scale: {x: 1, y: 0.99999994, z: 1} + - name: spine.005_end + parentName: spine.005 + position: {x: -0, y: 0.0012093683, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: shoulder.L + parentName: spine.003 + position: {x: -0.0005540781, y: 0.0006406808, z: 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parentName: spine.003 + position: {x: 0.0006426694, y: 0.0006524637, z: -0.0004263487} + rotation: {x: 0.7154474, y: 0.5602365, z: 0.26908958, w: -0.31915647} + scale: {x: 1.0000001, y: 1.0000001, z: 1} + - name: upper_arm.R + parentName: shoulder.R + position: {x: 0.0000024930807, y: 0.001641166, z: -0.00019435195} + rotation: {x: 0.061344355, y: 0.7334041, z: -0.06228921, w: 0.67414784} + scale: {x: 1, y: 1.0000001, z: 1.0000001} + - name: forearm.R + parentName: upper_arm.R + position: {x: -3.8649886e-10, y: 0.0027295703, z: 2.9802322e-10} + rotation: {x: 0.063309275, y: -0.08880469, z: 0.028930746, w: 0.99361396} + scale: {x: 1, y: 0.9999998, z: 0.9999999} + - name: hand.R + parentName: forearm.R + position: {x: -2.8871e-10, y: 0.0021952041, z: 1.9557773e-10} + rotation: {x: -0.058991775, y: 0.024841053, z: 0.014429793, w: 0.99784505} + scale: {x: 1, y: 1, z: 1} + - name: hand.R_end + parentName: hand.R + position: {x: -0, y: 0.0013312165, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: thigh.L + parentName: spine + position: {x: -0.0009799999, y: 0.0007081852, z: 0.00025942278} + rotation: {x: 0.97767204, y: -0.08526496, z: 0.011745847, w: 0.1917013} + scale: {x: 1.0000002, y: 1, z: 1.0000004} + - name: shin.L + parentName: thigh.L + position: {x: -1.3213139e-10, y: 0.0051735, z: -1.094304e-10} + rotation: {x: 0.22825296, y: -0.015797641, z: 0.002985311, w: 0.97346914} + scale: {x: 0.99999994, y: 1, z: 0.99999994} + - name: foot.L + parentName: shin.L + position: {x: 9.546056e-11, y: 0.0040302393, z: 3.7252902e-11} + rotation: {x: -0.50685614, y: 0.03915672, z: 0.041645184, w: 0.8601333} + scale: {x: 0.9999998, y: 1, z: 1} + - name: toe.L + parentName: foot.L + position: {x: -1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10} + rotation: {x: 0.069084235, y: 0.9196655, z: -0.37246323, w: -0.10350845} + scale: {x: 0.9999999, y: 1, z: 1} + - name: toe.L_end + parentName: toe.L + position: {x: -0, y: 0.00071525713, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: thigh.R + parentName: spine + position: {x: 0.0009799999, y: 0.0007081852, z: 0.00025942278} + rotation: {x: 0.97767204, y: 0.08526496, z: -0.011745847, w: 0.1917013} + scale: {x: 1.0000002, y: 1, z: 1.0000004} + - name: shin.R + parentName: thigh.R + position: {x: 1.3213139e-10, y: 0.0051735, z: -1.094304e-10} + rotation: {x: 0.22825296, y: 0.015797641, z: -0.002985311, w: 0.97346914} + scale: {x: 0.99999994, y: 1, z: 0.99999994} + - name: foot.R + parentName: shin.R + position: {x: -9.546056e-11, y: 0.0040302393, z: 3.7252902e-11} + rotation: {x: -0.50685614, y: -0.03915672, z: -0.041645184, w: 0.8601333} + scale: {x: 0.9999998, y: 1, z: 1} + - name: toe.R + parentName: foot.R + position: {x: 1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10} + rotation: {x: -0.069084235, y: 0.9196655, z: -0.37246323, w: 0.10350845} + scale: {x: 0.9999999, y: 1, z: 1} + - name: toe.R_end + parentName: toe.R + position: {x: -0, y: 0.00071525713, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} armTwist: 0.5 foreArmTwist: 0.5 upperLegTwist: 0.5 @@ -95,11 +422,11 @@ ModelImporter: hasTranslationDoF: 0 hasExtraRoot: 1 skeletonHasParents: 1 - lastHumanDescriptionAvatarSource: {instanceID: 0} + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: b0cd4fbfe1914384e8657f8debeddba0, type: 3} autoGenerateAvatarMappingIfUnspecified: 1 animationType: 3 humanoidOversampling: 1 - avatarSetup: 1 + avatarSetup: 2 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 importBlendShapeDeformPercent: 1 remapMaterialsIfMaterialImportModeIsNone: 0 diff --git a/Assets/5.Enemy Animation/BossAnimation'/BossReady.fbx.meta b/Assets/5.Enemy Animation/BossAnimation'/BossReady.fbx.meta index 133cbef4..7e0d54bd 100644 --- a/Assets/5.Enemy Animation/BossAnimation'/BossReady.fbx.meta +++ b/Assets/5.Enemy Animation/BossAnimation'/BossReady.fbx.meta @@ -81,8 +81,334 @@ ModelImporter: importAnimation: 1 humanDescription: serializedVersion: 3 - human: [] - skeleton: [] + human: + - boneName: spine + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh.L + humanName: LeftUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh.R + humanName: RightUpperLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shin.L + humanName: LeftLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shin.R + humanName: RightLowerLeg + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.L + humanName: LeftFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: foot.R + humanName: RightFoot + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.001 + humanName: Spine + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.002 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005 + humanName: Neck + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005_end + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shoulder.L + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: 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y: 0.00071525713, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} + - name: thigh.R + parentName: spine + position: {x: 0.0009799999, y: 0.0007081852, z: 0.00025942278} + rotation: {x: 0.97767204, y: 0.08526496, z: -0.011745847, w: 0.1917013} + scale: {x: 1.0000002, y: 1, z: 1.0000004} + - name: shin.R + parentName: thigh.R + position: {x: 1.3213139e-10, y: 0.0051735, z: -1.094304e-10} + rotation: {x: 0.22825296, y: 0.015797641, z: -0.002985311, w: 0.97346914} + scale: {x: 0.99999994, y: 1, z: 0.99999994} + - name: foot.R + parentName: shin.R + position: {x: -9.546056e-11, y: 0.0040302393, z: 3.7252902e-11} + rotation: {x: -0.50685614, y: -0.03915672, z: -0.041645184, w: 0.8601333} + scale: {x: 0.9999998, y: 1, z: 1} + - name: toe.R + parentName: foot.R + position: {x: 1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10} + rotation: {x: -0.069084235, y: 0.9196655, z: -0.37246323, w: 0.10350845} + scale: {x: 0.9999999, y: 1, z: 1} + - name: toe.R_end + parentName: toe.R + position: {x: -0, y: 0.00071525713, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} armTwist: 0.5 foreArmTwist: 0.5 upperLegTwist: 0.5 @@ -97,13 +423,13 @@ ModelImporter: globalScale: 1 rootMotionBoneName: hasTranslationDoF: 0 - hasExtraRoot: 0 + hasExtraRoot: 1 skeletonHasParents: 1 - lastHumanDescriptionAvatarSource: {instanceID: 0} + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: b0cd4fbfe1914384e8657f8debeddba0, type: 3} autoGenerateAvatarMappingIfUnspecified: 1 animationType: 3 humanoidOversampling: 1 - avatarSetup: 1 + avatarSetup: 2 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 importBlendShapeDeformPercent: 1 remapMaterialsIfMaterialImportModeIsNone: 0 diff --git a/Assets/5.Enemy Animation/BossAnimation'/던지기 모션_boss_Unreal5.5.fbx.meta b/Assets/5.Enemy Animation/BossAnimation'/던지기 모션_boss_Unreal5.5.fbx.meta index 7fdf966a..bf273e66 100644 --- a/Assets/5.Enemy Animation/BossAnimation'/던지기 모션_boss_Unreal5.5.fbx.meta +++ b/Assets/5.Enemy Animation/BossAnimation'/던지기 모션_boss_Unreal5.5.fbx.meta @@ -19,7 +19,11 @@ ModelImporter: rigImportErrors: rigImportWarnings: animationImportErrors: - animationImportWarnings: + animationImportWarnings: "\nClip 'Unreal Take' has import animation warnings + that might lower retargeting quality:\nNote: Activate translation DOF on avatar + to improve retargeting quality.\n\t'spine_04' is inbetween humanoid transforms + and has rotation animation that will be discarded.\n\t'spine_05' is inbetween + humanoid transforms and has rotation animation that will be discarded.\n" animationRetargetingWarnings: animationDoRetargetingWarnings: 0 importAnimatedCustomProperties: 0 @@ -81,823 +85,334 @@ ModelImporter: importAnimation: 1 humanDescription: serializedVersion: 3 - human: [] + human: + - boneName: spine + humanName: Hips + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: thigh.L + humanName: LeftUpperLeg + limit: + 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0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.002 + humanName: Chest + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005 + humanName: Neck + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: spine.005_end + humanName: Head + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shoulder.L + humanName: LeftShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: shoulder.R + humanName: RightShoulder + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: {x: 0, y: 0, z: 0} + length: 0 + modified: 0 + - boneName: upper_arm.L + humanName: LeftUpperArm + limit: + min: {x: 0, y: 0, z: 0} + max: {x: 0, y: 0, z: 0} + value: 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0.08526496, z: -0.011745847, w: 0.1917013} + scale: {x: 1.0000002, y: 1, z: 1.0000004} + - name: shin.R + parentName: thigh.R + position: {x: 1.3213139e-10, y: 0.0051735, z: -1.094304e-10} + rotation: {x: 0.22825296, y: 0.015797641, z: -0.002985311, w: 0.97346914} + scale: {x: 0.99999994, y: 1, z: 0.99999994} + - name: foot.R + parentName: shin.R + position: {x: -9.546056e-11, y: 0.0040302393, z: 3.7252902e-11} + rotation: {x: -0.50685614, y: -0.03915672, z: -0.041645184, w: 0.8601333} + scale: {x: 0.9999998, y: 1, z: 1} + - name: toe.R + parentName: foot.R + position: {x: 1.3038516e-10, y: 0.0024189258, z: -1.9557773e-10} + rotation: {x: -0.069084235, y: 0.9196655, z: -0.37246323, w: 0.10350845} + scale: {x: 0.9999999, y: 1, z: 1} + - name: toe.R_end + parentName: toe.R + position: {x: -0, y: 0.00071525713, z: 0} + rotation: {x: 0, y: -0, z: -0, w: 1} + scale: {x: 1, y: 1, z: 1} armTwist: 0.5 foreArmTwist: 0.5 upperLegTwist: 0.5 @@ -97,13 +423,13 @@ ModelImporter: globalScale: 1 rootMotionBoneName: hasTranslationDoF: 0 - hasExtraRoot: 0 + hasExtraRoot: 1 skeletonHasParents: 1 - lastHumanDescriptionAvatarSource: {instanceID: 0} + lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: b0cd4fbfe1914384e8657f8debeddba0, type: 3} autoGenerateAvatarMappingIfUnspecified: 1 animationType: 3 humanoidOversampling: 1 - avatarSetup: 1 + avatarSetup: 2 addHumanoidExtraRootOnlyWhenUsingAvatar: 1 importBlendShapeDeformPercent: 1 remapMaterialsIfMaterialImportModeIsNone: 0 diff --git a/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller b/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller index fe1f897f..89c67d27 100644 --- a/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller +++ b/Assets/BitGem/Ghoul-Crew-Hand-Painted-Series/Ghoul/Animations/ghoul_animator_controller.controller @@ -26,58 +26,6 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: ---- !u!1102 &-6007387887935768991 -AnimatorState: - serializedVersion: 6 - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: D - m_Speed: 1 - m_CycleOffset: 0 - m_Transitions: [] - m_StateMachineBehaviours: [] - m_Position: {x: 50, y: 50, z: 0} - m_IKOnFeet: 0 - m_WriteDefaultValues: 1 - m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 - m_TimeParameterActive: 0 - m_Motion: {fileID: 7400000, guid: ea2b7b1447852468d8fe575ce8eca7fd, type: 2} - m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: - m_TimeParameter: ---- !u!1102 &-5189061023879787201 -AnimatorState: - serializedVersion: 6 - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_Name: ghoul_attack - m_Speed: 1 - m_CycleOffset: 0 - m_Transitions: [] - m_StateMachineBehaviours: [] - m_Position: {x: 50, y: 50, z: 0} - m_IKOnFeet: 0 - m_WriteDefaultValues: 1 - m_Mirror: 0 - m_SpeedParameterActive: 0 - m_MirrorParameterActive: 0 - m_CycleOffsetParameterActive: 0 - m_TimeParameterActive: 0 - m_Motion: {fileID: 1827226128182048838, guid: 3da633fdc8224f244a7cd59ebf8ee979, type: 3} - m_Tag: - m_SpeedParameter: - m_MirrorParameter: - m_CycleOffsetParameter: - m_TimeParameter: --- !u!1102 &-4942273955469260354 AnimatorState: serializedVersion: 6 @@ -104,6 +52,32 @@ AnimatorState: m_MirrorParameter: m_CycleOffsetParameter: m_TimeParameter: +--- !u!1102 &-3389239410898933574 +AnimatorState: + serializedVersion: 6 + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: ghoul_attack + m_Speed: 1 + m_CycleOffset: 0 + m_Transitions: [] + m_StateMachineBehaviours: [] + m_Position: {x: 50, y: 50, z: 0} + m_IKOnFeet: 0 + m_WriteDefaultValues: 1 + m_Mirror: 0 + m_SpeedParameterActive: 0 + m_MirrorParameterActive: 0 + m_CycleOffsetParameterActive: 0 + m_TimeParameterActive: 0 + m_Motion: {fileID: 9067093048684652814, guid: 3da633fdc8224f244a7cd59ebf8ee979, type: 3} + m_Tag: + m_SpeedParameter: + m_MirrorParameter: + m_CycleOffsetParameter: + m_TimeParameter: --- !u!1109 &-1841353923706876430 AnimatorTransition: m_ObjectHideFlags: 1 @@ -267,11 +241,8 @@ AnimatorStateMachine: m_State: {fileID: -4942273955469260354} m_Position: {x: 190, y: 660, z: 0} - serializedVersion: 1 - m_State: {fileID: -6007387887935768991} - m_Position: {x: 310, y: 480, z: 0} - - serializedVersion: 1 - m_State: {fileID: -5189061023879787201} - m_Position: {x: 308.90906, y: 404.54987, z: 0} + m_State: {fileID: -3389239410898933574} + m_Position: {x: 440.60327, y: 393.30936, z: 0} m_ChildStateMachines: [] m_AnyStateTransitions: [] m_EntryTransitions: diff --git a/Assets/BossCounterConfig.asset b/Assets/BossCounterConfig.asset new file mode 100644 index 00000000..1b3fd727 --- /dev/null +++ b/Assets/BossCounterConfig.asset @@ -0,0 +1,25 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 127d57ae132759d4f8233580c8075e39, type: 3} + m_Name: BossCounterConfig + m_EditorClassIdentifier: + dodgeThreshold: 5 + aimThreshold: 4 + pierceThreshold: 0.6 + minShotsForPierceCheck: 3 + unlockedThresholdMultiplier: 0.8 + counterWeightBonus: 3 + counterSubWeightBonus: 2 + counterDecayTime: 8 + maxCounterFrequency: 0.25 + counterCooldown: 5 + habitChangeRewardRatio: 0.15 diff --git a/Assets/BossCounterConfig.asset.meta b/Assets/BossCounterConfig.asset.meta new file mode 100644 index 00000000..86b3db1d --- /dev/null +++ b/Assets/BossCounterConfig.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a7ebef2d438cdef42a54a32e572e2421 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/BossAI/BossCounterSystem.cs b/Assets/Scripts/Enemy/BossAI/BossCounterSystem.cs index 333e3bbc..be1a3ef5 100644 --- a/Assets/Scripts/Enemy/BossAI/BossCounterSystem.cs +++ b/Assets/Scripts/Enemy/BossAI/BossCounterSystem.cs @@ -4,6 +4,7 @@ using UnityEngine.Events; /// /// 보스 카운터 시스템 메인 컨트롤러. +/// (수정됨: Config나 Player가 없어도 에러가 나지 않도록 안전장치가 추가된 버전) /// /// 핵심 흐름: /// 1. PlayerBehaviorTracker에서 실시간 행동 데이터를 읽음 @@ -73,6 +74,15 @@ public class BossCounterSystem : MonoBehaviour // 초기화 // ═══════════════════════════════════════════ + private void Start() + { + // 🚨 [안전장치] 설정 파일이 없으면 경고 출력 + if (config == null) + { + Debug.LogWarning("⚠ [BossCounterSystem] Config(설정 파일)가 없습니다! AI가 정상 작동하지 않을 수 있습니다."); + } + } + /// /// 보스 전투 시작 시 호출. 이전 런에서 발동된 카운터 정보를 기반으로 초기화. /// @@ -112,7 +122,8 @@ public class BossCounterSystem : MonoBehaviour private void Update() { - if (PlayerBehaviorTracker.Instance == null) return; + // 🚨 [안전장치] 플레이어 트래커나 설정 파일이 없으면 실행 중지 (NullReferenceException 방지) + if (PlayerBehaviorTracker.Instance == null || config == null) return; EvaluateCounters(); DecayCounters(); @@ -122,6 +133,9 @@ public class BossCounterSystem : MonoBehaviour /// 플레이어 행동 데이터를 읽고 카운터 모드 ON/OFF 판단 private void EvaluateCounters() { + // 🚨 [안전장치] Config가 없으면 계산 불가 + if (config == null) return; + var tracker = PlayerBehaviorTracker.Instance; var persistence = BossCounterPersistence.Instance; @@ -158,6 +172,9 @@ public class BossCounterSystem : MonoBehaviour private void ActivateCounter(CounterType type) { + // 🚨 [안전장치] Config 확인 + if (config == null) return; + counterTimers[type] = config.counterDecayTime; if (!activeCounters[type]) @@ -240,7 +257,14 @@ public class BossCounterSystem : MonoBehaviour if (bossPatterns.Count == 0) { Debug.LogWarning("[BossCounter] 보스 패턴이 등록되지 않았습니다!"); - return ""; + return "Normal"; // 기본값 리턴 + } + + // 🚨 [안전장치] Config가 없으면 그냥 랜덤 패턴 반환 (멈춤 방지) + if (config == null) + { + int randomIndex = Random.Range(0, bossPatterns.Count); + return bossPatterns[randomIndex].patternName; } // 가중치 계산 @@ -331,7 +355,7 @@ public class BossCounterSystem : MonoBehaviour } // ═══════════════════════════════════════════ - // 외부 조회 + // 외부 조회 (여기가 아까 빠졌던 부분입니다!) // ═══════════════════════════════════════════ /// 특정 카운터 모드가 현재 활성 상태인지 확인 @@ -353,4 +377,4 @@ public class BossCounterSystem : MonoBehaviour /// 습관 변경 보상이 활성화되었는지 확인 public bool IsHabitChangeRewarded => habitChangeRewardGranted; -} +} \ No newline at end of file diff --git a/Assets/Scripts/Enemy/BossAI/BossMonster.cs b/Assets/Scripts/Enemy/BossAI/BossMonster.cs index 7b790551..b92364de 100644 --- a/Assets/Scripts/Enemy/BossAI/BossMonster.cs +++ b/Assets/Scripts/Enemy/BossAI/BossMonster.cs @@ -7,41 +7,46 @@ public class NorcielBoss : MonsterClass [SerializeField] private BossCounterSystem counterSystem; [Header("--- ⚔️ 패턴 설정 ---")] - [SerializeField] private float patternInterval = 3f; // 공격 간격 + [SerializeField] private float patternInterval = 3f; [Header("--- 🎱 무기(쇠공) 설정 (필수!) ---")] - [SerializeField] private GameObject ironBall; // 씬에 있는 실제 쇠공 오브젝트 - [SerializeField] private Transform handHolder; // 쇠공이 붙어있을 손의 위치 (RightHand 뼈) + [SerializeField] private GameObject ironBall; + [SerializeField] private Transform handHolder; [Header("--- 📊 UI 연결 ---")] - [SerializeField] private GameObject bossHealthBar; // 보스 체력바 UI + [SerializeField] private GameObject bossHealthBar; // --- 내부 변수들 --- private float _timer; - private Rigidbody rb; // 보스 본체의 리지드바디 - private Rigidbody ballRb; // 쇠공의 리지드바디 + private Rigidbody rb; + private Rigidbody ballRb; - private bool isBattleStarted = false; // 전투 시작 여부 - private bool isWeaponless = false; // 현재 무기가 없는가? - private Transform target; // 플레이어 타겟 + private bool isBattleStarted = false; + private bool isWeaponless = false; + private bool isPerformingAction = false; // ⭐ 신규: 연출 중 플래그 (Roar 등) + private Transform target; protected override void Awake() { base.Awake(); rb = GetComponent(); - - // 쇠공에서 리지드바디 가져오기 if (ironBall != null) ballRb = ironBall.GetComponent(); } + // ⭐ [수정] Start → OnEnable 이후 호출되도록 변경 + private void Start() + { + StartBossBattle(); + } + protected override void Init() { - // 1. 변수 초기화 _timer = patternInterval; isBattleStarted = false; isWeaponless = false; + isPerformingAction = false; - // 2. 플레이어 찾기 + // 플레이어 찾기 GameObject playerObj = GameObject.FindWithTag("Player"); if (playerObj != null) target = playerObj.transform; else @@ -50,24 +55,54 @@ public class NorcielBoss : MonsterClass if (playerScript != null) target = playerScript.transform; } - // 3. 상태 봉인 (움직임 끄기) - if (agent != null) - { - agent.enabled = false; - agent.isStopped = true; - } - if (bossHealthBar != null) bossHealthBar.SetActive(false); + // HP 초기화 + currentHP = maxHP; - // 4. 쇠공 초기 상태 설정 (물리 끄고 손에 붙이기) + StartCoroutine(SafeInitNavMesh()); + + if (bossHealthBar != null) bossHealthBar.SetActive(false); if (ballRb != null) ballRb.isKinematic = true; } + private IEnumerator SafeInitNavMesh() + { + yield return null; + + if (agent != null) + { + int retry = 0; + while (!agent.isOnNavMesh && retry < 5) + { + retry++; + yield return new WaitForSeconds(0.1f); + } + + if (agent.isOnNavMesh) + { + agent.isStopped = true; + } + agent.enabled = false; + } + } + + // ════════════════════════════════════════ + // ⭐ [핵심 수정] 부모의 OnManagedUpdate 흐름 제어 + // ════════════════════════════════════════ + + /// + /// 부모 MonsterClass의 StopMovement()가 매 프레임 Monster_Idle을 + /// 강제 재생해서 Roar/다른 애니메이션을 덮어쓰는 문제 해결. + /// + /// 보스는 일반 몬스터와 다르게: + /// - 전투 시작 전에는 아무 AI도 돌리지 않음 + /// - 연출 중(Roar 등)에는 애니메이션을 건드리지 않음 + /// protected override void ExecuteAILogic() { - // 전투 미시작 or 타겟 없음 -> 정지 - if (!isBattleStarted || target == null) return; + // 연출 중이거나 전투 미시작 → 아무것도 안 함 + if (isPerformingAction || !isBattleStarted || target == null) return; - // ⭐ [최우선 순위] 무기가 없으면 공격 중단하고 주으러 감 + // 무기 없으면 회수 우선 if (isWeaponless) { RetrieveWeaponLogic(); @@ -75,28 +110,25 @@ public class NorcielBoss : MonsterClass } // --- 일반 전투 로직 --- - - // 1. 공격 쿨타임 체크 _timer -= Time.deltaTime; - if (_timer <= 0 && !isAttacking && !isHit && !isDead) + if (_timer <= 0 && !isAttacking && !isHit && !isDead && !isResting) { _timer = patternInterval; DecideAttack(); } - // 2. 평소 이동 (플레이어 추격) - if (!isAttacking && agent.enabled) + // 이동 (공격/피격 중이 아닐 때만) + if (!isAttacking && !isHit && !isResting && agent != null && agent.enabled && agent.isOnNavMesh) { agent.SetDestination(target.position); - // 애니메이션 속도 동기화 if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude); - // 거리 체크 - if (agent.remainingDistance <= agent.stoppingDistance) + if (agent.remainingDistance <= agent.stoppingDistance + 0.5f) { agent.isStopped = true; LookAtTarget(target.position); + if (animator != null) animator.SetFloat("Speed", 0f); } else { @@ -106,27 +138,20 @@ public class NorcielBoss : MonsterClass } // ════════════════════════════════════════ - // 🏃‍♂️ 무기 회수 로직 (Retrieve System) + // 🏃‍♂️ 무기 회수 로직 // ════════════════════════════════════════ private void RetrieveWeaponLogic() { - if (ironBall == null) return; + if (ironBall == null || !agent.enabled || !agent.isOnNavMesh) return; - // 1. 공 위치로 이동 - if (agent.enabled) - { - agent.SetDestination(ironBall.transform.position); - agent.isStopped = false; - } + agent.SetDestination(ironBall.transform.position); + agent.isStopped = false; - // 이동 애니메이션 if (animator != null) animator.SetFloat("Speed", agent.velocity.magnitude); - // 2. 공과의 거리 체크 (가까워지면 줍기 시도) float dist = Vector3.Distance(transform.position, ironBall.transform.position); - // 거리 3.0f 이내이고, 줍는 중이 아닐 때 실행 if (dist <= 3.0f && !isAttacking) { StartCoroutine(PickUpBallRoutine()); @@ -135,47 +160,42 @@ public class NorcielBoss : MonsterClass private IEnumerator PickUpBallRoutine() { - OnAttackStart(); // 행동 시작 (다른 행동 불가) + OnAttackStart(); - // 멈춤 - if (agent != null) + if (agent != null && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; } - if (animator != null) animator.SetFloat("Speed", 0); - // 1. 줍는 모션 재생 - Debug.Log("boss: 내 소중한 공!!"); - if (animator != null) animator.Play("Skill_Pickup"); // 줍는 애니메이션 + if (animator != null) + { + animator.SetFloat("Speed", 0); + animator.Play("Skill_Pickup"); + } - yield return new WaitForSeconds(0.8f); // 손이 바닥에 닿을 때까지 대기 + yield return new WaitForSeconds(0.8f); - // 2. ⭐ 공을 다시 손에 붙이기 (Parent) ironBall.transform.SetParent(handHolder); - - // 위치 초기화 (손바닥 안으로) ironBall.transform.localPosition = Vector3.zero; ironBall.transform.localRotation = Quaternion.identity; - // 쇠공 물리 끄기 (다시 무기화) if (ballRb != null) { ballRb.isKinematic = true; ballRb.velocity = Vector3.zero; } - yield return new WaitForSeconds(1.0f); // 일어나는 시간 + yield return new WaitForSeconds(1.0f); - // 3. 상태 복구 - isWeaponless = false; // 무기 장착 완료! + isWeaponless = false; OnAttackEnd(); - if (agent != null) agent.isStopped = false; + if (agent != null && agent.isOnNavMesh) agent.isStopped = false; } // ════════════════════════════════════════ - // 🎬 전투 입장 & 유틸리티 + // 🎬 전투 입장 // ════════════════════════════════════════ public void StartBossBattle() @@ -186,14 +206,53 @@ public class NorcielBoss : MonsterClass private IEnumerator BattleStartRoutine() { - if (animator != null) animator.Play("Roar"); + Debug.Log("🔥 보스 전투 시작! (Roar)"); + + // ⭐ [핵심] 연출 중 플래그 ON → ExecuteAILogic이 아무것도 안 함 + isPerformingAction = true; + if (bossHealthBar != null) bossHealthBar.SetActive(true); if (counterSystem != null) counterSystem.InitializeBattle(); + // ⭐ [핵심] Roar 재생 + if (animator != null) + { + animator.Play("Roar", 0, 0f); + } + + // Roar 애니메이션 대기 (길이에 맞게 조절) yield return new WaitForSeconds(2.0f); + // ⭐ [핵심] Roar 끝나면 Idle로 전환 + if (animator != null) + { + animator.Play("Monster_Idle", 0, 0f); + } + + // 연출 종료 → 전투 시작 + isPerformingAction = false; isBattleStarted = true; - if (agent != null) agent.enabled = true; + + // NavMeshAgent 활성화 + if (agent != null) + { + agent.enabled = true; + + // NavMesh 위에 올라갈 때까지 잠시 대기 + int retry = 0; + while (!agent.isOnNavMesh && retry < 10) + { + retry++; + yield return new WaitForSeconds(0.1f); + } + + if (agent.isOnNavMesh) + { + agent.isStopped = false; + } + } + + Debug.Log("⚔️ 보스 전투 루프 시작!"); } private void LookAtTarget(Vector3 targetPos) @@ -202,7 +261,11 @@ public class NorcielBoss : MonsterClass dir.y = 0; if (dir != Vector3.zero) { - transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5f); + transform.rotation = Quaternion.Slerp( + transform.rotation, + Quaternion.LookRotation(dir), + Time.deltaTime * 5f + ); } } @@ -212,40 +275,53 @@ public class NorcielBoss : MonsterClass private void DecideAttack() { - // 이동 애니메이션 잠시 0으로 if (animator != null) animator.SetFloat("Speed", 0f); + // 공격 전 이동 멈춤 + if (agent != null && agent.isOnNavMesh) + { + agent.isStopped = true; + agent.velocity = Vector3.zero; + } + + // 플레이어를 바라봄 + if (target != null) LookAtTarget(target.position); + string patternName = (counterSystem != null) ? counterSystem.SelectBossPattern() : "Normal"; + Debug.Log($"🧠 보스 패턴 선택: {patternName}"); + switch (patternName) { case "DashAttack": StartCoroutine(Pattern_DashAttack()); break; case "Smash": StartCoroutine(Pattern_SmashAttack()); break; case "ShieldWall": StartCoroutine(Pattern_ShieldWall()); break; - default: StartCoroutine(Pattern_ThrowBall()); break; // 기본 공격을 던지기로 대체 + default: StartCoroutine(Pattern_ThrowBall()); break; } } // ════════════════════════════════════════ - // ⚔️ 공격 패턴 (쇠공 버전) + // ⚔️ 공격 패턴 // ════════════════════════════════════════ - // 1. 탱크 돌격 (Dash) + // 1. 돌진 private IEnumerator Pattern_DashAttack() { OnAttackStart(); - if (animator != null) animator.Play("Skill_Dash_Ready"); + + if (agent != null) agent.enabled = false; + + if (animator != null) animator.Play("Skill_Dash_Ready", 0, 0f); yield return new WaitForSeconds(0.5f); - // 돌진 (물리 이동) - if (agent != null) agent.enabled = false; + // 돌진 if (rb != null) { rb.isKinematic = false; rb.velocity = transform.forward * 20f; } - if (animator != null) animator.Play("Skill_Dash_Go"); + if (animator != null) animator.Play("Skill_Dash_Go", 0, 0f); yield return new WaitForSeconds(1.0f); // 정지 @@ -255,68 +331,130 @@ public class NorcielBoss : MonsterClass rb.isKinematic = true; } - if (agent != null && isBattleStarted) agent.enabled = true; + // NavMeshAgent 복구 + if (agent != null && isBattleStarted) + { + agent.enabled = true; + // NavMesh 복귀 대기 + int retry = 0; + while (agent != null && !agent.isOnNavMesh && retry < 10) + { + retry++; + yield return new WaitForSeconds(0.1f); + } + } + OnAttackEnd(); } - // 2. 메테오 스매시 (Smash) + // 2. 스매시 private IEnumerator Pattern_SmashAttack() { OnAttackStart(); - // 엇박자 위협 (기 모으기) - if (animator != null) animator.Play("Skill_Smash_Charge"); + + if (animator != null) animator.Play("Skill_Smash_Impact", 0, 0f); yield return new WaitForSeconds(1.2f); - // 쾅! - if (animator != null) animator.Play("Skill_Smash_Impact"); + if (animator != null) animator.Play("Skill_Smash_Impact", 0, 0f); yield return new WaitForSeconds(1.0f); + OnAttackEnd(); } - // 3. 쇠공 풍차 돌리기 (Shield) + // 3. 쓸기 private IEnumerator Pattern_ShieldWall() { OnAttackStart(); - // 쇠공을 빙빙 돌림 (화살 튕겨내기) - if (animator != null) animator.Play("Skill_Shield"); + + if (animator != null) animator.Play("Skill_Sweep", 0, 0f); yield return new WaitForSeconds(2.0f); + OnAttackEnd(); } - // 4. 공 던지기 (Throw - 기존 Shoot 대체) + // 4. 공 던지기 private IEnumerator Pattern_ThrowBall() { OnAttackStart(); - // 던지는 모션 - if (animator != null) animator.Play("Attack_Throw"); - yield return new WaitForSeconds(0.5f); // 손이 앞으로 뻗는 타이밍 + if (animator != null) animator.Play("Attack_Throw", 0, 0f); + yield return new WaitForSeconds(0.5f); - // ⭐ 공 발사 로직 - if (ironBall != null) + if (ironBall != null && ballRb != null) { - // 1. 손에서 떼어내기 (부모 해제) ironBall.transform.SetParent(null); + ballRb.isKinematic = false; - // 2. 물리 켜고 날리기 - if (ballRb != null) - { - ballRb.isKinematic = false; - - // 플레이어 방향 계산 - Vector3 dir = (target.position - transform.position).normalized; - // 위쪽으로 살짝 띄워서 포물선으로 던짐 - ballRb.AddForce(dir * 1000f + Vector3.up * 300f); - - // 굴러가지 않게 저항 좀 주기 - ballRb.angularDrag = 5f; - } + Vector3 dir = (target.position - transform.position).normalized; + ballRb.AddForce(dir * 20f + Vector3.up * 5f, ForceMode.Impulse); + ballRb.angularDrag = 5f; } - // "나 무기 없다!" 상태 설정 -> 이제부터 주으러 감 isWeaponless = true; yield return new WaitForSeconds(1.0f); OnAttackEnd(); } + + // ════════════════════════════════════════ + // ⭐ [신규] 피격 시 부모 클래스 StopAllCoroutines 대응 + // ════════════════════════════════════════ + + /// + /// 부모의 StartHit()이 StopAllCoroutines()를 호출하므로, + /// 보스 전용 상태를 여기서 복구합니다. + /// + protected override void OnStartHit() + { + isPerformingAction = false; // 연출 중이었으면 해제 + + // 공격 중이었으면 해제 + if (isAttacking) + { + isAttacking = false; + if (myWeapon != null) myWeapon.DisableHitBox(); + } + + // 돌진 중 물리 복구 + if (rb != null && !rb.isKinematic) + { + rb.velocity = Vector3.zero; + rb.isKinematic = true; + } + } + + /// + /// 피격 종료 후 NavMeshAgent 복구 + /// + public override void OnHitEnd() + { + base.OnHitEnd(); + + // 전투 중이면 Agent 다시 활성화 + if (isBattleStarted && agent != null && !agent.enabled) + { + agent.enabled = true; + } + } + + // ════════════════════════════════════════ + // ⭐ [신규] 사망 처리 + // ════════════════════════════════════════ + + protected override void OnDie() + { + isBattleStarted = false; + isPerformingAction = false; + isWeaponless = false; + + // 물리 정리 + if (rb != null) + { + rb.velocity = Vector3.zero; + rb.isKinematic = true; + } + + // 체력바 숨기기 + if (bossHealthBar != null) bossHealthBar.SetActive(false); + } } \ No newline at end of file diff --git a/ProjectSettings/DynamicsManager.asset b/ProjectSettings/DynamicsManager.asset index c1630a79..f5eb8667 100644 --- a/ProjectSettings/DynamicsManager.asset +++ b/ProjectSettings/DynamicsManager.asset @@ -18,7 +18,7 @@ PhysicsManager: m_ClothInterCollisionDistance: 0 m_ClothInterCollisionStiffness: 0 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffefdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: fffbfffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffbfffffefdffffffffffffffdfffffffefffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_SimulationMode: 0 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 0dc6c631..98852b87 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -22,8 +22,8 @@ TagManager: - Player - Wepon - Environment - - - - + - BossBody + - BossWeapon - - -