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윤기주_playm 2026-02-11 22:47:53 +09:00
parent 9580331aca
commit 86c88e5f80
27 changed files with 4899 additions and 1218 deletions

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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: -0.000419635}
rotation: {x: 0.7194078, y: -0.554947, z: -0.27622774, w: -0.31334403}
scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994}
- name: upper_arm.L
parentName: shoulder.L
position: {x: -0.0000024931458, y: 0.0016411663, z: -0.00019435564}
rotation: {x: 0.061345086, y: -0.733404, z: 0.062289074, w: 0.6741479}
scale: {x: 0.9999999, y: 1.0000001, z: 1.0000001}
- name: forearm.L
parentName: upper_arm.L
position: {x: 2.1420418e-10, y: 0.002729572, z: -1.4901161e-10}
rotation: {x: 0.06330933, y: 0.08880461, z: -0.02893022, w: 0.993614}
scale: {x: 1, y: 1.0000001, z: 1}
- name: hand.L
parentName: forearm.L
position: {x: -5.9604643e-10, y: 0.0021952053, z: 1.2107193e-10}
rotation: {x: -0.05899179, y: -0.024841094, z: -0.014429797, w: 0.99784505}
scale: {x: 1, y: 1, z: 1}
- name: hand.L_end
parentName: hand.L
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: shoulder.R
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
@ -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

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@ -26,58 +26,6 @@ AnimatorState:
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m_CycleOffsetParameter:
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AnimatorState:
serializedVersion: 6
m_ObjectHideFlags: 1
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: D
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m_StateMachineBehaviours: []
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m_IKOnFeet: 0
m_WriteDefaultValues: 1
m_Mirror: 0
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m_MirrorParameterActive: 0
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m_TimeParameterActive: 0
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m_Tag:
m_SpeedParameter:
m_MirrorParameter:
m_CycleOffsetParameter:
m_TimeParameter:
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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
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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:

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@ -4,6 +4,7 @@ using UnityEngine.Events;
/// <summary>
/// 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.");
}
}
/// <summary>
/// 보스 전투 시작 시 호출. 이전 런에서 발동된 카운터 정보를 기반으로 초기화.
/// </summary>
@ -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
/// <summary>플레이어 행동 데이터를 읽고 카운터 모드 ON/OFF 판단</summary>
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!)
// ═══════════════════════════════════════════
/// <summary>특정 카운터 모드가 현재 활성 상태인지 확인</summary>

View File

@ -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<Rigidbody>();
// 쇠공에서 리지드바디 가져오기
if (ironBall != null) ballRb = ironBall.GetComponent<Rigidbody>();
}
// ⭐ [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
// ════════════════════════════════════════
/// <summary>
/// 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
/// </summary>
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;
}
// 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);
// 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.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
// ════════════════════════════════════════
/// <summary>
/// 부모의 StartHit()이 StopAllCoroutines()를 호출하므로,
/// 보스 전용 상태를 여기서 복구합니다.
/// </summary>
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;
}
}
/// <summary>
/// 피격 종료 후 NavMeshAgent 복구
/// </summary>
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);
}
}

View File

@ -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

View File

@ -22,8 +22,8 @@ TagManager:
- Player
- Wepon
- Environment
-
-
- BossBody
- BossWeapon
-
-
-