Merge pull request #28 from Degulleo/DEG-95-원거리-마법사-보스-몬스터-기획-및-설계

DEG-95 DEG-100 원거리 마법사 보스 몬스터 기획 및 설계
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Fiore 2025-04-28 13:57:24 +09:00 committed by GitHub
commit 363589d35f
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42 changed files with 298 additions and 80 deletions

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@ -27,9 +27,6 @@ public class EnemyControllerEditor : Editor
case EnemyState.Trace:
GUI.backgroundColor = new Color(1, 0, 1, 1f);
break;
case EnemyState.Attack:
GUI.backgroundColor = new Color(1, 1, 0, 1f);
break;
case EnemyState.Dead:
GUI.backgroundColor = new Color(1, 0, 0, 1f);
break;
@ -49,10 +46,6 @@ public class EnemyControllerEditor : Editor
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Idle")) enemyController.SetState(EnemyState.Idle);
if (GUILayout.Button("Trace")) enemyController.SetState(EnemyState.Trace);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Attack")) enemyController.SetState(EnemyState.Attack);
if (GUILayout.Button("Dead")) enemyController.SetState(EnemyState.Dead);
EditorGUILayout.EndHorizontal();
}

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Assets/JYY/Animator/Dummy Monster.controller (Stored with Git LFS) Normal file

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Assets/JYY/Prefabs/[Enemy] PldDog.prefab (Stored with Git LFS)

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Assets/JYY/Scenes/MonsterTest.unity (Stored with Git LFS)

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@ -0,0 +1,19 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CasterDemonController : EnemyController
{
public override void BattleSequence()
{
// TODO : 배틀 중일 때 루프
Debug.Log("## 몬스터의 교전 행동 루프");
}
public override void OnCannotFleeBehaviour()
{
Debug.Log("## 몬스터가 막다른 길에 몰려 뭔가 함");
}
}

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@ -0,0 +1,11 @@
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@ -1,8 +1,10 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public enum EnemyState { None, Idle, Trace, Attack, Dead }
public enum EnemyState { None, Idle, Trace, Dead, Flee}
public enum MonsterType { Melee, Caster, Ranged }
[RequireComponent(typeof(NavMeshAgent))]
[RequireComponent(typeof(Animator))]
@ -11,10 +13,12 @@ public abstract class EnemyController : CharacterBase
[Header("AI")]
[SerializeField] private float detectCircleRadius = 10f; // 플레이어 탐지 범위
[SerializeField] private LayerMask targetLayerMask; // 플레이어 레이어 마스크
[SerializeField] private MonsterType monsterType;
public MonsterType MonsterType => monsterType;
public Transform TraceTargetTransform { get; private set; }
public NavMeshAgent Agent { get; private set; }
public Animator EnemyAnimator { get; private set; }
private Animator EnemyAnimator { get; set; }
public EnemyState CurrentState {get; private set;}
public LayerMask TargetLayerMask => targetLayerMask;
public float MoveSpeed => moveSpeed;
@ -31,10 +35,14 @@ public abstract class EnemyController : CharacterBase
// -----
// 상태 변수
// Commons
private EnemyStateIdle _enemyStateIdle;
private EnemyStateTrace _enemyStateTrace;
private EnemyStateAttack _enemyStateAttack;
private EnemyStateDead _enemyStateDead;
// Melee
private EnemyStateTrace _enemyStateTrace;
// Caster
private EnemyStateFlee _enemyStateFlee;
private Dictionary<EnemyState, IEnemyState> _enemyStates;
@ -49,18 +57,34 @@ public abstract class EnemyController : CharacterBase
base.Start();
// 상태 객체 생성
// Commons
_enemyStateIdle = new EnemyStateIdle();
_enemyStateTrace = new EnemyStateTrace();
_enemyStateAttack = new EnemyStateAttack();
_enemyStateDead = new EnemyStateDead();
switch (MonsterType)
{
case MonsterType.Melee:
_enemyStateTrace = new EnemyStateTrace();
_enemyStates = new Dictionary<EnemyState, IEnemyState>
{
{ EnemyState.Idle, _enemyStateIdle },
{ EnemyState.Trace, _enemyStateTrace },
{ EnemyState.Attack, _enemyStateAttack },
{ EnemyState.Dead, _enemyStateDead },
};
break;
case MonsterType.Caster:
_enemyStateFlee = new EnemyStateFlee();
_enemyStates = new Dictionary<EnemyState, IEnemyState>
{
{ EnemyState.Idle, _enemyStateIdle },
{ EnemyState.Flee, _enemyStateFlee },
{ EnemyState.Dead, _enemyStateDead },
};
break;
case MonsterType.Ranged:
break;
}
SetState(EnemyState.Idle);
}
@ -84,6 +108,24 @@ public abstract class EnemyController : CharacterBase
}
#region
// 전략 패턴과 템플릿 메서드 패턴을 활용
public virtual void BattleSequence()
{
// 이 메서드는 자식 요소에서 오버라이드하여 구현합니다.
Debug.LogWarning("BattleSequence가 구현되지 않음 : BattleSequence()를 오버라이드하여 구현하십시오.");
}
// 도망치며 싸우는 몬스터가 도망칠 곳이 없을때 취할 행동
public virtual void OnCannotFleeBehaviour()
{
Debug.LogWarning("OnCannotFleeBehaviour가 구현되지 않음 : OnCannotFleeBehaviour() 오버라이드하여 구현하십시오.");
}
#endregion
public override void Die()
{
base.Die();
@ -106,6 +148,12 @@ public abstract class EnemyController : CharacterBase
return null;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, detectCircleRadius);
}
#endregion
#region

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@ -0,0 +1,3 @@
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@ -0,0 +1,109 @@
using UnityEngine;
using UnityEngine.AI;
public class EnemyStateFlee :IEnemyState
{
private EnemyController _enemyController;
private Transform _playerTransform;
private float _fleeDistance = 5f; // 도망치는 거리
private float _attackRange = 7f; // 공격 범위
// 막다른길 검사용
private Vector3 _lastPosition;
private float _stuckTimer = 0f;
private const float StuckThresholdTime = 1f; // 1초 동안 거의 못 움직이면 막힌 걸로 간주
private const float StuckMoveThreshold = 0.1f; // 이내 이동은 “제자리”로 본다
public void Enter(EnemyController enemyController)
{
_enemyController = enemyController;
Debug.Log("## Flee 상태 진입");
_playerTransform = _enemyController.TraceTargetTransform;
_lastPosition = _enemyController.transform.position;
_stuckTimer = 0f;
}
public void Update()
{
if (!_playerTransform)
{
_enemyController.SetState(EnemyState.Idle);
return;
}
FindPositionFlee();
// 막힘 감지 (실제 이동 체크)
CheckPath();
_lastPosition = _enemyController.transform.position;
}
private void CheckPath()
{
float distance = Vector3.Distance(_enemyController.transform.position, _playerTransform.position);
if (distance < StuckMoveThreshold)
{
_stuckTimer += Time.deltaTime;
if (_stuckTimer >= StuckThresholdTime)
{
// 막다른 길임 : 대체 행동 실행
HandleDeadEnd();
_stuckTimer = 0f;
}
}
else
{
// 정상적인 길: 배틀 루프 실행
_enemyController.BattleSequence();
_stuckTimer = 0f;
}
}
private void FindPositionFlee()
{
// 1) 목표 도망 위치 계산
Vector3 fleeDirection = (_enemyController.transform.position - _playerTransform.position).normalized;
Vector3 fleeTarget = _enemyController.transform.position + fleeDirection * _fleeDistance;
// 2) 경로 계산해 보기
NavMeshPath path = new NavMeshPath();
_enemyController.Agent.CalculatePath(fleeTarget, path);
if (path.status == NavMeshPathStatus.PathComplete)
{
// 제대로 도망갈 수 있으면 목적지 설정
_enemyController.Agent.SetDestination(fleeTarget);
}
else
{
// 막다른 길임 : 대체 행동 실행
HandleDeadEnd();
}
}
private void HandleDeadEnd()
{
// 무작위 도망 지점 샘플링 시도
Vector3 randomDirection = Random.insideUnitSphere * (_fleeDistance * 2);
randomDirection += _playerTransform.position;
if (NavMesh.SamplePosition(randomDirection, out var hit, (_fleeDistance * 2), NavMesh.AllAreas))
{
_enemyController.Agent.SetDestination(hit.position);
return;
}
// 대체 경로도 찾을 수 없는 경우
_enemyController.OnCannotFleeBehaviour();
}
public void Exit()
{
_playerTransform = null;
_enemyController = null;
}
}

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@ -0,0 +1,3 @@
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@ -1,8 +1,8 @@
using UnityEngine;
using System;
using UnityEngine;
public class EnemyStateIdle: IEnemyState
{
private EnemyController _enemyController;
public void Enter(EnemyController enemyController)
@ -17,7 +17,17 @@ public class EnemyStateIdle: IEnemyState
var detectPlayerTransform = _enemyController.DetectPlayerInCircle();
if (detectPlayerTransform)
{
switch (_enemyController.MonsterType)
{
case MonsterType.Melee:
_enemyController.SetState(EnemyState.Trace);
break;
case MonsterType.Caster:
_enemyController.SetState(EnemyState.Flee);
break;
case MonsterType.Ranged:
break;
}
}
}

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@ -1,24 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyStateAttack : IEnemyState
{
private EnemyController _enemyController;
public void Enter(EnemyController enemyController)
{
_enemyController = enemyController;
}
public void Update()
{
}
public void Exit()
{
_enemyController = null;
}
}

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@ -1,3 +0,0 @@
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@ -30,16 +30,13 @@ public class EnemyStateTrace : IEnemyState
public void Update()
{
if(_enemyController.IsMeleeCombat) return;
if (_enemyController.Agent.enabled != true) return;
if (_enemyController.Agent.enabled != true ||
_enemyController.IsMeleeCombat) return;
PlayerTracking();
if (_enemyController.Agent.remainingDistance <= _enemyController.Agent.stoppingDistance)
{
// TODO: 타겟에 도착함 -> 공격 준비
// _enemyController.SetState(EnemyState.Attack);
}
// 전투 패턴은 몬스터 객체에게 위임
_enemyController.BattleSequence();
}
public void Exit()

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@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.Serialization;
@ -8,6 +9,8 @@ using Random = UnityEngine.Random;
public class PldDogController : EnemyController
{
// ----
// 팔라딘 독 고유 액션
private static readonly int WindUp = Animator.StringToHash("WindUp");
private static readonly int Slash = Animator.StringToHash("Slash");
private static readonly int BoomShot = Animator.StringToHash("BoomShot");
@ -35,7 +38,7 @@ public class PldDogController : EnemyController
[SerializeField] private GameObject horizontalSlash;
private float _patternTimer = 0f;
private int _currentPatternIndex = 0;
private int _lastPatternIndex = -1;
private bool _isPatternRunning = false;
private bool _isFirstAttack = true;
@ -53,23 +56,20 @@ public class PldDogController : EnemyController
};
}
protected override void Update()
public override void BattleSequence()
{
base.Update();
if (CurrentState != EnemyState.Trace || _isPatternRunning)
return;
_patternTimer += Time.deltaTime;
if (_isPatternRunning) return;
float distanceToPlayer = Vector3.Distance(transform.position, TraceTargetTransform.position);
if (distanceToPlayer <= meleeRange) // 근접 범위
{
if (!Agent.isStopped) Agent.isStopped = true;
_patternTimer += Time.deltaTime;
if (!_isPatternRunning && (_isFirstAttack || _patternTimer >= patternInterval))
{
ExecutePattern(_currentPatternIndex);
ExecutePattern();
_isFirstAttack = false;
}
@ -78,24 +78,31 @@ public class PldDogController : EnemyController
{
if (Agent.isStopped) Agent.isStopped = false;
Agent.SetDestination(TraceTargetTransform.position);
_patternTimer += Time.deltaTime;
if (!_isPatternRunning && _patternTimer >= patternInterval)
{
Debug.Log("## 폭탄 던질 조건 만족");
BombThrowPattern();
}
}
}
private void ExecutePattern(int patternIndex)
private void ExecutePattern()
{
_isPatternRunning = true;
Agent.isStopped = true;
IsMeleeCombat = true;
_patternActions[_currentPatternIndex]?.Invoke();
var available = Enumerable
.Range(0, _patternActions.Count)
.Where(i => i != _lastPatternIndex)
.ToList();
_currentPatternIndex = (_currentPatternIndex + 1) % _patternActions.Count; // 패턴 순환
int nextIndex = available[Random.Range(0, available.Count)];
_patternActions[nextIndex]?.Invoke();
_lastPatternIndex = nextIndex;
}
// 순환 패턴과 별개로 동작하는 특수 패턴