[refact] 도망 로직 개선, 코루틴 최적화

- 몬스터가 텔레포트로 도망칠 위치를 에디터에서 수정할 수 있도록 개선
- 플레이어와 거리 계산 최적화
- 코루틴에서 사용하는 WaitForSecond 객체 캐싱 유틸 추가

Work in JIRA ISSUE #DEG-100
This commit is contained in:
Fiore 2025-05-07 14:27:29 +09:00
parent cbc6817075
commit b9a014df88
5 changed files with 68 additions and 36 deletions

View File

@ -16,7 +16,6 @@ public class CasterDemonController : EnemyController
public static readonly int Spin = Animator.StringToHash("Spin");
private bool _doneBattleSequence = true;
private bool _isFirstNoPath = true;
private Coroutine _currentSequence;
@ -24,7 +23,7 @@ public class CasterDemonController : EnemyController
[SerializeField] private Transform bulletShotPosition;
[SerializeField] private GameObject magicMissilePrefab;
[SerializeField] private GameObject teleportEffectPrefab;
[SerializeField] private Vector3 teleportTargetPosition = Vector3.zero;
[Header("각종 데미지 이펙트 세트")]
[SerializeField] private GameObject chariotWarning;
[SerializeField] private GameObject chariotEffect;
@ -33,15 +32,13 @@ public class CasterDemonController : EnemyController
[SerializeField] private GameObject slowFieldWarning;
[SerializeField] private GameObject slowFieldEffect;
// private float _teleportDistance = 4f; // 플레이어 뒤로 떨어질 거리
// 텔레포트 쿨타임 처음엔 빨리 사용 가능함
private float _teleportTimer = 10f;
private const float TeleportThresholdTime = 20f;
// 다음 행동 생각 처음엔 즉시 실행
private float _tinkingTimer = 3f;
private float _tinkingThresholedTime = 3f;
private float _thinkingThresholdTime = 3f;
// 프로퍼티
private bool CanTeleport {
@ -59,7 +56,7 @@ public class CasterDemonController : EnemyController
{
get
{
if (_tinkingTimer >= _tinkingThresholedTime)
if (_tinkingTimer >= _thinkingThresholdTime)
{
_tinkingTimer = 0;
return true;
@ -68,6 +65,7 @@ public class CasterDemonController : EnemyController
}
}
private void LateUpdate()
{
_teleportTimer += Time.deltaTime;
@ -82,8 +80,7 @@ public class CasterDemonController : EnemyController
// 전투 행동 시작
_doneBattleSequence = false;
// TODO : 배틀 중일 때 루프
// Debug.Log("## 몬스터의 교전 행동 루프");
// 사용할 공격 생각하기
Thinking();
}
}
@ -99,14 +96,14 @@ public class CasterDemonController : EnemyController
case 2:
case 3:
case 4:
SetSequence(RunPattern(ShotMagicMissile));
break;
case 5:
case 6:
case 7:
SetSequence(ShotMagicMissile());
break;
case 8:
case 9:
SetSequence(SlowFieldSpell());
SetSequence(RunPattern(SlowFieldSpell));
break;
}
@ -116,11 +113,11 @@ public class CasterDemonController : EnemyController
{
if (CanTeleport)
{
action();
action.Invoke();
Teleport();
return;
}
SetSequence(KnockbackSpell());
SetSequence(RunPattern(KnockbackSpell));
}
private IEnumerator ShotMagicMissile()
@ -142,12 +139,11 @@ public class CasterDemonController : EnemyController
missile.GetComponent<MagicMissile>()
.Initialize(new BulletData(aimPosition, 5f, 10f, 5f));
yield return new WaitForSeconds(0.4f);
yield return Wait.For(0.4f);
}
// 짧은 텀 후 끝내기
yield return new WaitForSeconds(1f);
_doneBattleSequence = true;
yield return Wait.For(1f);
}
private Vector3 TargetPosOracle(out Vector3 basePos, out Rigidbody rb)
@ -191,8 +187,8 @@ public class CasterDemonController : EnemyController
aoe.SetEffect(effectData, null, null);
// 중앙으로 이동
Agent.Warp(Vector3.zero);
// 텔레포트 타겟 위치로 이동
Agent.Warp(teleportTargetPosition);
SetAnimation(Telepo);
if (teleportEffectPrefab != null)
@ -220,11 +216,9 @@ public class CasterDemonController : EnemyController
var warning = Instantiate(chariotWarning, fixedPos, Quaternion.identity).GetComponent<MagicAoEField>();
warning.SetEffect(effectData, null, null);
// TODO : 효과 적용
// 3. 짧은 텀 후 끝내기
yield return new WaitForSeconds(1f);
_doneBattleSequence = true;
yield return Wait.For(1f);
}
private IEnumerator KnockbackSpell()
@ -245,8 +239,7 @@ public class CasterDemonController : EnemyController
var knockback = Instantiate(chariotWarning, transform).GetComponent<MagicAoEField>();
knockback.SetEffect(effectData, null, null, DebuffType.Knockback.ToString());
yield return new WaitForSeconds(1f);
_doneBattleSequence = true;
yield return Wait.For(1f);
}
private void SetSequence(IEnumerator newSequence)
@ -258,4 +251,9 @@ public class CasterDemonController : EnemyController
_currentSequence = StartCoroutine(newSequence);
}
}
private IEnumerator RunPattern(Func<IEnumerator> pattern)
{
yield return StartCoroutine(pattern());
_doneBattleSequence = true;
}
}

View File

@ -7,8 +7,11 @@ public class EnemyStateFlee :IEnemyState
{
private EnemyController _enemyController;
private Transform _playerTransform;
private float _fleeDistance = 10f; // 도망치는 거리
private float _attackRange = 7f; // 공격 범위
private float _fleeDistance = 15f; // 도망치는 거리
private float _attackRangeSqr;
private float _fleeDistanceSqr;
// 경로 탐색 주기 조절용
private float _fleeSearchTimer = 0;
@ -33,6 +36,9 @@ public class EnemyStateFlee :IEnemyState
_stuckTimer = 0f;
_fleeSearchTimer = 0;
_attackRangeSqr = _attackRange * _attackRange;
_fleeDistanceSqr = _fleeDistance * _fleeDistance;
_enemyController.SetAnimation(CasterDemonController.Flee, true);
}
@ -44,11 +50,17 @@ public class EnemyStateFlee :IEnemyState
return;
}
float currentDist = Vector3.Distance(
_enemyController.transform.position,
_playerTransform.position
);
if (currentDist >= _attackRange)
float currentDist = (_enemyController.transform.position - _playerTransform.position).sqrMagnitude;
if (currentDist >= _fleeDistanceSqr)
{
_enemyController.Agent.isStopped = true;
_enemyController.Agent.ResetPath();
_enemyController.SetState(EnemyState.Idle);
return;
}
if (currentDist >= _attackRangeSqr)
{
// 목적지 리셋 후 전투 시작
_enemyController.Agent.isStopped = true;
@ -74,8 +86,8 @@ public class EnemyStateFlee :IEnemyState
private void CheckPath()
{
float moved = Vector3.Distance(_enemyController.transform.position, _lastPosition);
if (moved < StuckMoveThreshold)
float moved = (_enemyController.transform.position - _lastPosition).sqrMagnitude;
if (moved < StuckMoveThreshold * StuckMoveThreshold)
{
_stuckTimer += Time.deltaTime;
if (_stuckTimer >= StuckThresholdTime)
@ -95,14 +107,12 @@ public class EnemyStateFlee :IEnemyState
_fleeSearchTimer += Time.deltaTime;
if (_fleeSearchTimer <= FleeThresholdTime) return;
// 1) 목표 도망 위치 계산
// 플레이어 반대방향으로 도망
Vector3 fleeDirection = (_enemyController.transform.position - _playerTransform.position).normalized;
Vector3 fleeTarget = _enemyController.transform.position + fleeDirection * _fleeDistance;
// 2) 경로 계산해 보기
// 경로 설정
_enemyController.Agent.SetDestination(fleeTarget);
// 3) 이동
_enemyController.Agent.isStopped = false;
_fleeSearchTimer = 0;
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 6757ce2a26e44e9c931666533e7e8036
timeCreated: 1746594438

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@ -0,0 +1,18 @@
using System.Collections.Generic;
using UnityEngine;
// 코루틴의 WaitForSeconds를 캐싱하는 유틸
public static class Wait
{
private static readonly Dictionary<float, WaitForSeconds> _waits = new();
public static WaitForSeconds For(float seconds)
{
if (!_waits.TryGetValue(seconds, out var wait))
{
wait = new WaitForSeconds(seconds);
_waits[seconds] = wait;
}
return wait;
}
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e6fe7172532f42069e3fc7088ebd0718
timeCreated: 1746594464