371 lines
12 KiB
C#
371 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class ActorInfo : MonoBehaviour
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{
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//[RuntimeInitializeOnLoadMethod]
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//static void OnRuntimeMethodLoad() { new GameObject("ActorInfo").AddComponent<ActorInfo>(); }
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public static ActorInfo Ins;
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private void Awake() { Ins = this; DontDestroyOnLoad(gameObject); }
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private ObjectPool<List<Actor>> listPool = new ObjectPool<List<Actor>>();
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/// <summary>
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/// 역할, 스포너id, 프리팹이름
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/// </summary>
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Dictionary<eRole, Dictionary<int, Dictionary<string, List<Actor>>>> dic_actor = new Dictionary<eRole, Dictionary<int, Dictionary<string, List<Actor>>>>();
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List<eRole> destroylst = new List<eRole> { eRole.PC, eRole.Pet, eRole.Fairy, eRole.Mob, eRole.BattleNPC, eRole.OBJ, eRole.Farmer };
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public void Destroy_Mobs()
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{
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foreach (var role in destroylst)
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{
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// dic_actor 딕셔너리에서 destroylst에 포함된 역할(eRole)에 해당하는 항목만 처리
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if (dic_actor.ContainsKey(role))
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{
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// 역할에 해당하는 그룹들을 가져옴
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var groupDict = dic_actor[role];
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foreach (var groupEntry in groupDict)
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{
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// 그룹 내의 모든 MobActor 리스트를 비움
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foreach (var prefabEntry in groupEntry.Value)
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{
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foreach (var mobActor in prefabEntry.Value)
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{
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if (mobActor != null)
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{
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// mobActor 게임 오브젝트를 제거
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Destroy(mobActor.gameObject);
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}
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}
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// 해당 리스트를 비움
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prefabEntry.Value.Clear();
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}
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}
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}
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}
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}
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public void All_Stop(bool _stop)
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{
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foreach (var item in dic_actor)
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{
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foreach (var item2 in item.Value)
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{
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foreach (var actorlst in item2.Value.Values)
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{
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foreach (var actor in actorlst)
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{
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actor.Stop(_stop);
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}
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}
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}
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}
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}
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public void All_DelTarget()
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{
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foreach (var item in dic_actor)
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{
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foreach (var item2 in item.Value)
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{
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foreach (var actorlst in item2.Value.Values)
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{
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foreach (var actor in actorlst)
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{
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actor.Del_Target();
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}
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}
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}
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}
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}
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public MobActor Get_ReMobActor(int spawnerId, eRole role, string prefab)
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{ // 몹 재사용
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Check_ActorDic(spawnerId, role, prefab);
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var actor = dic_actor[role][spawnerId][prefab].Find(f => !f.isActiveAndEnabled);
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return actor ? actor as MobActor : null;
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}
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void Check_ActorDic(int spawnerId, eRole role, string prefab)
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{
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if (!dic_actor.ContainsKey(role))
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dic_actor.Add(role, new Dictionary<int, Dictionary<string, List<Actor>>>());
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if (!dic_actor[role].ContainsKey(spawnerId))
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dic_actor[role].Add(spawnerId, new Dictionary<string, List<Actor>>());
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if (!dic_actor[role][spawnerId].ContainsKey(prefab))
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dic_actor[role][spawnerId].Add(prefab, new List<Actor>());
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}
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public void Add_Actor(Actor actor, eRole role, int spawnerId, string prefabName)
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{ // 생성한 액터 추가
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Check_ActorDic(spawnerId, role, prefabName);
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dic_actor[role][spawnerId][prefabName].Add(actor);
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}
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public void All_Heal(float rate)
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{
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foreach (var item in dic_actor[eRole.PC][0])
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item.Value.ForEach(f => f.Heal(rate));
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foreach (var item in dic_actor[eRole.Pet][0])
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item.Value.ForEach(f => f.Heal(rate));
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foreach (var item in dic_actor[eRole.Summon][0])
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item.Value.ForEach(f => f.Heal(rate));
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}
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public void Release_Actors(List<Actor> actors)
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{
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actors.Clear();
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listPool.Release(actors);
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}
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public List<Actor> Get_Actors(eRole role, int spanwerId = 0, bool includeDie = false, bool _onlyBerserkPet = false)
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{
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var actors = listPool.Get();
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if (!dic_actor.ContainsKey(role)) return actors;
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foreach (var item in dic_actor[role][spanwerId])
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{
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foreach (var actor in item.Value)
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{
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if (includeDie || !actor.IsOnlyDead())
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{
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if (_onlyBerserkPet)
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{
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if (actor.IsBerserkPet())
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actors.Add(actor);
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}
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else
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actors.Add(actor);
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}
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}
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}
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return actors;
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}
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public void Get_Summon(string prefab, eRole role, eSummon stype, Action<Actor> act)
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{
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Check_ActorDic(0, role, prefab);
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foreach (var item in dic_actor[role][0])
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{
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foreach (var actor in item.Value)
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{
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if (!actor.isActiveAndEnabled && (actor as SummonActor).SummonType == stype)
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{
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act(actor);
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return;
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}
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}
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}
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AddrResourceMgr.Ins.LoadObject<GameObject>($"Assets/Res_Addr/Summon/{prefab}.prefab", handle =>
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{
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Actor a = DSUtil.Get_Clone<Actor>(handle.Result, transform);
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dic_actor[role][0][prefab].Add(a);
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act(a);
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});
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}
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public Actor Get_DeadActor_orNull(eRole role, int spawnerId = 0)
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{
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foreach (var item in dic_actor[role][spawnerId])
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{
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foreach (var actor in item.Value)
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{
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if (actor.IsDead())
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return actor;
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}
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}
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return null;
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}
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public Actor Get_Actor(eRole role, int spawnerId = 0)
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{
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if (dic_actor.ContainsKey(role))
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{
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foreach (var item in dic_actor[role][spawnerId])
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{
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foreach (var actor in item.Value)
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{
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return actor;
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}
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}
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}
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return null;
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}
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/// <summary>
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/// 가장 가까운 적 하나를 찾는다.
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/// </summary>
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public Actor Get_Nearest_EnemyActor_orNull(bool isEnemy, Vector3 pos, float dist = 0f)
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{
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var actors = Get_EnemyActors(isEnemy, pos, dist);
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Actor nearest = null;
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float minDistance = float.MaxValue;
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foreach (var actor in actors)
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{
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float distance = Vector3.Distance(pos, actor.Get_position());
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if (distance < minDistance)
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{
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minDistance = distance;
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nearest = actor;
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}
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}
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Release_Actors(actors);
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return nearest;
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}
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/// <summary>
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/// 특정 거리 내에서 가장 먼 적을 찾는다.
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/// </summary>
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public Actor Get_Far_EnemyActor_orNull(bool isEnemy, Vector3 pos, float dist = 10f)
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{
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var actors = Get_EnemyActors(isEnemy, pos, dist);
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//return actors.OrderByDescending(a => (pos - a.Get_position()).sqrMagnitude).FirstOrDefault();
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Actor far = actors.Count > 0 ? actors[0] : null;
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if (DSUtil.CheckNull(far)) return null;
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float farDistSqr = (pos - far.Get_position()).sqrMagnitude;
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foreach (var actor in actors)
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{
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float distanceSqr = (pos - actor.Get_position()).sqrMagnitude; // 제곱 거리 계산
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if (distanceSqr > farDistSqr)
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{
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farDistSqr = distanceSqr;
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far = actor;
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}
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}
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Release_Actors(actors);
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return far;
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}
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/// <summary>
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/// 가장 가까운 동맹 하나를 찾는다.
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/// </summary>
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public Actor Get_NearstAllyActor(bool isEnemy, Vector3 pos, float dist = 0f)
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{
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var actors = Get_AlliesActors(isEnemy, pos, dist);
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Actor nearest = null;
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float minDistance = float.MaxValue;
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foreach (var actor in actors)
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{
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float distance = Vector3.Distance(pos, actor.Get_position());
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if (distance < minDistance)
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{
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minDistance = distance;
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nearest = actor;
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}
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}
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Release_Actors(actors);
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return nearest;
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}
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/// <summary>
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/// dist 가 0 초과면 범위 내의 적들만 찾는다.
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/// attackType 가 Max가 아닌 경우면 같은 공격 타입의 적들만 찾는다.
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/// </summary>
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public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
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{
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var actors = listPool.Get();
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float distSquared = dist > 0f ? dist * dist : 0f; // 거리 제곱 계산
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foreach (var actorGroup in dic_actor.Values)
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{
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foreach (var prefabGroup in actorGroup.Values)
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{
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foreach (var actorList in prefabGroup.Values)
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{
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foreach (var actor in actorList)
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{
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// 조기 종료를 통해 조건을 빠르게 확인
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//if (actor == null) continue;
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//if (DSUtil.CheckNull(actor)) continue;
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if (actor.IsEnemy() == isEnemy) continue;
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if (actor.isNoseeMob()) continue;
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if (actor.IsDead() || actor.Is_Immortal()) continue;
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// 거리 조건 확인
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if (distSquared > 0f)
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{
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float distanceSquared = (pos - actor.Get_position()).sqrMagnitude;
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if (distanceSquared > distSquared) continue;
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}
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// 공격 타입 조건 확인
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if (attackType != eAttackType.Max && attackType != actor.m_AttackType) continue;
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// 조건을 모두 만족하는 경우 리스트에 추가
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actors.Add(actor);
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}
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}
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}
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}
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return actors;
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}
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//public List<Actor> Get_EnemyActors(bool isEnemy, Vector3 pos, float dist = 0f, eAttackType attackType = eAttackType.Max)
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//{
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// var actors = listPool.Get();
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// foreach (var item in dic_actor)
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// {
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// foreach (var groupEntry in item.Value)
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// {
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// foreach (var prefabEntry in groupEntry.Value)
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// {
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// foreach (var actor in prefabEntry.Value)
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// {
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// if (!DSUtil.CheckNull(actor) && actor.IsEnemy() != isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
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// (dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
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// {
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// // 공격 타입 조건을 만족하는지 확인
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// if (attackType == eAttackType.Max || attackType == actor.m_AttackType)
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// actors.Add(actor);
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// }
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// }
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// }
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// }
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// }
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// return actors;
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//}
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/// <summary>
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/// dist 가 0 초과면 범위 내의 동맹들만 찾는다.
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/// </summary>
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public List<Actor> Get_AlliesActors(bool isEnemy, Vector3 pos, float dist = 0f)
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{
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var actors = listPool.Get();
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foreach (var item in dic_actor)
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{
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foreach (var groupEntry in item.Value)
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{
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foreach (var prefabEntry in groupEntry.Value)
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{
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foreach (var actor in prefabEntry.Value)
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{
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if (!DSUtil.CheckNull(actor) && actor.IsEnemy() == isEnemy && !actor.IsDead() && !actor.Is_Immortal() &&
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(dist <= 0f || Vector3.Distance(pos, actor.Get_position()) <= dist))
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{
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actors.Add(actor);
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}
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}
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}
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}
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}
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return actors;
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}
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} |