This commit is contained in:
Szymon Miś
2025-08-22 11:30:41 +02:00
parent 3b07a6f937
commit 02bf8a9d49
6 changed files with 890 additions and 194 deletions

View File

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@@ -14835,7 +14887,7 @@ PrefabInstance:
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View File

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@@ -9644,7 +9642,14 @@ MonoBehaviour:
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@@ -9654,3 +9659,4 @@ MonoBehaviour:
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View File

@@ -8,7 +8,7 @@ namespace DemonBoss.Magic
/// StateAction for Magic Shield spell - boss casts magical shield for 5 seconds
/// During casting boss stands still, after completion returns to Combat
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Decisions/DemonBoss/Cast Shield")]
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield")]
public class SA_CastShield : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
@@ -18,21 +18,19 @@ namespace DemonBoss.Magic
[Tooltip("Prefab with magical shield particle effect")]
public GameObject shieldFXPrefab;
[Tooltip("Transform where shield should appear (usually boss center)")]
public Transform shieldSpawnPoint;
[Tooltip("Shield duration in seconds")]
public float shieldDuration = 5f;
[Tooltip("Animator trigger name for shield casting animation")]
public string animatorTrigger = "CastShield";
[Tooltip("Animator bool parameter name for blocking state")]
public string animatorBlockingBool = "IsBlocking";
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
private GameObject spawnedShield;
private Animator npcAnimator;
private Transform npcTransform;
private float shieldStartTime;
private bool shieldActive = false;
@@ -62,6 +60,10 @@ namespace DemonBoss.Magic
{
if (enableDebug) Debug.Log("[SA_CastShield] Entering shield casting state");
// Store NPC references
npcTransform = fsmBehaviour.transform;
npcAnimator = npcTransform.GetComponent<Animator>();
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
if (aiController != null)
{
@@ -69,11 +71,10 @@ namespace DemonBoss.Magic
if (enableDebug) Debug.Log("[SA_CastShield] AI stopped");
}
var animator = fsmBehaviour.transform.GetComponent<Animator>();
if (animator != null && !string.IsNullOrEmpty(animatorTrigger))
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
animator.SetTrigger(animatorTrigger);
if (enableDebug) Debug.Log($"[SA_CastShield] Set trigger: {animatorTrigger}");
npcAnimator.SetBool(animatorBlockingBool, true);
if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = true");
}
SpawnShieldEffect(fsmBehaviour);
@@ -101,6 +102,12 @@ namespace DemonBoss.Magic
{
if (enableDebug) Debug.Log("[SA_CastShield] Exiting shield state");
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
npcAnimator.SetBool(animatorBlockingBool, false);
if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = false");
}
if (shieldActive)
{
CleanupShield();
@@ -124,17 +131,18 @@ namespace DemonBoss.Magic
return;
}
Vector3 spawnPosition = shieldSpawnPoint != null ?
shieldSpawnPoint.position : fsmBehaviour.transform.position;
// Spawn shield at NPC's position and rotation
Vector3 spawnPosition = npcTransform.position;
Quaternion spawnRotation = npcTransform.rotation;
spawnedShield = LeanPool.Spawn(shieldFXPrefab, spawnPosition,
shieldSpawnPoint != null ? shieldSpawnPoint.rotation : fsmBehaviour.transform.rotation);
spawnedShield = LeanPool.Spawn(shieldFXPrefab, spawnPosition, spawnRotation);
if (enableDebug) Debug.Log($"[SA_CastShield] Shield spawned at position: {spawnPosition}");
if (enableDebug) Debug.Log($"[SA_CastShield] Shield spawned at NPC position: {spawnPosition}");
if (spawnedShield != null && shieldSpawnPoint != null)
// Parent the shield to the NPC so it moves with them
if (spawnedShield != null)
{
spawnedShield.transform.SetParent(shieldSpawnPoint);
spawnedShield.transform.SetParent(npcTransform);
}
}

View File

@@ -36,8 +36,8 @@ namespace DemonBoss.Magic
[Tooltip("Layer mask for ground")]
public LayerMask groundLayerMask = -1;
[Tooltip("Animator trigger name for crystal casting animation")]
public string animatorTrigger = "CastCrystal";
[Tooltip("Animator bool parameter name for blocking state")]
public string animatorBlockingBool = "IsBlocking";
[Header("Smart Positioning")]
[Tooltip("Preference multiplier for positions behind boss (relative to player)")]
@@ -54,7 +54,8 @@ namespace DemonBoss.Magic
public bool showGizmos = true;
private GameObject spawnedCrystal;
private Animator npcAnimator;
private Transform npcTransform;
private Transform playerTransform;
/// <summary>
@@ -66,6 +67,10 @@ namespace DemonBoss.Magic
{
OnStateEnter(fsmBehaviour);
}
else if (executionType == vFSMComponentExecutionType.OnStateExit)
{
OnStateExit(fsmBehaviour);
}
}
/// <summary>
@@ -75,13 +80,16 @@ namespace DemonBoss.Magic
{
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Starting intelligent crystal spawn");
// Store NPC references
npcTransform = fsmBehaviour.transform;
npcAnimator = npcTransform.GetComponent<Animator>();
FindPlayer(fsmBehaviour);
var animator = fsmBehaviour.transform.GetComponent<Animator>();
if (animator != null && !string.IsNullOrEmpty(animatorTrigger))
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
animator.SetTrigger(animatorTrigger);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set trigger: {animatorTrigger}");
npcAnimator.SetBool(animatorBlockingBool, true);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set bool: {animatorBlockingBool} = true");
}
SpawnCrystalSmart(fsmBehaviour);
@@ -89,6 +97,20 @@ namespace DemonBoss.Magic
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Turret", 12f);
}
/// <summary>
/// Called when exiting state - cleanup
/// </summary>
private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
{
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Exiting turret spawn state");
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
npcAnimator.SetBool(animatorBlockingBool, false);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set bool: {animatorBlockingBool} = false");
}
}
/// <summary>
/// Finds player transform
/// </summary>
@@ -128,7 +150,7 @@ namespace DemonBoss.Magic
bool foundValidPosition = false;
float bestScore = float.MinValue;
Vector3 bossPos = fsmBehaviour.transform.position;
Vector3 bossPos = npcTransform.position;
Vector3 playerDirection = Vector3.zero;
if (playerTransform != null)
@@ -146,7 +168,7 @@ namespace DemonBoss.Magic
if (IsPositionValid(testPosition, out Vector3 groundPosition))
{
float score = EvaluatePosition(groundPosition, playerDirection, direction);
float score = EvaluatePosition(groundPosition, playerDirection, direction, bossPos);
if (score > bestScore)
{
@@ -164,7 +186,7 @@ namespace DemonBoss.Magic
}
else
{
Vector3 fallbackPos = bossPos + fsmBehaviour.transform.forward * minSpawnDistance;
Vector3 fallbackPos = bossPos + npcTransform.forward * minSpawnDistance;
SpawnCrystal(fallbackPos, fsmBehaviour);
if (enableDebug) Debug.LogWarning("[SA_SpawnTurretSmart] Using fallback position");
}
@@ -201,7 +223,7 @@ namespace DemonBoss.Magic
/// <summary>
/// Evaluates position quality (higher score = better position)
/// </summary>
private float EvaluatePosition(Vector3 position, Vector3 playerDirection, Vector3 positionDirection)
private float EvaluatePosition(Vector3 position, Vector3 playerDirection, Vector3 positionDirection, Vector3 bossPos)
{
float score = 0f;
@@ -214,7 +236,6 @@ namespace DemonBoss.Magic
score += backScore * backPreferenceMultiplier;
}
Vector3 bossPos = new Vector3();
float distance = Vector3.Distance(position, bossPos);
float optimalDistance = (minSpawnDistance + maxSpawnDistance) * 0.5f;
float distanceScore = 1f - Mathf.Abs(distance - optimalDistance) / maxSpawnDistance;
@@ -264,17 +285,20 @@ namespace DemonBoss.Magic
{
if (!showGizmos) return;
Vector3 pos = new Vector3();
if (npcTransform != null)
{
Vector3 pos = npcTransform.position;
// Spawn ring
Gizmos.color = Color.green;
DrawWireCircle(pos, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(pos, maxSpawnDistance);
// Spawn ring
Gizmos.color = Color.green;
DrawWireCircle(pos, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(pos, maxSpawnDistance);
// Obstacle check radius
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(pos + Vector3.up * obstacleCheckRadius, obstacleCheckRadius);
// Obstacle check radius
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(pos + Vector3.up * obstacleCheckRadius, obstacleCheckRadius);
}
}
/// <summary>

View File

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