Turret refactor

This commit is contained in:
Szymon Miś
2025-08-25 12:57:15 +02:00
parent c6110c2023
commit 081c0a0e27
6 changed files with 370 additions and 477 deletions

View File

@@ -1,59 +1,55 @@
using Lean.Pool;
using Lean.Pool;
using System.Collections;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// AI component for crystal turret spawned by boss
/// Rotates towards player and shoots fireballs for specified time
/// </summary>
public class CrystalShooterAI : MonoBehaviour
{
[Header("Shooting Configuration")]
[Tooltip("Transform point from which projectiles are fired")]
public Transform muzzle;
[Tooltip("Fireball prefab")]
[Tooltip("Fireball prefab (projectile with its own targeting logic)")]
public GameObject fireballPrefab;
[Tooltip("Fireball speed in m/s")]
public float fireballSpeed = 28f;
[Tooltip("Time between shots in seconds")]
[Tooltip("Seconds between shots")]
public float fireRate = 0.7f;
[Tooltip("Maximum number of shots before auto-despawn")]
public int maxShots = 10;
[Tooltip("Wait time after shooting before despawn")]
[Tooltip("Wait time after last shot before despawn")]
public float despawnDelay = 3f;
[Header("Rotation Configuration")]
[Tooltip("Target rotation speed in degrees/s")]
[Tooltip("Yaw rotation speed in degrees per second")]
public float turnSpeed = 120f;
[Tooltip("Idle spin speed when no target (degrees/s, 0 = disabled)")]
public float idleSpinSpeed = 30f;
[Tooltip("Aiming accuracy in degrees (smaller value = more accurate)")]
[Tooltip("Aiming accuracy in degrees (smaller = stricter)")]
public float aimTolerance = 5f;
[Header("Targeting")]
[Tooltip("Automatically find player on start")]
[Header("Targeting (Turret-Side Only)")]
[Tooltip("Auto-find player on start by tag")]
public bool autoFindPlayer = true;
[Tooltip("Player tag to search for")]
public string playerTag = "Player";
[Tooltip("Maximum shooting range")]
[Tooltip("Max range for allowing shots")]
public float maxShootingRange = 50f;
[Header("Effects")]
[Tooltip("Particle effect at shot")]
[Tooltip("Enable or disable muzzle flash & sound effects when firing")]
public bool useShootEffects = true;
[Tooltip("Particle effect at shot (pooled)")]
public GameObject muzzleFlashPrefab;
[Tooltip("Shoot sound")]
[Tooltip("Shoot sound (played on AudioSource)")]
public AudioClip shootSound;
[Header("Debug")]
@@ -63,20 +59,14 @@ namespace DemonBoss.Magic
[Tooltip("Show gizmos in Scene View")]
public bool showGizmos = true;
// Private variables
private Transform target;
private AudioSource audioSource;
private Coroutine shootingCoroutine;
private bool isActive = false;
private int shotsFired = 0;
private float lastShotTime = 0f;
private Transform crystalTransform;
/// <summary>
/// Component initialization
/// </summary>
private void Awake()
{
crystalTransform = transform;
@@ -91,6 +81,7 @@ namespace DemonBoss.Magic
if (muzzle == null)
{
// Try to find a child named "muzzle"; fallback to self
Transform muzzleChild = crystalTransform.Find("muzzle");
if (muzzleChild != null)
{
@@ -105,33 +96,27 @@ namespace DemonBoss.Magic
}
}
/// <summary>
/// Start - begin crystal operation
/// </summary>
private void Start()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
if (autoFindPlayer && target == null)
{
FindPlayer();
}
StartShooting();
}
/// <summary>
/// Update - rotate crystal towards target
/// Update tick: rotate towards target or idle spin.
/// </summary>
private void Update()
{
if (!isActive) return;
RotateTowardsTarget();
}
/// <summary>
/// Find player automatically
/// Attempts to find the player by tag (for turret-only aiming).
/// </summary>
private void FindPlayer()
{
@@ -141,42 +126,37 @@ namespace DemonBoss.Magic
SetTarget(player.transform);
if (enableDebug) Debug.Log("[CrystalShooterAI] Automatically found player");
}
else
else if (enableDebug)
{
if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
}
}
/// <summary>
/// Set target for crystal
/// Sets the turret's aiming target (does NOT propagate to projectiles).
/// </summary>
/// <param name="newTarget">Target transform</param>
public void SetTarget(Transform newTarget)
{
target = newTarget;
if (enableDebug && target != null)
{
Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
}
}
/// <summary>
/// Start shooting cycle
/// Starts the timed shooting routine (fires until maxShots, then despawns).
/// </summary>
public void StartShooting()
{
if (isActive) return;
isActive = true;
shotsFired = 0;
shootingCoroutine = StartCoroutine(ShootingCoroutine());
if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
}
/// <summary>
/// Stop shooting
/// Stops the shooting routine immediately.
/// </summary>
public void StopShooting()
{
@@ -192,7 +172,8 @@ namespace DemonBoss.Magic
}
/// <summary>
/// Main coroutine handling shooting cycle
/// Main shooting loop: checks aim/range → spawns fireball → waits fireRate.
/// After finishing, waits a short delay and despawns the turret.
/// </summary>
private IEnumerator ShootingCoroutine()
{
@@ -211,12 +192,11 @@ namespace DemonBoss.Magic
if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
yield return new WaitForSeconds(despawnDelay);
DespawnCrystal();
}
/// <summary>
/// Checks if crystal can shoot
/// Aiming/range gate for firing.
/// </summary>
private bool CanShoot()
{
@@ -232,7 +212,7 @@ namespace DemonBoss.Magic
}
/// <summary>
/// Fires fireball towards target
/// Spawns a fireball oriented towards the turret's current aim direction.
/// </summary>
private void FireFireball()
{
@@ -242,39 +222,41 @@ namespace DemonBoss.Magic
return;
}
Vector3 shootDirection = crystalTransform.forward;
Vector3 shootDirection;
if (target != null)
{
Vector3 targetCenter = target.position + Vector3.up * 1f;
shootDirection = (targetCenter - muzzle.position).normalized;
}
GameObject fireball = LeanPool.Spawn(fireballPrefab, muzzle.position,
Quaternion.LookRotation(shootDirection));
Rigidbody fireballRb = fireball.GetComponent<Rigidbody>();
if (fireballRb != null)
else
{
fireballRb.linearVelocity = shootDirection * fireballSpeed;
shootDirection = crystalTransform.forward;
}
Vector3 spawnPosition = muzzle.position;
Quaternion spawnRotation = Quaternion.LookRotation(shootDirection);
LeanPool.Spawn(fireballPrefab, spawnPosition, spawnRotation);
PlayShootEffects();
if (enableDebug)
{
Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} in direction: {shootDirection}");
Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} at {spawnPosition} dir: {shootDirection}");
Debug.DrawRay(spawnPosition, shootDirection * 8f, Color.red, 2f);
}
}
/// <summary>
/// Plays shooting effects
/// Plays muzzle VFX and shoot SFX (if enabled).
/// </summary>
private void PlayShootEffects()
{
if (!useShootEffects) return;
if (muzzleFlashPrefab != null && muzzle != null)
{
GameObject flash = LeanPool.Spawn(muzzleFlashPrefab, muzzle.position, muzzle.rotation);
LeanPool.Despawn(flash, 2f);
}
@@ -285,14 +267,14 @@ namespace DemonBoss.Magic
}
/// <summary>
/// Rotates crystal towards target or performs idle spin
/// Smooth yaw rotation towards target; idles by spinning when no target.
/// </summary>
private void RotateTowardsTarget()
{
if (target != null)
{
Vector3 directionToTarget = target.position - crystalTransform.position;
directionToTarget.y = 0;
directionToTarget.y = 0f;
if (directionToTarget != Vector3.zero)
{
@@ -311,19 +293,17 @@ namespace DemonBoss.Magic
}
/// <summary>
/// Despawns crystal from map
/// Despawns the turret via Lean Pool.
/// </summary>
public void DespawnCrystal()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
StopShooting();
LeanPool.Despawn(gameObject);
}
/// <summary>
/// Forces immediate despawn (e.g. on boss death)
/// Forces immediate despawn (e.g., boss death).
/// </summary>
public void ForceDespawn()
{
@@ -331,9 +311,7 @@ namespace DemonBoss.Magic
DespawnCrystal();
}
/// <summary>
/// Returns crystal state information
/// </summary>
/// <summary> Returns crystal state information. </summary>
public bool IsActive() => isActive;
public int GetShotsFired() => shotsFired;
@@ -343,7 +321,7 @@ namespace DemonBoss.Magic
public float GetTimeSinceLastShot() => Time.time - lastShotTime;
/// <summary>
/// Draws gizmos in Scene View
/// Gizmos for range and aim visualization.
/// </summary>
private void OnDrawGizmosSelected()
{
@@ -366,6 +344,7 @@ namespace DemonBoss.Magic
Gizmos.DrawLine(muzzle.position, muzzle.position + right);
Gizmos.DrawLine(muzzle.position, muzzle.position + left);
Gizmos.DrawLine(muzzle.position, muzzle.position + forward);
}
}