Turret refactor
This commit is contained in:
@@ -1,59 +1,55 @@
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using Lean.Pool;
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using Lean.Pool;
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using System.Collections;
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using UnityEngine;
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namespace DemonBoss.Magic
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{
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/// <summary>
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/// AI component for crystal turret spawned by boss
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/// Rotates towards player and shoots fireballs for specified time
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/// </summary>
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public class CrystalShooterAI : MonoBehaviour
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{
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[Header("Shooting Configuration")]
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[Tooltip("Transform point from which projectiles are fired")]
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public Transform muzzle;
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[Tooltip("Fireball prefab")]
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[Tooltip("Fireball prefab (projectile with its own targeting logic)")]
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public GameObject fireballPrefab;
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[Tooltip("Fireball speed in m/s")]
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public float fireballSpeed = 28f;
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[Tooltip("Time between shots in seconds")]
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[Tooltip("Seconds between shots")]
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public float fireRate = 0.7f;
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[Tooltip("Maximum number of shots before auto-despawn")]
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public int maxShots = 10;
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[Tooltip("Wait time after shooting before despawn")]
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[Tooltip("Wait time after last shot before despawn")]
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public float despawnDelay = 3f;
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[Header("Rotation Configuration")]
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[Tooltip("Target rotation speed in degrees/s")]
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[Tooltip("Yaw rotation speed in degrees per second")]
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public float turnSpeed = 120f;
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[Tooltip("Idle spin speed when no target (degrees/s, 0 = disabled)")]
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public float idleSpinSpeed = 30f;
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[Tooltip("Aiming accuracy in degrees (smaller value = more accurate)")]
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[Tooltip("Aiming accuracy in degrees (smaller = stricter)")]
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public float aimTolerance = 5f;
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[Header("Targeting")]
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[Tooltip("Automatically find player on start")]
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[Header("Targeting (Turret-Side Only)")]
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[Tooltip("Auto-find player on start by tag")]
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public bool autoFindPlayer = true;
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[Tooltip("Player tag to search for")]
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public string playerTag = "Player";
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[Tooltip("Maximum shooting range")]
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[Tooltip("Max range for allowing shots")]
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public float maxShootingRange = 50f;
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[Header("Effects")]
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[Tooltip("Particle effect at shot")]
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[Tooltip("Enable or disable muzzle flash & sound effects when firing")]
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public bool useShootEffects = true;
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[Tooltip("Particle effect at shot (pooled)")]
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public GameObject muzzleFlashPrefab;
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[Tooltip("Shoot sound")]
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[Tooltip("Shoot sound (played on AudioSource)")]
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public AudioClip shootSound;
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[Header("Debug")]
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@@ -63,20 +59,14 @@ namespace DemonBoss.Magic
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[Tooltip("Show gizmos in Scene View")]
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public bool showGizmos = true;
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// Private variables
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private Transform target;
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private AudioSource audioSource;
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private Coroutine shootingCoroutine;
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private bool isActive = false;
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private int shotsFired = 0;
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private float lastShotTime = 0f;
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private Transform crystalTransform;
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/// <summary>
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/// Component initialization
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/// </summary>
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private void Awake()
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{
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crystalTransform = transform;
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@@ -91,6 +81,7 @@ namespace DemonBoss.Magic
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if (muzzle == null)
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{
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// Try to find a child named "muzzle"; fallback to self
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Transform muzzleChild = crystalTransform.Find("muzzle");
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if (muzzleChild != null)
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{
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@@ -105,33 +96,27 @@ namespace DemonBoss.Magic
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}
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}
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/// <summary>
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/// Start - begin crystal operation
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/// </summary>
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private void Start()
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{
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if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
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if (autoFindPlayer && target == null)
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{
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FindPlayer();
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}
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StartShooting();
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}
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/// <summary>
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/// Update - rotate crystal towards target
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/// Update tick: rotate towards target or idle spin.
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/// </summary>
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private void Update()
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{
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if (!isActive) return;
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RotateTowardsTarget();
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}
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/// <summary>
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/// Find player automatically
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/// Attempts to find the player by tag (for turret-only aiming).
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/// </summary>
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private void FindPlayer()
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{
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@@ -141,42 +126,37 @@ namespace DemonBoss.Magic
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SetTarget(player.transform);
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if (enableDebug) Debug.Log("[CrystalShooterAI] Automatically found player");
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}
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else
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else if (enableDebug)
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{
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if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
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Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
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}
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}
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/// <summary>
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/// Set target for crystal
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/// Sets the turret's aiming target (does NOT propagate to projectiles).
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/// </summary>
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/// <param name="newTarget">Target transform</param>
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public void SetTarget(Transform newTarget)
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{
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target = newTarget;
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if (enableDebug && target != null)
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{
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Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
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}
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}
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/// <summary>
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/// Start shooting cycle
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/// Starts the timed shooting routine (fires until maxShots, then despawns).
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/// </summary>
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public void StartShooting()
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{
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if (isActive) return;
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isActive = true;
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shotsFired = 0;
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shootingCoroutine = StartCoroutine(ShootingCoroutine());
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if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
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}
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/// <summary>
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/// Stop shooting
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/// Stops the shooting routine immediately.
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/// </summary>
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public void StopShooting()
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{
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@@ -192,7 +172,8 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Main coroutine handling shooting cycle
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/// Main shooting loop: checks aim/range → spawns fireball → waits fireRate.
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/// After finishing, waits a short delay and despawns the turret.
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/// </summary>
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private IEnumerator ShootingCoroutine()
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{
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@@ -211,12 +192,11 @@ namespace DemonBoss.Magic
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if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
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yield return new WaitForSeconds(despawnDelay);
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DespawnCrystal();
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}
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/// <summary>
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/// Checks if crystal can shoot
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/// Aiming/range gate for firing.
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/// </summary>
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private bool CanShoot()
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{
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@@ -232,7 +212,7 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Fires fireball towards target
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/// Spawns a fireball oriented towards the turret's current aim direction.
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/// </summary>
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private void FireFireball()
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{
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@@ -242,39 +222,41 @@ namespace DemonBoss.Magic
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return;
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}
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Vector3 shootDirection = crystalTransform.forward;
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Vector3 shootDirection;
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if (target != null)
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{
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Vector3 targetCenter = target.position + Vector3.up * 1f;
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shootDirection = (targetCenter - muzzle.position).normalized;
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}
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GameObject fireball = LeanPool.Spawn(fireballPrefab, muzzle.position,
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Quaternion.LookRotation(shootDirection));
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Rigidbody fireballRb = fireball.GetComponent<Rigidbody>();
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if (fireballRb != null)
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else
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{
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fireballRb.linearVelocity = shootDirection * fireballSpeed;
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shootDirection = crystalTransform.forward;
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}
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Vector3 spawnPosition = muzzle.position;
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Quaternion spawnRotation = Quaternion.LookRotation(shootDirection);
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LeanPool.Spawn(fireballPrefab, spawnPosition, spawnRotation);
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PlayShootEffects();
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if (enableDebug)
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{
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Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} in direction: {shootDirection}");
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Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} at {spawnPosition} dir: {shootDirection}");
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Debug.DrawRay(spawnPosition, shootDirection * 8f, Color.red, 2f);
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}
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}
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/// <summary>
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/// Plays shooting effects
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/// Plays muzzle VFX and shoot SFX (if enabled).
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/// </summary>
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private void PlayShootEffects()
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{
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if (!useShootEffects) return;
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if (muzzleFlashPrefab != null && muzzle != null)
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{
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GameObject flash = LeanPool.Spawn(muzzleFlashPrefab, muzzle.position, muzzle.rotation);
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LeanPool.Despawn(flash, 2f);
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}
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@@ -285,14 +267,14 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Rotates crystal towards target or performs idle spin
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/// Smooth yaw rotation towards target; idles by spinning when no target.
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/// </summary>
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private void RotateTowardsTarget()
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{
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if (target != null)
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{
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Vector3 directionToTarget = target.position - crystalTransform.position;
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directionToTarget.y = 0;
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directionToTarget.y = 0f;
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if (directionToTarget != Vector3.zero)
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{
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@@ -311,19 +293,17 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Despawns crystal from map
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/// Despawns the turret via Lean Pool.
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/// </summary>
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public void DespawnCrystal()
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{
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if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
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StopShooting();
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LeanPool.Despawn(gameObject);
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}
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/// <summary>
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/// Forces immediate despawn (e.g. on boss death)
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/// Forces immediate despawn (e.g., boss death).
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/// </summary>
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public void ForceDespawn()
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{
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@@ -331,9 +311,7 @@ namespace DemonBoss.Magic
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DespawnCrystal();
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}
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/// <summary>
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/// Returns crystal state information
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/// </summary>
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/// <summary> Returns crystal state information. </summary>
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public bool IsActive() => isActive;
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public int GetShotsFired() => shotsFired;
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@@ -343,7 +321,7 @@ namespace DemonBoss.Magic
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public float GetTimeSinceLastShot() => Time.time - lastShotTime;
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/// <summary>
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/// Draws gizmos in Scene View
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/// Gizmos for range and aim visualization.
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/// </summary>
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private void OnDrawGizmosSelected()
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{
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@@ -366,6 +344,7 @@ namespace DemonBoss.Magic
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Gizmos.DrawLine(muzzle.position, muzzle.position + right);
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Gizmos.DrawLine(muzzle.position, muzzle.position + left);
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Gizmos.DrawLine(muzzle.position, muzzle.position + forward);
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}
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}
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@@ -9618,7 +9618,7 @@ CapsuleCollider:
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serializedVersion: 2
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m_Bits: 0
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m_LayerOverridePriority: 0
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m_IsTrigger: 0
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m_IsTrigger: 1
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m_ProvidesContacts: 0
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m_Enabled: 1
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serializedVersion: 2
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@@ -9638,25 +9638,11 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 1a863cb5e6092ec4a936c4eb21bb9166, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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targetTag: Player
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speed: 6
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lockTime: 15
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maxLifeTime: 30
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arrivalTolerance: 0.25
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damage: 25
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damageOnce: 1
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targetLayerMask:
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serializedVersion: 2
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m_Bits: 256
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enableHoming: 1
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homingStrength: 1.5
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maxHomingDistance: 15
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homingDuration: 3
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continueAfterHoming: 1
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fireballSpeed: 10
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maxTurnRate: 90
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impactEffectPrefab: {fileID: 132858, guid: c5cabec71c815b64ab6e2547b594ec81, type: 3}
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impactSound: {fileID: 8300000, guid: 5dd60193d2ea89e47ae309eec2c3852e, type: 3}
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knockbackForce: 5
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maxLifetime: 5
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destroyOnTerrain: 1
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terrainLayerMask:
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serializedVersion: 2
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m_Bits: 1
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enableDebug: 0
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showGizmos: 1
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@@ -1,386 +0,0 @@
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using Invector;
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using Invector.vCharacterController;
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using Lean.Pool;
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using UnityEngine;
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namespace DemonBoss.Magic
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{
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/// <summary>
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/// Component handling damage and collisions for fireball fired by crystals
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/// Deals damage on collision with player and automatically despawns
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/// </summary>
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[RequireComponent(typeof(Collider))]
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public class FireballDamage : MonoBehaviour
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{
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[Header("Damage Configuration")]
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[Tooltip("Damage dealt by fireball")]
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public float damage = 25f;
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[Tooltip("Whether fireball can deal damage only once")]
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public bool damageOnce = true;
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[Tooltip("Layer mask for targets that can be hit")]
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public LayerMask targetLayerMask = -1;
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[Header("Impact Effects")]
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[Tooltip("Explosion effect prefab on hit")]
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public GameObject impactEffectPrefab;
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[Tooltip("Impact sound")]
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public AudioClip impactSound;
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[Tooltip("Knockback force on hit")]
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public float knockbackForce = 5f;
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[Header("Lifetime")]
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[Tooltip("Maximum fireball lifetime in seconds (failsafe)")]
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public float maxLifetime = 5f;
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[Tooltip("Whether to destroy fireball on terrain collision")]
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public bool destroyOnTerrain = true;
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[Tooltip("Layer mask for terrain/obstacles")]
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public LayerMask terrainLayerMask = 1;
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[Header("Debug")]
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[Tooltip("Enable debug logging")]
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public bool enableDebug = false;
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// Private variables
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private bool hasDealtDamage = false;
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private float spawnTime;
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private AudioSource audioSource;
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private Collider fireballCollider;
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private Rigidbody fireballRigidbody;
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/// <summary>
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/// Component initialization
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/// </summary>
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private void Awake()
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{
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fireballCollider = GetComponent<Collider>();
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fireballRigidbody = GetComponent<Rigidbody>();
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if (fireballCollider != null && !fireballCollider.isTrigger)
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{
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fireballCollider.isTrigger = true;
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if (enableDebug) Debug.Log("[FireballDamage] Set collider as trigger");
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}
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audioSource = GetComponent<AudioSource>();
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if (audioSource == null && impactSound != null)
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{
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audioSource = gameObject.AddComponent<AudioSource>();
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audioSource.playOnAwake = false;
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audioSource.spatialBlend = 1f;
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}
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}
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/// <summary>
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/// Start - note spawn time and start failsafe timer
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/// </summary>
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private void Start()
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{
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spawnTime = Time.time;
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hasDealtDamage = false;
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Invoke(nameof(FailsafeDespawn), maxLifetime);
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if (enableDebug) Debug.Log("[FireballDamage] Fireball initialized");
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}
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/// <summary>
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/// Trigger collision handling - dealing damage
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/// </summary>
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/// <param name="other">Collider that fireball collides with</param>
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private void OnTriggerEnter(Collider other)
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{
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if (enableDebug) Debug.Log($"[FireballDamage] Collision with: {other.name}");
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if (IsValidTarget(other))
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{
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DealDamageToTarget(other);
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CreateImpactEffect(other.transform.position);
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DespawnFireball();
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return;
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}
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if (destroyOnTerrain && IsTerrainCollision(other))
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{
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if (enableDebug) Debug.Log("[FireballDamage] Terrain collision");
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CreateImpactEffect(transform.position);
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DespawnFireball();
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return;
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}
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}
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/// <summary>
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/// Checks if collider is valid target
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/// </summary>
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/// <param name="other">Collider to check</param>
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/// <returns>True if it's valid target</returns>
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private bool IsValidTarget(Collider other)
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{
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if ((targetLayerMask.value & (1 << other.gameObject.layer)) == 0)
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return false;
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if (damageOnce && hasDealtDamage)
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return false;
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var damageReceiver = other.GetComponent<vIDamageReceiver>();
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var healthController = other.GetComponent<vHealthController>();
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var character = other.GetComponent<vCharacter>();
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var thirdPersonController = other.GetComponent<vThirdPersonController>();
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if (damageReceiver == null) damageReceiver = other.GetComponentInParent<vIDamageReceiver>();
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if (healthController == null) healthController = other.GetComponentInParent<vHealthController>();
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if (character == null) character = other.GetComponentInParent<vCharacter>();
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if (thirdPersonController == null) thirdPersonController = other.GetComponentInParent<vThirdPersonController>();
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||||
return damageReceiver != null || healthController != null || character != null || thirdPersonController != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if it's terrain collision
|
||||
/// </summary>
|
||||
/// <param name="other">Collider to check</param>
|
||||
/// <returns>True if it's terrain</returns>
|
||||
private bool IsTerrainCollision(Collider other)
|
||||
{
|
||||
return (terrainLayerMask.value & (1 << other.gameObject.layer)) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deals damage to target - ulepszona wersja
|
||||
/// </summary>
|
||||
/// <param name="targetCollider">Target collider</param>
|
||||
private void DealDamageToTarget(Collider targetCollider)
|
||||
{
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Dealing {damage} damage to: {targetCollider.name}");
|
||||
|
||||
Vector3 hitPoint = GetClosestPointOnCollider(targetCollider);
|
||||
Vector3 hitDirection = GetHitDirection(targetCollider);
|
||||
|
||||
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage));
|
||||
damageInfo.sender = transform;
|
||||
damageInfo.hitPosition = hitPoint;
|
||||
|
||||
if (knockbackForce > 0f)
|
||||
{
|
||||
damageInfo.force = hitDirection * knockbackForce;
|
||||
}
|
||||
|
||||
bool damageDealt = false;
|
||||
|
||||
var damageReceiver = targetCollider.GetComponent<vIDamageReceiver>();
|
||||
if (damageReceiver == null) damageReceiver = targetCollider.GetComponentInParent<vIDamageReceiver>();
|
||||
|
||||
if (damageReceiver != null && !damageDealt)
|
||||
{
|
||||
damageReceiver.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vIDamageReceiver");
|
||||
}
|
||||
|
||||
if (!damageDealt)
|
||||
{
|
||||
var healthController = targetCollider.GetComponent<vHealthController>();
|
||||
if (healthController == null) healthController = targetCollider.GetComponentInParent<vHealthController>();
|
||||
|
||||
if (healthController != null)
|
||||
{
|
||||
healthController.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vHealthController");
|
||||
}
|
||||
}
|
||||
|
||||
if (!damageDealt)
|
||||
{
|
||||
var thirdPersonController = targetCollider.GetComponent<vThirdPersonController>();
|
||||
if (thirdPersonController == null) thirdPersonController = targetCollider.GetComponentInParent<vThirdPersonController>();
|
||||
|
||||
if (thirdPersonController != null)
|
||||
{
|
||||
if (thirdPersonController is Beyond.bThirdPersonController beyondController)
|
||||
{
|
||||
if (!beyondController.GodMode && !beyondController.isImmortal)
|
||||
{
|
||||
thirdPersonController.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through bThirdPersonController");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Player is immortal or in God Mode - no damage dealt");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
thirdPersonController.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vThirdPersonController");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!damageDealt)
|
||||
{
|
||||
if (enableDebug) Debug.LogWarning("[FireballDamage] Could not deal damage - no valid damage receiver found!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes the closest point on the collider as the point of impact
|
||||
/// </summary>
|
||||
private Vector3 GetClosestPointOnCollider(Collider targetCollider)
|
||||
{
|
||||
return targetCollider.ClosestPoint(transform.position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the direction of impact for knockback
|
||||
/// </summary>
|
||||
private Vector3 GetHitDirection(Collider targetCollider)
|
||||
{
|
||||
Vector3 direction;
|
||||
|
||||
if (fireballRigidbody != null && fireballRigidbody.linearVelocity.magnitude > 0.1f)
|
||||
{
|
||||
direction = fireballRigidbody.linearVelocity.normalized;
|
||||
}
|
||||
else
|
||||
{
|
||||
direction = (targetCollider.transform.position - transform.position).normalized;
|
||||
}
|
||||
|
||||
direction.y = Mathf.Max(0.2f, direction.y);
|
||||
return direction.normalized;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates impact effect
|
||||
/// </summary>
|
||||
/// <param name="impactPosition">Impact position</param>
|
||||
private void CreateImpactEffect(Vector3 impactPosition)
|
||||
{
|
||||
if (impactEffectPrefab != null)
|
||||
{
|
||||
GameObject impact = LeanPool.Spawn(impactEffectPrefab, impactPosition, Quaternion.identity);
|
||||
|
||||
LeanPool.Despawn(impact, 3f);
|
||||
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Impact effect created");
|
||||
}
|
||||
|
||||
if (audioSource != null && impactSound != null)
|
||||
{
|
||||
audioSource.PlayOneShot(impactSound);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Despawns fireball from map
|
||||
/// </summary>
|
||||
private void DespawnFireball()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Despawning fireball");
|
||||
|
||||
CancelInvoke(nameof(FailsafeDespawn));
|
||||
|
||||
LeanPool.Despawn(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Failsafe despawn - removes fireball after maximum lifetime
|
||||
/// </summary>
|
||||
private void FailsafeDespawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Failsafe despawn - lifetime exceeded");
|
||||
DespawnFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces immediate despawn
|
||||
/// </summary>
|
||||
public void ForceDespawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Forced despawn");
|
||||
DespawnFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if fireball has already dealt damage
|
||||
/// </summary>
|
||||
/// <returns>True if damage was already dealt</returns>
|
||||
public bool HasDealtDamage()
|
||||
{
|
||||
return hasDealtDamage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns fireball lifetime
|
||||
/// </summary>
|
||||
/// <returns>Time in seconds since spawn</returns>
|
||||
public float GetLifetime()
|
||||
{
|
||||
return Time.time - spawnTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets new damage (e.g. for different difficulty levels)
|
||||
/// </summary>
|
||||
/// <param name="newDamage">New damage</param>
|
||||
public void SetDamage(float newDamage)
|
||||
{
|
||||
damage = newDamage;
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Set new damage: {damage}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets new knockback
|
||||
/// </summary>
|
||||
/// <param name="newKnockback">New knockback force</param>
|
||||
public void SetKnockback(float newKnockback)
|
||||
{
|
||||
knockbackForce = newKnockback;
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Set new knockback: {knockbackForce}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets fireball state (useful for pooling)
|
||||
/// </summary>
|
||||
public void ResetFireball()
|
||||
{
|
||||
hasDealtDamage = false;
|
||||
spawnTime = Time.time;
|
||||
|
||||
CancelInvoke();
|
||||
|
||||
Invoke(nameof(FailsafeDespawn), maxLifetime);
|
||||
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Fireball reset");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called on spawn by Lean Pool
|
||||
/// </summary>
|
||||
private void OnSpawn()
|
||||
{
|
||||
ResetFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called on despawn by Lean Pool
|
||||
/// </summary>
|
||||
private void OnDespawn()
|
||||
{
|
||||
CancelInvoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
314
Assets/AI/Demon/FireballProjectile.cs
Normal file
314
Assets/AI/Demon/FireballProjectile.cs
Normal file
@@ -0,0 +1,314 @@
|
||||
using Invector;
|
||||
using Invector.vCharacterController;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DemonBoss.Magic
|
||||
{
|
||||
public class FireballProjectile : MonoBehaviour
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
[Header("Targeting")]
|
||||
[Tooltip("Tag of the target to chase while tracking phase is active.")]
|
||||
public string targetTag = "Player";
|
||||
|
||||
[Tooltip("Vertical offset added to the target position (e.g., aim at chest/head instead of feet).")]
|
||||
public float targetHeightOffset = 1.0f;
|
||||
|
||||
[Header("Movement")]
|
||||
[Tooltip("Units per second.")]
|
||||
public float speed = 6f;
|
||||
|
||||
[Tooltip("Seconds to track the player before locking to last known position.")]
|
||||
public float lockTime = 15f;
|
||||
|
||||
[Tooltip("Seconds before the projectile auto-despawns regardless of state.")]
|
||||
public float maxLifeTime = 30f;
|
||||
|
||||
[Tooltip("Distance threshold to consider we arrived at the locked position.")]
|
||||
public float arrivalTolerance = 0.25f;
|
||||
|
||||
[Header("Damage")]
|
||||
[Tooltip("Base damage dealt to the target.")]
|
||||
public int damage = 20;
|
||||
|
||||
[Tooltip("Optional knockback impulse magnitude applied along hit direction.")]
|
||||
public float knockbackForce = 0f;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Enable verbose debug logs.")]
|
||||
public bool enableDebug = false;
|
||||
|
||||
#endregion Configuration
|
||||
|
||||
#region Runtime State
|
||||
|
||||
private Transform player;
|
||||
private Vector3 lockedTargetPos;
|
||||
private bool isLocked = false;
|
||||
private bool hasDealtDamage = false;
|
||||
private float timer = 0f;
|
||||
|
||||
#endregion Runtime State
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Called when the object becomes enabled (including when spawned from a pool).
|
||||
/// Resets runtime state and acquires the target by tag.
|
||||
/// </summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetRuntimeState();
|
||||
AcquireTargetByTag();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame update: handle tracking/lock movement and lifetime/despawn conditions.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
// Transition to 'locked to last position' after lockTime
|
||||
if (!isLocked && timer >= lockTime && player != null)
|
||||
{
|
||||
lockedTargetPos = player.position + Vector3.up * targetHeightOffset;
|
||||
isLocked = true;
|
||||
if (enableDebug) Debug.Log($"[Fireball] Locked to last known player position: {lockedTargetPos}");
|
||||
}
|
||||
|
||||
// Determine current aim point
|
||||
Vector3 aimPoint;
|
||||
if (!isLocked && player != null)
|
||||
{
|
||||
// Tracking phase: follow live player position
|
||||
aimPoint = player.position + Vector3.up * targetHeightOffset;
|
||||
}
|
||||
else if (isLocked)
|
||||
{
|
||||
// Locked phase: fly to memorized position
|
||||
aimPoint = lockedTargetPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: no player found, keep moving forward
|
||||
aimPoint = transform.position + transform.forward * 1000f;
|
||||
}
|
||||
|
||||
// Move towards aim point
|
||||
Vector3 toTarget = aimPoint - transform.position;
|
||||
Vector3 step = toTarget.normalized * speed * Time.deltaTime;
|
||||
transform.position += step;
|
||||
|
||||
// Face movement direction (optional but nice for VFX)
|
||||
if (step.sqrMagnitude > 0.0001f)
|
||||
transform.forward = step.normalized;
|
||||
|
||||
// If locked and close enough to the locked point → despawn
|
||||
if (isLocked && toTarget.magnitude <= arrivalTolerance)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Arrived at locked position → Despawn");
|
||||
Despawn();
|
||||
return;
|
||||
}
|
||||
|
||||
// Hard cap lifetime
|
||||
if (timer >= maxLifeTime)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Max lifetime reached → Despawn");
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger hit handler – applies damage when colliding with the intended target tag and then despawns.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (hasDealtDamage) return; // guard against multiple triggers in a single frame
|
||||
|
||||
if (other.CompareTag(targetTag))
|
||||
{
|
||||
DealDamageToTarget(other);
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Unity Lifecycle
|
||||
|
||||
#region Target Acquisition
|
||||
|
||||
/// <summary>
|
||||
/// Finds the target by tag (e.g., "Player"). Called on enable and can be retried if needed.
|
||||
/// </summary>
|
||||
private void AcquireTargetByTag()
|
||||
{
|
||||
var playerObj = GameObject.FindGameObjectWithTag(targetTag);
|
||||
player = playerObj ? playerObj.transform : null;
|
||||
|
||||
if (enableDebug)
|
||||
{
|
||||
if (player != null) Debug.Log($"[Fireball] Target found by tag '{targetTag}'.");
|
||||
else Debug.LogWarning($"[Fireball] No target with tag '{targetTag}' found – moving forward fallback.");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Target Acquisition
|
||||
|
||||
#region Damage Pipeline (Invector-style)
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage using available receivers on the hit collider or its parents:
|
||||
/// vIDamageReceiver → vHealthController → vThirdPersonController (with Beyond variant checks).
|
||||
/// </summary>
|
||||
private void DealDamageToTarget(Collider targetCollider)
|
||||
{
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Dealing {damage} damage to: {targetCollider.name}");
|
||||
|
||||
Vector3 hitPoint = GetClosestPointOnCollider(targetCollider);
|
||||
Vector3 hitDirection = GetHitDirection(targetCollider);
|
||||
|
||||
// Build vDamage payload (Invector)
|
||||
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage))
|
||||
{
|
||||
sender = transform,
|
||||
hitPosition = hitPoint
|
||||
};
|
||||
|
||||
if (knockbackForce > 0f)
|
||||
damageInfo.force = hitDirection * knockbackForce;
|
||||
|
||||
bool damageDealt = false;
|
||||
|
||||
// 1) Try generic vIDamageReceiver (collider or parent)
|
||||
var damageReceiver = targetCollider.GetComponent<vIDamageReceiver>() ??
|
||||
targetCollider.GetComponentInParent<vIDamageReceiver>();
|
||||
|
||||
if (damageReceiver != null && !damageDealt)
|
||||
{
|
||||
damageReceiver.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vIDamageReceiver");
|
||||
}
|
||||
|
||||
// 2) Fallback to vHealthController
|
||||
if (!damageDealt)
|
||||
{
|
||||
var healthController = targetCollider.GetComponent<vHealthController>() ??
|
||||
targetCollider.GetComponentInParent<vHealthController>();
|
||||
|
||||
if (healthController != null)
|
||||
{
|
||||
healthController.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vHealthController");
|
||||
}
|
||||
}
|
||||
|
||||
// 3) Fallback to vThirdPersonController (handle Beyond variant)
|
||||
if (!damageDealt)
|
||||
{
|
||||
var tpc = targetCollider.GetComponent<vThirdPersonController>() ??
|
||||
targetCollider.GetComponentInParent<vThirdPersonController>();
|
||||
|
||||
if (tpc != null)
|
||||
{
|
||||
if (tpc is Beyond.bThirdPersonController beyond)
|
||||
{
|
||||
if (!beyond.GodMode && !beyond.isImmortal)
|
||||
{
|
||||
tpc.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through bThirdPersonController");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Target is immortal / GodMode – no damage dealt");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tpc.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vThirdPersonController");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!damageDealt && enableDebug)
|
||||
Debug.LogWarning("[FireballDamage] Could not deal damage – no valid damage receiver found!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the closest point on the target collider to this projectile position.
|
||||
/// </summary>
|
||||
private Vector3 GetClosestPointOnCollider(Collider col)
|
||||
{
|
||||
return col.ClosestPoint(transform.position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes a reasonable hit direction from projectile to target center (fallbacks to forward).
|
||||
/// </summary>
|
||||
private Vector3 GetHitDirection(Collider col)
|
||||
{
|
||||
Vector3 dir = (col.bounds.center - transform.position).normalized;
|
||||
return dir.sqrMagnitude > 0.0001f ? dir : transform.forward;
|
||||
}
|
||||
|
||||
#endregion Damage Pipeline (Invector-style)
|
||||
|
||||
#region Pooling & Utilities
|
||||
|
||||
/// <summary>
|
||||
/// Returns this projectile to the Lean Pool (safe to call on non-pooled too).
|
||||
/// </summary>
|
||||
private void Despawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Despawn via LeanPool");
|
||||
LeanPool.Despawn(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears/initializes runtime variables so pooled instances behave like fresh spawns.
|
||||
/// </summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
timer = 0f;
|
||||
isLocked = false;
|
||||
hasDealtDamage = false;
|
||||
lockedTargetPos = Vector3.zero;
|
||||
}
|
||||
|
||||
#endregion Pooling & Utilities
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
/// <summary>
|
||||
/// Optional gizmo: shows lock radius and direction for quick debugging.
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireSphere(transform.position, 0.25f);
|
||||
|
||||
// Draw a small forward arrow
|
||||
Gizmos.DrawLine(transform.position, transform.position + transform.forward * 1.0f);
|
||||
|
||||
// Arrival tolerance sphere (only meaningful when locked)
|
||||
if (isLocked)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(lockedTargetPos, arrivalTolerance);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -127,16 +127,16 @@ MonoBehaviour:
|
||||
muzzle: {fileID: 8411050209285398990}
|
||||
fireballPrefab: {fileID: 1947871717301538, guid: 9591667a35466484096c6e63785e136c,
|
||||
type: 3}
|
||||
fireballSpeed: 28
|
||||
fireRate: 0.7
|
||||
maxShots: 10
|
||||
despawnDelay: 3
|
||||
fireRate: 5
|
||||
maxShots: 3
|
||||
despawnDelay: 10
|
||||
turnSpeed: 120
|
||||
idleSpinSpeed: 30
|
||||
aimTolerance: 5
|
||||
autoFindPlayer: 1
|
||||
playerTag: Player
|
||||
maxShootingRange: 50
|
||||
useShootEffects: 0
|
||||
muzzleFlashPrefab: {fileID: 0}
|
||||
shootSound: {fileID: 8300000, guid: d44a96f293b66b74ea13a2e6fcc6c8fa, type: 3}
|
||||
enableDebug: 0
|
||||
|
||||
Reference in New Issue
Block a user