Files cleanup, added summoner code

This commit is contained in:
Szymon Miś
2025-11-20 14:34:59 +01:00
parent 78ed61380e
commit 3245780fa7
104 changed files with 3175 additions and 1049 deletions

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using Lean.Pool;
using System.Collections;
using UnityEngine;
namespace DemonBoss.Magic
{
public class CrystalShooterAI : MonoBehaviour
{
[Header("Shooting Configuration")]
[Tooltip("Transform point from which projectiles are fired")]
public Transform muzzle;
[Tooltip("Fireball prefab (projectile with its own targeting logic)")]
public GameObject fireballPrefab;
[Tooltip("Base seconds between shots")]
public float fireRate = 0.7f;
[Tooltip("Maximum number of shots before auto-despawn")]
public int maxShots = 10;
[Tooltip("Wait time after last shot before despawn")]
public float despawnDelay = 3f;
[Header("Randomization (Desync)")]
[Tooltip("Random initial delay after spawn to desync turrets (seconds)")]
public Vector2 initialStaggerRange = new Vector2(0.0f, 0.6f);
[Tooltip("Per-shot random jitter added to fireRate (seconds). Range x means +/- x.")]
public float fireRateJitter = 0.2f;
[Tooltip("Aim wobble in degrees (0 = disabled). Small value adds natural dispersion.")]
public float aimJitterDegrees = 0f;
[Header("Rotation Configuration")]
[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 = stricter)")]
public float aimTolerance = 5f;
[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("Max range for allowing shots")]
public float maxShootingRange = 50f;
[Header("Effects")]
[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 (played on AudioSource)")]
public AudioClip shootSound;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
[Tooltip("Show gizmos in Scene View")]
public bool showGizmos = true;
private Transform target;
private AudioSource audioSource;
private Coroutine shootingCoroutine;
private bool isActive = false;
private int shotsFired = 0;
private float lastShotTime = 0f;
private Transform crystalTransform;
private void Awake()
{
crystalTransform = transform;
audioSource = GetComponent<AudioSource>();
if (audioSource == null && shootSound != null)
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f;
}
if (muzzle == null)
{
Transform muzzleChild = crystalTransform.Find("muzzle");
muzzle = muzzleChild != null ? muzzleChild : crystalTransform;
}
}
private void Start()
{
if (autoFindPlayer && target == null)
FindPlayer();
StartShooting();
}
/// <summary> Update tick: rotate towards target or idle spin. </summary>
private void Update()
{
if (!isActive) return;
RotateTowardsTarget();
}
/// <summary> Attempts to find the player by tag (for turret-only aiming). </summary>
private void FindPlayer()
{
GameObject player = GameObject.FindGameObjectWithTag(playerTag);
if (player != null) SetTarget(player.transform);
}
/// <summary> Sets the turret's aiming target (does NOT propagate to projectiles). </summary>
public void SetTarget(Transform newTarget) => target = newTarget;
/// <summary> Starts the timed shooting routine (fires until maxShots, then despawns). </summary>
public void StartShooting()
{
if (isActive) return;
isActive = true;
shotsFired = 0;
shootingCoroutine = StartCoroutine(ShootingCoroutine());
}
/// <summary> Stops the shooting routine immediately. </summary>
public void StopShooting()
{
isActive = false;
if (shootingCoroutine != null)
{
StopCoroutine(shootingCoroutine);
shootingCoroutine = null;
}
}
/// <summary>
/// Main shooting loop with initial spawn stagger and per-shot jitter.
/// </summary>
private IEnumerator ShootingCoroutine()
{
// 1) Initial stagger so multiple crystals don't start at the same frame
if (initialStaggerRange.y > 0f)
{
float stagger = Random.Range(initialStaggerRange.x, initialStaggerRange.y);
if (stagger > 0f) yield return new WaitForSeconds(stagger);
}
// 2) Normal loop with CanShoot gate and per-shot jittered waits
while (shotsFired < maxShots && isActive)
{
if (CanShoot())
{
FireFireball();
shotsFired++;
lastShotTime = Time.time;
}
float wait = fireRate + (fireRateJitter > 0f ? Random.Range(-fireRateJitter, fireRateJitter) : 0f);
// Clamp wait to something safe so it never becomes non-positive
if (wait < 0.05f) wait = 0.05f;
yield return new WaitForSeconds(wait);
}
yield return new WaitForSeconds(despawnDelay);
DespawnCrystal();
}
/// <summary> Aiming/range gate for firing. </summary>
private bool CanShoot()
{
if (target == null) return false;
float distanceToTarget = Vector3.Distance(crystalTransform.position, target.position);
if (distanceToTarget > maxShootingRange) return false;
Vector3 directionToTarget = (target.position - crystalTransform.position).normalized;
float angleToTarget = Vector3.Angle(crystalTransform.forward, directionToTarget);
return angleToTarget <= aimTolerance;
}
/// <summary> Spawns a fireball oriented towards the turret's current aim direction with optional dispersion. </summary>
private void FireFireball()
{
if (fireballPrefab == null || muzzle == null) return;
Vector3 shootDirection;
if (target != null)
{
Vector3 targetCenter = target.position + Vector3.up * 1f;
shootDirection = (targetCenter - muzzle.position).normalized;
}
else shootDirection = crystalTransform.forward;
// Apply small aim jitter (random yaw/pitch) to avoid perfect sync volleys
if (aimJitterDegrees > 0f)
{
float yaw = Random.Range(-aimJitterDegrees, aimJitterDegrees);
float pitch = Random.Range(-aimJitterDegrees * 0.5f, aimJitterDegrees * 0.5f); // usually less pitch dispersion
shootDirection = Quaternion.Euler(pitch, yaw, 0f) * shootDirection;
}
Vector3 spawnPosition = muzzle.position;
Quaternion spawnRotation = Quaternion.LookRotation(shootDirection);
LeanPool.Spawn(fireballPrefab, spawnPosition, spawnRotation);
PlayShootEffects();
}
/// <summary> 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);
}
if (audioSource != null && shootSound != null)
audioSource.PlayOneShot(shootSound);
}
/// <summary> 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 = 0f;
if (directionToTarget != Vector3.zero)
{
Quaternion targetRotation = Quaternion.LookRotation(directionToTarget);
crystalTransform.rotation = Quaternion.RotateTowards(
crystalTransform.rotation,
targetRotation,
turnSpeed * Time.deltaTime
);
}
}
else if (idleSpinSpeed > 0f)
{
crystalTransform.Rotate(Vector3.up, idleSpinSpeed * Time.deltaTime);
}
}
/// <summary> Despawns the turret via Lean Pool. </summary>
public void DespawnCrystal()
{
StopShooting();
LeanPool.Despawn(gameObject);
}
/// <summary> Forces immediate despawn (e.g., boss death). </summary>
public void ForceDespawn() => DespawnCrystal();
/// <summary> Returns crystal state information. </summary>
public bool IsActive() => isActive;
public int GetShotsFired() => shotsFired;
public int GetRemainingShots() => Mathf.Max(0, maxShots - shotsFired);
public float GetTimeSinceLastShot() => Time.time - lastShotTime;
private void OnDrawGizmosSelected()
{
if (!showGizmos) return;
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, maxShootingRange);
if (muzzle != null)
{
Gizmos.color = Color.blue;
Gizmos.DrawWireSphere(muzzle.position, 0.2f);
}
}
}
}

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using Invector.vCharacterController.AI.FSMBehaviour;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Decision node checking cooldown for different boss abilities
/// Stores Time.time in FSM timers and checks if required cooldown time has passed
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Decisions/DemonBoss/Check Cooldown")]
public class DEC_CheckCooldown : vStateDecision
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Check Cooldown";
[Header("Cooldown Configuration")]
[Tooltip("Unique key for this ability (e.g. 'Shield', 'Turret', 'Meteor')")]
public string cooldownKey = "Shield";
[Tooltip("Cooldown time in seconds")]
public float cooldownTime = 10f;
[Tooltip("Whether ability should be available immediately at fight start")]
public bool availableAtStart = true;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
/// <summary>
/// Main method checking if ability is available
/// </summary>
/// <returns>True if cooldown has passed and ability can be used</returns>
public override bool Decide(vIFSMBehaviourController fsmBehaviour)
{
if (fsmBehaviour == null)
{
if (enableDebug) Debug.LogWarning($"[DEC_CheckCooldown] No FSM Behaviour for key: {cooldownKey}");
return false;
}
string timerKey = "cooldown_" + cooldownKey;
if (!fsmBehaviour.HasTimer(timerKey))
{
if (availableAtStart)
{
if (enableDebug) Debug.Log($"[DEC_CheckCooldown] First use for {cooldownKey} - available");
return true;
}
else
{
SetCooldown(fsmBehaviour, cooldownTime);
if (enableDebug) Debug.Log($"[DEC_CheckCooldown] First use for {cooldownKey} - setting cooldown");
return false;
}
}
float lastUsedTime = fsmBehaviour.GetTimer(timerKey);
float timeSinceLastUse = Time.time - lastUsedTime;
bool isAvailable = timeSinceLastUse >= cooldownTime;
if (enableDebug)
{
if (isAvailable)
{
Debug.Log($"[DEC_CheckCooldown] {cooldownKey} available - {timeSinceLastUse:F1}s passed of required {cooldownTime}s");
}
else
{
float remainingTime = cooldownTime - timeSinceLastUse;
Debug.Log($"[DEC_CheckCooldown] {cooldownKey} on cooldown - {remainingTime:F1}s remaining");
}
}
return isAvailable;
}
/// <summary>
/// Sets cooldown for ability - call this after using ability
/// </summary>
public void SetCooldown(vIFSMBehaviourController fsmBehaviour)
{
SetCooldown(fsmBehaviour, cooldownTime);
}
/// <summary>
/// Sets cooldown with custom time
/// </summary>
/// <param name="fsmBehaviour">FSM behaviour reference</param>
/// <param name="customCooldownTime">Custom cooldown time</param>
public void SetCooldown(vIFSMBehaviourController fsmBehaviour, float customCooldownTime)
{
if (fsmBehaviour == null)
{
if (enableDebug) Debug.LogWarning($"[DEC_CheckCooldown] Cannot set cooldown - no FSM Behaviour");
return;
}
string timerKey = "cooldown_" + cooldownKey;
fsmBehaviour.SetTimer(timerKey, Time.time);
if (enableDebug)
{
Debug.Log($"[DEC_CheckCooldown] Set cooldown for {cooldownKey}: {customCooldownTime}s");
}
}
/// <summary>
/// Resets cooldown - ability becomes immediately available
/// </summary>
public void ResetCooldown(vIFSMBehaviourController fsmBehaviour)
{
if (fsmBehaviour == null)
{
if (enableDebug) Debug.LogWarning($"[DEC_CheckCooldown] Cannot reset cooldown - no FSM Behaviour");
return;
}
string timerKey = "cooldown_" + cooldownKey;
float pastTime = Time.time - cooldownTime - 1f;
fsmBehaviour.SetTimer(timerKey, pastTime);
if (enableDebug) Debug.Log($"[DEC_CheckCooldown] Reset cooldown for {cooldownKey}");
}
/// <summary>
/// Returns remaining cooldown time in seconds
/// </summary>
/// <returns>Remaining cooldown time (0 if available)</returns>
public float GetRemainingCooldown(vIFSMBehaviourController fsmBehaviour)
{
if (fsmBehaviour == null) return 0f;
string timerKey = "cooldown_" + cooldownKey;
if (!fsmBehaviour.HasTimer(timerKey))
{
return availableAtStart ? 0f : cooldownTime;
}
float lastUsedTime = fsmBehaviour.GetTimer(timerKey);
float timeSinceLastUse = Time.time - lastUsedTime;
return Mathf.Max(0f, cooldownTime - timeSinceLastUse);
}
/// <summary>
/// Checks if ability is available without running main Decision logic
/// </summary>
/// <returns>True if ability is available</returns>
public bool IsAvailable(vIFSMBehaviourController fsmBehaviour)
{
return GetRemainingCooldown(fsmBehaviour) <= 0f;
}
/// <summary>
/// Returns cooldown progress percentage (0-1)
/// </summary>
/// <returns>Progress percentage: 0 = just used, 1 = fully recharged</returns>
public float GetCooldownProgress(vIFSMBehaviourController fsmBehaviour)
{
if (cooldownTime <= 0f) return 1f;
float remainingTime = GetRemainingCooldown(fsmBehaviour);
return 1f - (remainingTime / cooldownTime);
}
/// <summary>
/// Helper method for setting cooldown from external code (e.g. from StateAction)
/// </summary>
/// <param name="fsmBehaviour">FSM reference</param>
/// <param name="key">Ability key</param>
/// <param name="cooldown">Cooldown time</param>
public static void SetCooldownStatic(vIFSMBehaviourController fsmBehaviour, string key, float cooldown)
{
if (fsmBehaviour == null) return;
string timerKey = "cooldown_" + key;
fsmBehaviour.SetTimer(timerKey, Time.time);
}
/// <summary>
/// Helper method for checking cooldown from external code
/// </summary>
/// <param name="fsmBehaviour">FSM reference</param>
/// <param name="key">Ability key</param>
/// <param name="cooldown">Cooldown time</param>
/// <returns>True if available</returns>
public static bool CheckCooldownStatic(vIFSMBehaviourController fsmBehaviour, string key, float cooldown)
{
if (fsmBehaviour == null) return false;
string timerKey = "cooldown_" + key;
if (!fsmBehaviour.HasTimer(timerKey)) return true;
float lastUsedTime = fsmBehaviour.GetTimer(timerKey);
return (Time.time - lastUsedTime) >= cooldown;
}
}
}

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using Invector.vCharacterController.AI.FSMBehaviour;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Decision checking if target has clear sky above (for meteor)
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Decisions/DemonBoss/Target Clear Sky")]
public class DEC_TargetClearSky : vStateDecision
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Target Clear Sky";
[Header("Sky Check Configuration")]
[Tooltip("Check height above target")]
public float checkHeight = 25f;
[Tooltip("Obstacle check radius")]
public float checkRadius = 2f;
[Tooltip("Obstacle layer mask")]
public LayerMask obstacleLayerMask = -1;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
[Tooltip("Show gizmos in Scene View")]
public bool showGizmos = true;
public override bool Decide(vIFSMBehaviourController fsmBehaviour)
{
Transform target = GetTarget(fsmBehaviour);
if (target == null)
{
if (enableDebug) Debug.Log("[DEC_TargetClearSky] No target found");
return false;
}
bool isClear = IsSkyClear(target.position);
if (enableDebug)
{
Debug.Log($"[DEC_TargetClearSky] Sky above target: {(isClear ? "CLEAR" : "BLOCKED")}");
}
return isClear;
}
private bool IsSkyClear(Vector3 targetPosition)
{
Vector3 skyCheckPoint = targetPosition + Vector3.up * checkHeight;
if (Physics.CheckSphere(skyCheckPoint, checkRadius, obstacleLayerMask))
{
return false;
}
Ray skyRay = new Ray(skyCheckPoint, Vector3.down);
RaycastHit[] hits = Physics.RaycastAll(skyRay, checkHeight, obstacleLayerMask);
foreach (var hit in hits)
{
if (hit.point.y <= targetPosition.y + 0.5f) continue;
return false;
}
return true;
}
private Transform GetTarget(vIFSMBehaviourController fsmBehaviour)
{
// Try through AI controller
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
if (aiController != null && aiController.currentTarget != null)
return aiController.currentTarget.transform;
// Fallback - find player
GameObject player = GameObject.FindGameObjectWithTag("Player");
return player?.transform;
}
private void OnDrawGizmosSelected()
{
if (!showGizmos) return;
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player == null) return;
Vector3 targetPos = player.transform.position;
Vector3 skyCheckPoint = targetPos + Vector3.up * checkHeight;
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(skyCheckPoint, checkRadius);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(targetPos, skyCheckPoint);
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(targetPos, 0.5f);
}
}
}

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using Invector.vCharacterController.AI.FSMBehaviour;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Decision checking if target is far away (for Turret ability)
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Decisions/DemonBoss/Target Far")]
public class DEC_TargetFar : vStateDecision
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Target Far";
[Header("Distance Configuration")]
[Tooltip("Minimum distance for target to be considered far")]
public float minDistance = 8f;
[Tooltip("Maximum distance for checking")]
public float maxDistance = 30f;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
public override bool Decide(vIFSMBehaviourController fsmBehaviour)
{
Transform target = GetTarget(fsmBehaviour);
if (target == null)
{
if (enableDebug) Debug.Log("[DEC_TargetFar] No target found");
return false;
}
float distance = Vector3.Distance(fsmBehaviour.transform.position, target.position);
bool isFar = distance >= minDistance && distance <= maxDistance;
if (enableDebug)
{
Debug.Log($"[DEC_TargetFar] Distance to target: {distance:F1}m - {(isFar ? "FAR" : "CLOSE")}");
}
return isFar;
}
private Transform GetTarget(vIFSMBehaviourController fsmBehaviour)
{
// Try through AI controller
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
if (aiController != null && aiController.currentTarget != null)
return aiController.currentTarget.transform;
// Fallback - find player
GameObject player = GameObject.FindGameObjectWithTag("Player");
return player?.transform;
}
}
}

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using Invector;
using Lean.Pool;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Turret component that allows player to destroy crystal turrets
/// Implements Invector interfaces for damage system integration
/// Attach to turret prefab along with appropriate collider (non-trigger)
/// </summary>
public class DestroyableTurret : MonoBehaviour, vIDamageReceiver, vIHealthController
{
[Header("Health Configuration")]
[Tooltip("Maximum health points of the turret")]
public int maxHealth = 50;
[Tooltip("Current health points (read-only)")]
[SerializeField] private int currentHealth;
[Header("Destruction Effects")]
[Tooltip("Visual effect played when turret is destroyed")]
public GameObject destructionEffect;
[Tooltip("Sound played when turret is destroyed")]
public AudioClip destructionSound;
[Tooltip("Sound played when turret receives damage")]
public AudioClip hitSound;
[Header("Visual Feedback")]
[Tooltip("Material applied when turret is damaged")]
public Material damagedMaterial;
[Tooltip("HP threshold below which damaged material is applied (percentage)")]
[Range(0f, 1f)]
public float damagedThreshold = 0.5f;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
// Private fields
private AudioSource audioSource;
private CrystalShooterAI shooterAI;
private Renderer turretRenderer;
private Material originalMaterial;
private bool isDestroyed = false;
// Invector system events
public UnityEngine.Events.UnityEvent OnReceiveDamage { get; set; }
public UnityEngine.Events.UnityEvent OnDead { get; set; }
// vIHealthController implementation
public int currentHealthRecovery { get; set; }
public int maxHealthRecovery { get; set; }
public bool isDead => currentHealth <= 0;
public OnReceiveDamage onStartReceiveDamage => throw new System.NotImplementedException();
public OnReceiveDamage onReceiveDamage => throw new System.NotImplementedException();
public OnDead onDead => throw new System.NotImplementedException();
float vIHealthController.currentHealth => throw new System.NotImplementedException();
public int MaxHealth => throw new System.NotImplementedException();
bool vIHealthController.isDead { get => isDead; set => throw new System.NotImplementedException(); }
/// <summary>
/// Initialize components and validate setup
/// </summary>
private void Awake()
{
InitializeComponents();
InitializeHealth();
}
/// <summary>
/// Find and configure required components
/// </summary>
private void InitializeComponents()
{
// Find components
shooterAI = GetComponent<CrystalShooterAI>();
turretRenderer = GetComponent<Renderer>();
// Store original material
if (turretRenderer != null)
{
originalMaterial = turretRenderer.material;
}
// Setup AudioSource
audioSource = GetComponent<AudioSource>();
if (audioSource == null && (destructionSound != null || hitSound != null))
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f; // 3D sound
}
// Validate collider setup
Collider col = GetComponent<Collider>();
if (col != null && col.isTrigger && enableDebug)
{
Debug.LogWarning("[DestroyableTurret] Collider should not be trigger for damage system!");
}
}
/// <summary>
/// Setup initial health values
/// </summary>
private void InitializeHealth()
{
currentHealth = maxHealth;
maxHealthRecovery = maxHealth;
currentHealthRecovery = 0;
if (enableDebug) Debug.Log($"[DestroyableTurret] Initialized with {currentHealth}/{maxHealth} HP");
}
#region vIDamageReceiver Implementation
/// <summary>
/// Handle incoming damage from Invector damage system
/// </summary>
public void TakeDamage(vDamage damage)
{
if (isDestroyed) return;
int damageValue = Mathf.RoundToInt(damage.damageValue);
TakeDamage(damageValue);
if (enableDebug)
Debug.Log($"[DestroyableTurret] Received {damageValue} damage from {damage.sender?.name}");
}
/// <summary>
/// Handle incoming damage with hit reaction parameter
/// </summary>
public void TakeDamage(vDamage damage, bool hitReaction)
{
TakeDamage(damage);
}
#endregion vIDamageReceiver Implementation
#region vIHealthController Implementation
/// <summary>
/// Apply damage to the turret and handle destruction
/// </summary>
public void TakeDamage(int damage)
{
if (isDestroyed || currentHealth <= 0) return;
currentHealth = Mathf.Max(0, currentHealth - damage);
if (enableDebug)
Debug.Log($"[DestroyableTurret] HP: {currentHealth}/{maxHealth} (-{damage})");
// Play hit effects
PlayHitEffects();
UpdateVisualState();
// Trigger damage event
OnReceiveDamage?.Invoke();
// Check if destroyed
if (currentHealth <= 0)
{
DestroyTurret();
}
}
/// <summary>
/// Change health by specified amount (positive for healing, negative for damage)
/// </summary>
public void ChangeHealth(int value)
{
if (isDestroyed) return;
if (value < 0)
{
TakeDamage(-value);
}
else
{
currentHealth = Mathf.Min(maxHealth, currentHealth + value);
if (enableDebug) Debug.Log($"[DestroyableTurret] Healed by {value}, HP: {currentHealth}/{maxHealth}");
}
}
/// <summary>
/// Modify maximum health value
/// </summary>
public void ChangeMaxHealth(int value)
{
maxHealth = Mathf.Max(1, maxHealth + value);
currentHealth = Mathf.Min(currentHealth, maxHealth);
}
#endregion vIHealthController Implementation
/// <summary>
/// Play sound and visual effects when receiving damage
/// </summary>
private void PlayHitEffects()
{
// Play hit sound
if (audioSource != null && hitSound != null)
{
audioSource.PlayOneShot(hitSound);
}
}
/// <summary>
/// Update visual appearance based on current health
/// </summary>
private void UpdateVisualState()
{
// Change material if turret is heavily damaged
if (turretRenderer != null && damagedMaterial != null)
{
float healthPercent = (float)currentHealth / maxHealth;
if (healthPercent <= damagedThreshold && turretRenderer.material != damagedMaterial)
{
turretRenderer.material = damagedMaterial;
if (enableDebug) Debug.Log("[DestroyableTurret] Changed to damaged material");
}
}
}
/// <summary>
/// Handle turret destruction sequence
/// </summary>
private void DestroyTurret()
{
if (isDestroyed) return;
isDestroyed = true;
if (enableDebug) Debug.Log("[DestroyableTurret] Turret has been destroyed!");
// Stop shooting
if (shooterAI != null)
{
shooterAI.StopShooting();
}
// Trigger death event
OnDead?.Invoke();
// Play destruction effects
PlayDestructionEffects();
// Destroy after brief delay (let effects play)
StartCoroutine(DestroyAfterDelay(0.1f));
}
/// <summary>
/// Play visual and audio effects for turret destruction
/// </summary>
private void PlayDestructionEffects()
{
// Spawn visual effect
if (destructionEffect != null)
{
GameObject effect = Instantiate(destructionEffect, transform.position, transform.rotation);
Destroy(effect, 5f);
}
// Play destruction sound
if (audioSource != null && destructionSound != null)
{
audioSource.PlayOneShot(destructionSound);
// Keep AudioSource alive to finish playing
audioSource.transform.parent = null;
Destroy(audioSource.gameObject, destructionSound.length + 1f);
}
}
/// <summary>
/// Coroutine to destroy turret after specified delay
/// </summary>
private System.Collections.IEnumerator DestroyAfterDelay(float delay)
{
yield return new UnityEngine.WaitForSeconds(delay);
// Remove through Lean Pool (if used) or regular Destroy
if (gameObject.scene.isLoaded) // Check if object still exists
{
LeanPool.Despawn(gameObject);
}
}
/// <summary>
/// Force immediate turret destruction (e.g., when boss dies)
/// </summary>
public void ForceDestroy()
{
if (enableDebug) Debug.Log("[DestroyableTurret] Forced destruction");
currentHealth = 0;
//isDead = true;
DestroyTurret();
}
/// <summary>
/// Returns current health as percentage of maximum health
/// </summary>
public float GetHealthPercentage()
{
return maxHealth > 0 ? (float)currentHealth / maxHealth : 0f;
}
#if UNITY_EDITOR
/// <summary>
/// Draw turret status visualization in Scene View
/// </summary>
private void OnDrawGizmosSelected()
{
// Show turret status
if (Application.isPlaying)
{
Gizmos.color = currentHealth > maxHealth * 0.5f ? Color.green :
currentHealth > maxHealth * 0.25f ? Color.yellow : Color.red;
}
else
{
Gizmos.color = Color.green;
}
Gizmos.DrawWireCube(transform.position + Vector3.up * 2f, Vector3.one * 0.5f);
// HP text in Scene View
if (Application.isPlaying)
{
UnityEditor.Handles.Label(transform.position + Vector3.up * 2.5f, $"HP: {currentHealth}/{maxHealth}");
}
}
#endif
public void AddHealth(int value)
{
throw new System.NotImplementedException();
}
public void ResetHealth(float health)
{
throw new System.NotImplementedException();
}
public void ResetHealth()
{
throw new System.NotImplementedException();
}
}
}

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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
}
}

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using Invector;
using Invector.vCharacterController;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Events;
namespace DemonBoss.Magic
{
/// <summary>
/// Enhanced meteor projectile with fireball-like tracking mechanics
/// Can either track player or fly to a locked impact point
/// </summary>
public class MeteorProjectile : MonoBehaviour
{
#region Inspector: Targeting
[Header("Targeting")]
[Tooltip("If true, use 'overrideImpactPoint' instead of tracking player")]
public bool useOverrideImpactPoint = false;
[Tooltip("Externally provided locked impact point")]
public Vector3 overrideImpactPoint;
[Tooltip("Tag to find and track if not using override point")]
public string targetTag = "Player";
[Tooltip("Height offset for targeting (aim at chest/head)")]
public float targetHeightOffset = 1.0f;
[Tooltip("If true, raycast to ground from impact point")]
public bool snapImpactToGround = true;
[Tooltip("Layers considered 'ground'")]
public LayerMask groundMask = ~0;
[ReadOnlyInInspector] public Vector3 currentTargetPoint;
#endregion Inspector: Targeting
#region Inspector: Flight
[Header("Flight")]
[Tooltip("Movement speed in m/s")]
public float speed = 25f;
[Tooltip("Time to track player before locking to position")]
public float trackingTime = 1.5f;
[Tooltip("Distance threshold to consider arrived")]
public float arriveEpsilon = 0.5f;
[Tooltip("Max lifetime in seconds")]
public float maxLifetime = 15f;
#endregion Inspector: Flight
#region Inspector: Collision & Damage
[Header("Collision & Damage")]
[Tooltip("Collision detection radius")]
public float collisionRadius = 0.8f;
[Tooltip("Layers that stop the meteor")]
public LayerMask stopOnLayers = ~0;
[Tooltip("Layers that take damage")]
public LayerMask damageLayers = ~0;
[Tooltip("Explosion damage radius")]
public float explosionRadius = 4f;
[Tooltip("Base damage")]
public int damage = 35;
[Tooltip("Knockback force")]
public float knockbackForce = 12f;
#endregion Inspector: Collision & Damage
#region Inspector: Effects
[Header("Effects & Events")]
public GameObject impactVfxPrefab;
public UnityEvent onSpawn;
public UnityEvent onImpact;
[Header("Debug")]
public bool enableDebug = false;
#endregion Inspector: Effects
#region Runtime
private Transform _player;
private Vector3 _lockedTarget;
private bool _isLocked = false;
private bool _hasImpacted = false;
private float _lifetime = 0f;
private readonly Collider[] _overlapCache = new Collider[32];
#endregion Runtime
#region Unity
private void OnEnable()
{
ResetState();
InitializeTargeting();
onSpawn?.Invoke();
if (enableDebug) Debug.Log($"[MeteorProjectile] Spawned at {transform.position}");
}
private void Update()
{
if (_hasImpacted) return;
_lifetime += Time.deltaTime;
// Check lifetime limit
if (_lifetime >= maxLifetime)
{
if (enableDebug) Debug.Log("[MeteorProjectile] Lifetime expired");
DoImpact(transform.position);
return;
}
// Handle tracking to lock transition
if (!_isLocked && _lifetime >= trackingTime)
{
LockTarget();
}
// Update target position and move
UpdateTargetPosition();
MoveTowardsTarget();
CheckCollisions();
}
#endregion Unity
#region Targeting & Movement
private void ResetState()
{
_hasImpacted = false;
_isLocked = false;
_lifetime = 0f;
_lockedTarget = Vector3.zero;
}
private void InitializeTargeting()
{
if (useOverrideImpactPoint)
{
_lockedTarget = snapImpactToGround ? SnapToGround(overrideImpactPoint) : overrideImpactPoint;
_isLocked = true;
currentTargetPoint = _lockedTarget;
if (enableDebug) Debug.Log($"[MeteorProjectile] Using override target: {_lockedTarget}");
}
else
{
// Find player for tracking
var playerGO = GameObject.FindGameObjectWithTag(targetTag);
_player = playerGO ? playerGO.transform : null;
if (enableDebug)
{
if (_player) Debug.Log($"[MeteorProjectile] Found player: {_player.name}");
else Debug.LogWarning($"[MeteorProjectile] No player found with tag: {targetTag}");
}
}
}
private void LockTarget()
{
if (_isLocked) return;
if (_player != null)
{
Vector3 targetPos = _player.position + Vector3.up * targetHeightOffset;
_lockedTarget = snapImpactToGround ? SnapToGround(targetPos) : targetPos;
}
else
{
// Fallback: lock to current forward direction
_lockedTarget = transform.position + transform.forward * 50f;
}
_isLocked = true;
if (enableDebug) Debug.Log($"[MeteorProjectile] Target locked to: {_lockedTarget}");
}
private void UpdateTargetPosition()
{
if (_isLocked)
{
currentTargetPoint = _lockedTarget;
}
else if (_player != null)
{
currentTargetPoint = _player.position + Vector3.up * targetHeightOffset;
}
else
{
// No player, keep going forward
currentTargetPoint = transform.position + transform.forward * 100f;
}
}
private void MoveTowardsTarget()
{
Vector3 direction = (currentTargetPoint - transform.position).normalized;
Vector3 movement = direction * speed * Time.deltaTime;
transform.position += movement;
// Face movement direction
if (movement.sqrMagnitude > 0.0001f)
{
transform.rotation = Quaternion.LookRotation(movement.normalized);
}
// Check if we've arrived (only when locked)
if (_isLocked && Vector3.Distance(transform.position, currentTargetPoint) <= arriveEpsilon)
{
if (enableDebug) Debug.Log("[MeteorProjectile] Arrived at target");
DoImpact(transform.position);
}
}
private void CheckCollisions()
{
// Use OverlapSphere for collision detection
int hitCount = Physics.OverlapSphereNonAlloc(transform.position, collisionRadius, _overlapCache, stopOnLayers, QueryTriggerInteraction.Ignore);
if (hitCount > 0)
{
if (enableDebug) Debug.Log($"[MeteorProjectile] Collision detected with {_overlapCache[0].name}");
DoImpact(transform.position);
}
}
#endregion Targeting & Movement
#region Impact & Damage
private void DoImpact(Vector3 impactPos)
{
if (_hasImpacted) return;
_hasImpacted = true;
if (enableDebug) Debug.Log($"[MeteorProjectile] Impact at {impactPos}");
// Spawn VFX
if (impactVfxPrefab != null)
{
var vfx = LeanPool.Spawn(impactVfxPrefab, impactPos, Quaternion.identity);
// Auto-despawn VFX after 5 seconds
LeanPool.Despawn(vfx, 5f);
}
onImpact?.Invoke();
// Deal area damage
int damageTargets = Physics.OverlapSphereNonAlloc(impactPos, explosionRadius, _overlapCache, damageLayers, QueryTriggerInteraction.Ignore);
for (int i = 0; i < damageTargets; i++)
{
var col = _overlapCache[i];
if (col != null)
{
DealDamageToTarget(col, impactPos);
}
}
// Despawn meteor
LeanPool.Despawn(gameObject);
}
private void DealDamageToTarget(Collider targetCollider, Vector3 hitPoint)
{
Vector3 hitDirection = (targetCollider.bounds.center - hitPoint).normalized;
if (hitDirection.sqrMagnitude < 0.0001f) hitDirection = Vector3.up;
vDamage damageInfo = new vDamage(damage)
{
sender = transform,
hitPosition = hitPoint
};
if (knockbackForce > 0f)
damageInfo.force = hitDirection * knockbackForce;
bool damageDealt = false;
// Try vIDamageReceiver first
var receiver = targetCollider.GetComponent<vIDamageReceiver>() ??
targetCollider.GetComponentInParent<vIDamageReceiver>();
if (receiver != null && !damageDealt)
{
receiver.TakeDamage(damageInfo);
damageDealt = true;
}
// Fallback to vHealthController
if (!damageDealt)
{
var hc = targetCollider.GetComponent<vHealthController>() ??
targetCollider.GetComponentInParent<vHealthController>();
if (hc != null)
{
hc.TakeDamage(damageInfo);
damageDealt = true;
}
}
// Fallback to vThirdPersonController
if (!damageDealt)
{
var tpc = targetCollider.GetComponent<vThirdPersonController>() ??
targetCollider.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
// Handle Beyond variant
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal)
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
}
}
else
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
}
}
}
// Apply physics force
var rb = targetCollider.attachedRigidbody;
if (rb != null && knockbackForce > 0f)
{
rb.AddForce(hitDirection * knockbackForce, ForceMode.Impulse);
}
if (enableDebug && damageDealt)
{
Debug.Log($"[MeteorProjectile] Dealt {damage} damage to {targetCollider.name}");
}
}
#endregion Impact & Damage
#region Helpers
private Vector3 SnapToGround(Vector3 point)
{
Vector3 rayStart = point + Vector3.up * 10f;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 50f, groundMask, QueryTriggerInteraction.Ignore))
{
return hit.point;
}
return point;
}
#endregion Helpers
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
// Draw collision sphere
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, collisionRadius);
// Draw explosion radius
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, explosionRadius);
// Draw target point
if (currentTargetPoint != Vector3.zero)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(currentTargetPoint, 0.5f);
Gizmos.DrawLine(transform.position, currentTargetPoint);
}
}
#endif
}
public sealed class ReadOnlyInInspectorAttribute : PropertyAttribute
{ }
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using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace DemonBoss.Magic
{
/// <summary>
/// Spawns multiple meteors behind the BOSS and launches them toward the player's position.
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Call Meteor")]
public class SA_CallMeteor : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Call Meteor";
[Header("Meteor Setup")]
[Tooltip("Prefab with MeteorProjectile component")]
public GameObject meteorPrefab;
[Tooltip("Distance behind the BOSS to spawn meteor (meters)")]
public float behindBossDistance = 3f;
[Tooltip("Height above the BOSS to spawn meteor (meters)")]
public float aboveBossHeight = 8f;
[Header("Multi-Meteor Configuration")]
[Tooltip("Number of meteors to spawn in sequence")]
public int meteorCount = 5;
[Tooltip("Delay before first meteor spawns (wind-up)")]
public float initialCastDelay = 0.4f;
[Tooltip("Time between each meteor spawn")]
public float meteorSpawnInterval = 0.6f;
[Header("Muzzle Flash Effect")]
[Tooltip("Particle effect prefab for muzzle flash at spawn position")]
public GameObject muzzleFlashPrefab;
[Tooltip("Duration to keep muzzle flash alive (seconds)")]
public float muzzleFlashDuration = 1.5f;
[Header("Targeting")]
[Tooltip("Tag used to find the target (usually Player)")]
public string targetTag = "Player";
[Header("One-off Overlay Clip (No Animator Params)")]
public AnimationClip overlayClip;
[Tooltip("Playback speed (1 = normal)")] public float overlaySpeed = 1f;
[Tooltip("Blend-in seconds (instant in this minimal impl)")] public float overlayFadeIn = 0.10f;
[Tooltip("Blend-out seconds (instant in this minimal impl)")] public float overlayFadeOut = 0.10f;
[Header("Debug")]
public bool enableDebug = false;
private Transform _boss;
private Transform _target;
// --- Multi-meteor state ---
private int _meteorsSpawned = 0;
private bool _spawningActive = false;
// --- Playables runtime ---
private PlayableGraph _overlayGraph;
private AnimationPlayableOutput _overlayOutput;
private AnimationClipPlayable _overlayPlayable;
private bool _overlayPlaying;
private float _overlayStopAtTime;
public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType execType = vFSMComponentExecutionType.OnStateUpdate)
{
if (execType == vFSMComponentExecutionType.OnStateEnter)
{
OnEnter(fsm);
}
else if (execType == vFSMComponentExecutionType.OnStateUpdate)
{
// Keep the state active until all meteors are spawned
if (_spawningActive && _meteorsSpawned < meteorCount)
{
// Don't allow the state to exit while spawning
return;
}
if (_overlayPlaying && Time.time >= _overlayStopAtTime)
{
StopOverlayWithFade();
}
// Only signal completion when all meteors are done AND overlay is finished
if (!_spawningActive && !_overlayPlaying && _meteorsSpawned >= meteorCount)
{
if (enableDebug) Debug.Log($"[SA_CallMeteor] Sequence complete, ready to exit state");
}
}
else if (execType == vFSMComponentExecutionType.OnStateExit)
{
OnExit(fsm);
}
}
private void OnEnter(vIFSMBehaviourController fsm)
{
_boss = fsm.transform;
_target = GameObject.FindGameObjectWithTag(targetTag)?.transform;
if (_target == null)
{
if (enableDebug) Debug.LogWarning("[SA_CallMeteor] No target found abort");
return;
}
// Reset multi-meteor state
_meteorsSpawned = 0;
_spawningActive = true;
// SET COOLDOWN IMMEDIATELY when meteor ability is used
DEC_CheckCooldown.SetCooldownStatic(fsm, "Meteor", 80f);
if (enableDebug) Debug.Log($"[SA_CallMeteor] Boss: {_boss.name}, Target: {_target.name}, Count: {meteorCount}");
// Fire overlay clip (no Animator params)
PlayOverlayOnce(_boss);
// Start the meteor sequence
if (initialCastDelay > 0f)
_boss.gameObject.AddComponent<DelayedInvoker>().Init(initialCastDelay, StartMeteorSequence);
else
StartMeteorSequence();
}
private void OnExit(vIFSMBehaviourController fsm)
{
// Stop any active spawning
_spawningActive = false;
StopOverlayImmediate();
// Clean up any DelayedInvokers attached to the boss
var invokers = _boss?.GetComponents<DelayedInvoker>();
if (invokers != null)
{
foreach (var invoker in invokers)
{
if (invoker != null) Object.Destroy(invoker);
}
}
if (enableDebug) Debug.Log($"[SA_CallMeteor] State exited. Spawned {_meteorsSpawned}/{meteorCount} meteors");
}
private void StartMeteorSequence()
{
if (!_spawningActive) return;
SpawnNextMeteor();
}
private void SpawnNextMeteor()
{
if (!_spawningActive || _meteorsSpawned >= meteorCount) return;
if (_boss == null || _target == null)
{
if (enableDebug) Debug.LogError("[SA_CallMeteor] Missing boss or target reference");
return;
}
SpawnSingleMeteor();
_meteorsSpawned++;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Spawned meteor {_meteorsSpawned}/{meteorCount}");
// Schedule next meteor if needed
if (_meteorsSpawned < meteorCount && _spawningActive)
{
if (enableDebug) Debug.Log($"[SA_CallMeteor] Scheduling next meteor in {meteorSpawnInterval}s");
_boss.gameObject.AddComponent<DelayedInvoker>().Init(meteorSpawnInterval, SpawnNextMeteor);
}
else
{
// All meteors spawned
_spawningActive = false;
if (enableDebug) Debug.Log("[SA_CallMeteor] All meteors spawned, sequence complete");
}
}
private void SpawnSingleMeteor()
{
if (meteorPrefab == null)
{
if (enableDebug) Debug.LogError("[SA_CallMeteor] Missing meteorPrefab");
return;
}
// Calculate spawn position: behind the BOSS + height
Vector3 bossForward = _boss.forward.normalized;
Vector3 behindBoss = _boss.position - (bossForward * behindBossDistance);
Vector3 spawnPos = behindBoss + Vector3.up * aboveBossHeight;
// Add slight randomization to spawn position for multiple meteors
if (_meteorsSpawned > 0)
{
Vector3 randomOffset = new Vector3(
Random.Range(-1f, 1f),
Random.Range(-0.5f, 0.5f),
Random.Range(-1f, 1f)
);
spawnPos += randomOffset;
}
if (enableDebug) Debug.Log($"[SA_CallMeteor] Spawning meteor #{_meteorsSpawned + 1} at: {spawnPos}");
// Spawn muzzle flash effect first
SpawnMuzzleFlash(spawnPos);
// Spawn the meteor
var meteorGO = LeanPool.Spawn(meteorPrefab, spawnPos, Quaternion.identity);
// Configure the projectile to target the player
var meteorScript = meteorGO.GetComponent<MeteorProjectile>();
if (meteorScript != null)
{
// Update target position for each meteor (player might be moving)
Vector3 targetPos = _target.position;
// Add slight prediction/leading for moving targets
var playerRigidbody = _target.GetComponent<Rigidbody>();
if (playerRigidbody != null)
{
Vector3 playerVelocity = playerRigidbody.linearVelocity;
float estimatedFlightTime = 2f; // rough estimate
targetPos += playerVelocity * estimatedFlightTime * 0.5f; // partial leading
}
meteorScript.useOverrideImpactPoint = true;
meteorScript.overrideImpactPoint = targetPos;
meteorScript.snapImpactToGround = true;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor #{_meteorsSpawned + 1} configured to target: {targetPos}");
}
else
{
if (enableDebug) Debug.LogError("[SA_CallMeteor] Meteor prefab missing MeteorProjectile component!");
}
}
private void SpawnMuzzleFlash(Vector3 position)
{
if (muzzleFlashPrefab == null) return;
var muzzleFlash = LeanPool.Spawn(muzzleFlashPrefab, position, Quaternion.identity);
if (muzzleFlashDuration > 0f)
{
// Auto-despawn muzzle flash after duration
_boss.gameObject.AddComponent<DelayedInvoker>().Init(muzzleFlashDuration, () =>
{
if (muzzleFlash != null)
{
LeanPool.Despawn(muzzleFlash);
}
});
}
if (enableDebug) Debug.Log($"[SA_CallMeteor] Muzzle flash spawned at: {position}");
}
private void PlayOverlayOnce(Transform owner)
{
if (overlayClip == null) return;
var animator = owner.GetComponent<Animator>();
if (animator == null) return;
StopOverlayImmediate();
_overlayGraph = PlayableGraph.Create("ActionOverlay(CallMeteor)");
_overlayGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
_overlayPlayable = AnimationClipPlayable.Create(_overlayGraph, overlayClip);
_overlayPlayable.SetApplyFootIK(false);
_overlayPlayable.SetApplyPlayableIK(false);
_overlayPlayable.SetSpeed(Mathf.Max(0.0001f, overlaySpeed));
_overlayOutput = AnimationPlayableOutput.Create(_overlayGraph, "AnimOut", animator);
_overlayOutput.SetSourcePlayable(_overlayPlayable);
_overlayOutput.SetWeight(1f);
_overlayGraph.Play();
_overlayPlaying = true;
// Calculate total sequence duration for overlay
float totalSequenceDuration = initialCastDelay + (meteorCount * meteorSpawnInterval) + 2f; // +2s buffer
float overlayDuration = overlayClip.length / Mathf.Max(0.0001f, overlaySpeed);
// Use the longer of the two durations, ensuring overlay covers entire sequence
float finalDuration = Mathf.Max(overlayDuration, totalSequenceDuration);
_overlayStopAtTime = Time.time + finalDuration;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Overlay clip started via Playables, duration: {finalDuration:F1}s (sequence: {totalSequenceDuration:F1}s, clip: {overlayDuration:F1}s)");
}
private void StopOverlayImmediate()
{
if (_overlayGraph.IsValid())
{
_overlayGraph.Stop();
_overlayGraph.Destroy();
}
_overlayPlaying = false;
}
private void StopOverlayWithFade()
{
if (!_overlayPlaying) { StopOverlayImmediate(); return; }
if (_overlayOutput.IsOutputNull() == false) _overlayOutput.SetWeight(0f);
StopOverlayImmediate();
if (enableDebug) Debug.Log("[SA_CallMeteor] Overlay clip stopped");
}
// Public methods for external monitoring
public bool IsSequenceActive() => _spawningActive;
public int GetMeteorsSpawned() => _meteorsSpawned;
public int GetTotalMeteorCount() => meteorCount;
public float GetSequenceProgress() => meteorCount > 0 ? (float)_meteorsSpawned / meteorCount : 1f;
/// <summary>
/// Tiny helper MonoBehaviour to delay a callback without coroutines here.
/// </summary>
private sealed class DelayedInvoker : MonoBehaviour
{
private float _timeLeft;
private System.Action _callback;
public void Init(float delay, System.Action callback)
{
_timeLeft = delay;
_callback = callback;
}
private void Update()
{
_timeLeft -= Time.deltaTime;
if (_timeLeft <= 0f)
{
try { _callback?.Invoke(); }
finally { Destroy(this); }
}
}
}
}
}

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fileFormatVersion: 2
guid: 6704e78bcf7b30a43a2d06d91e87d694

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using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace DemonBoss.Magic
{
/// <summary>
/// Magic Shield
/// Spawns shield FX, holds for 'shieldDuration', then plays End and cleans up.
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield (Start/Keep/End)")]
public class SA_CastShield : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Cast Shield";
[Header("Shield Logic")]
[Tooltip("Prefab with magical shield particle effect")]
public GameObject shieldFXPrefab;
[Tooltip("Shield duration in seconds (time spent in Keep phase before End)")]
public float shieldDuration = 5f;
[Tooltip("Animator bool parameter name for blocking state (optional)")]
public string animatorBlockingBool = "IsBlocking";
[Header("Animation Clips (no Animator params)")]
[Tooltip("One-shot intro")]
public AnimationClip startClip;
[Tooltip("Looping hold/maintain")]
public AnimationClip keepClip;
[Tooltip("One-shot outro")]
public AnimationClip endClip;
[Header("Playback & Fades")]
[Tooltip("Global playback speed for all clips")]
public float clipSpeed = 1f;
[Tooltip("Seconds to crossfade between phases")]
public float crossfadeTime = 0.12f;
[Tooltip("If the state exits early, still play End quickly before full teardown")]
public bool playEndOnEarlyExit = true;
[Header("Debug")]
public bool debugLogs = false;
// --- Runtime (shield/FX) ---
private Transform _npc;
private Animator _anim;
private GameObject _spawnedShieldFX;
private float _shieldStartTime;
private bool _shieldActive;
// --- Playables graph state ---
private PlayableGraph _graph;
private AnimationPlayableOutput _output;
private AnimationMixerPlayable _mixer; // 2-way mixer for crossfades
private AnimationClipPlayable _pStart;
private AnimationClipPlayable _pKeep;
private AnimationClipPlayable _pEnd;
private enum Phase
{ None, Start, Keep, End, Done }
private Phase _phase = Phase.None;
// crossfade bookkeeping
private int _fromInput = -1; // 0 or 1
private int _toInput = -1; // 0 or 1
private float _fadeT0; // Time.time at fade start
private float _fadeDur; // seconds
private bool _fading;
// which clip is bound to each input
private AnimationClipPlayable _input0;
private AnimationClipPlayable _input1;
// timers for auto-advance
private float _phaseScheduledEnd = 0f; // absolute Time.time when Start/End should be done
// Flag to prevent multiple endings
private bool _hasEnded = false;
public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType execType = vFSMComponentExecutionType.OnStateUpdate)
{
if (execType == vFSMComponentExecutionType.OnStateEnter) OnEnter(fsm);
else if (execType == vFSMComponentExecutionType.OnStateUpdate) OnUpdate(fsm);
else if (execType == vFSMComponentExecutionType.OnStateExit) OnExit(fsm);
}
// ------------------ FSM Hooks ------------------
private void OnEnter(vIFSMBehaviourController fsm)
{
// Reset all state
_hasEnded = false;
_phase = Phase.None;
_shieldActive = false;
_npc = fsm.transform;
_anim = _npc.GetComponent<Animator>();
if (_anim != null && !string.IsNullOrEmpty(animatorBlockingBool))
_anim.SetBool(animatorBlockingBool, true);
// SET COOLDOWN IMMEDIATELY when shield is used
DEC_CheckCooldown.SetCooldownStatic(fsm, "Shield", 60f);
SpawnShieldFX();
_shieldStartTime = Time.time;
_shieldActive = true;
BuildGraphIfNeeded();
if (startClip != null)
{
EnterStart();
}
else if (keepClip != null)
{
EnterKeep();
}
else
{
if (debugLogs) Debug.Log("[SA_CastShield] No Start/Keep clips; waiting to End.");
_phase = Phase.Keep; // logical keep (no anim)
}
if (debugLogs) Debug.Log($"[SA_CastShield] Shield started - duration: {shieldDuration}s, cooldown set to 60s");
}
private void OnUpdate(vIFSMBehaviourController fsm)
{
// Don't process if we're already done
if (_hasEnded || _phase == Phase.Done) return;
// handle crossfade
if (_fading)
{
float u = Mathf.Clamp01((Time.time - _fadeT0) / Mathf.Max(0.0001f, _fadeDur));
if (_fromInput >= 0) _mixer.SetInputWeight(_fromInput, 1f - u);
if (_toInput >= 0) _mixer.SetInputWeight(_toInput, u);
if (u >= 1f) _fading = false;
}
// auto-advance phases based on timers
if (_phase == Phase.Start && Time.time >= _phaseScheduledEnd)
{
if (keepClip != null) CrossfadeToKeep();
else BeginEnd(); // no keep; go straight to End window
}
else if (_phase == Phase.Keep)
{
// When shield timer is up, begin End
if (_shieldActive && (Time.time - _shieldStartTime) >= shieldDuration)
{
if (debugLogs) Debug.Log("[SA_CastShield] Shield duration expired, beginning end phase");
BeginEnd();
}
}
else if (_phase == Phase.End && Time.time >= _phaseScheduledEnd)
{
// End completed
if (debugLogs) Debug.Log("[SA_CastShield] End phase completed, finishing shield");
FinishShield();
}
}
private void OnExit(vIFSMBehaviourController fsm)
{
if (_anim != null && !string.IsNullOrEmpty(animatorBlockingBool))
_anim.SetBool(animatorBlockingBool, false);
// If we left early and haven't ended yet, optionally play End briefly
if (playEndOnEarlyExit && !_hasEnded && _phase != Phase.End && _phase != Phase.Done && endClip != null)
{
if (debugLogs) Debug.Log("[SA_CastShield] Early exit: playing End quickly.");
// build graph if it was never built (e.g., no Start/Keep)
BuildGraphIfNeeded();
CrossfadeTo(endClip, out _pEnd, quick: true);
_phase = Phase.End;
_phaseScheduledEnd = Time.time + Mathf.Min(endClip.length / SafeSpeed(), 0.25f); // quick outro
}
// Always cleanup when exiting
FinishShield();
if (debugLogs) Debug.Log("[SA_CastShield] State exited and cleaned up");
}
// ------------------ Phase Transitions ------------------
private void EnterStart()
{
CrossfadeTo(startClip, out _pStart, quick: false);
_phase = Phase.Start;
_phaseScheduledEnd = Time.time + (startClip.length / SafeSpeed());
if (debugLogs) Debug.Log("[SA_CastShield] Start phase.");
}
private void CrossfadeToKeep()
{
if (keepClip == null)
{
BeginEnd();
return;
}
CrossfadeTo(keepClip, out _pKeep, quick: false, loop: true);
_phase = Phase.Keep;
if (debugLogs) Debug.Log("[SA_CastShield] Switched to Keep (loop).");
}
private void EnterKeep()
{
CrossfadeTo(keepClip, out _pKeep, quick: false, loop: true);
_phase = Phase.Keep;
if (debugLogs) Debug.Log("[SA_CastShield] Entered Keep directly.");
}
private void BeginEnd()
{
// Prevent multiple end calls
if (_hasEnded) return;
if (endClip == null)
{
// No end clip; just finish
FinishShield();
return;
}
CrossfadeTo(endClip, out _pEnd, quick: false);
_phase = Phase.End;
_phaseScheduledEnd = Time.time + (endClip.length / SafeSpeed());
if (debugLogs) Debug.Log("[SA_CastShield] End phase.");
}
private void FinishShield()
{
// Prevent multiple finish calls
if (_hasEnded) return;
_hasEnded = true;
_phase = Phase.Done;
TeardownGraph();
CleanupShieldFX();
_shieldActive = false;
if (debugLogs) Debug.Log("[SA_CastShield] Shield finished and cleaned up");
}
// ------------------ Graph Setup / Crossfade ------------------
private void BuildGraphIfNeeded()
{
if (_graph.IsValid()) return;
if (_anim == null)
{
_anim = _npc ? _npc.GetComponent<Animator>() : null;
if (_anim == null)
{
if (debugLogs) Debug.LogWarning("[SA_CastShield] No Animator found; animation disabled.");
return;
}
}
_graph = PlayableGraph.Create("ShieldOverlayGraph");
_graph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
_mixer = AnimationMixerPlayable.Create(_graph, 2); // 2-way mixer
_mixer.SetInputWeight(0, 0f);
_mixer.SetInputWeight(1, 0f);
_output = AnimationPlayableOutput.Create(_graph, "AnimOut", _anim);
_output.SetSourcePlayable(_mixer);
_output.SetWeight(1f);
_graph.Play();
}
private void TeardownGraph()
{
if (_graph.IsValid())
{
_graph.Stop();
_graph.Destroy();
}
_input0 = default;
_input1 = default;
_fromInput = _toInput = -1;
_fading = false;
}
private float SafeSpeed() => Mathf.Max(0.0001f, clipSpeed);
/// <summary>
/// Fades from whatever is currently audible to the given clip.
/// Reuses the 2 inputs; swaps playables as needed.
/// </summary>
private void CrossfadeTo(AnimationClip clip,
out AnimationClipPlayable playableOut,
bool quick,
bool loop = false)
{
playableOut = default;
if (!_graph.IsValid() || clip == null) return;
float speed = SafeSpeed();
// Prepare or reuse a slot (two inputs that we swap between)
// Choose the silent input as target; if none is silent, pick the opposite of the currently "from".
int targetInput = (_mixer.GetInputWeight(0) < 0.0001f) ? 0 : (_mixer.GetInputWeight(1) < 0.0001f) ? 1 : (_toInput == 0 ? 1 : 0);
// Destroy existing playable on that input if any
var currentPlayableOnTarget = (AnimationClipPlayable)_mixer.GetInput(targetInput);
if (currentPlayableOnTarget.IsValid())
{
_graph.Disconnect(_mixer, targetInput);
currentPlayableOnTarget.Destroy();
}
// Create new clip playable
var newPlayable = AnimationClipPlayable.Create(_graph, clip);
newPlayable.SetApplyFootIK(false);
newPlayable.SetApplyPlayableIK(false);
newPlayable.SetSpeed(speed);
// Set looping if requested
if (loop)
{
newPlayable.SetDuration(double.PositiveInfinity);
}
// Connect to mixer
_graph.Connect(newPlayable, 0, _mixer, targetInput);
_mixer.SetInputWeight(targetInput, 0f);
// Cache which playable is on which slot for optional debug
if (targetInput == 0) _input0 = newPlayable; else _input1 = newPlayable;
// Determine current audible input to fade from
int sourceInput = (targetInput == 0) ? 1 : 0;
float wSource = _mixer.GetInputWeight(sourceInput);
bool hasSource = wSource > 0.0001f && _mixer.GetInput(sourceInput).IsValid();
// Start from beginning for new phase
newPlayable.SetTime(0);
playableOut = newPlayable;
// Configure fade
_fromInput = hasSource ? sourceInput : -1;
_toInput = targetInput;
_fadeDur = Mathf.Max(0f, quick ? Mathf.Min(0.06f, crossfadeTime) : crossfadeTime);
_fadeT0 = Time.time;
_fading = _fadeDur > 0f && hasSource;
// Set immediate weights if not fading
if (!_fading)
{
if (_fromInput >= 0) _mixer.SetInputWeight(_fromInput, 0f);
_mixer.SetInputWeight(_toInput, 1f);
}
}
// ------------------ FX Helpers ------------------
private void SpawnShieldFX()
{
if (shieldFXPrefab == null) return;
_spawnedShieldFX = LeanPool.Spawn(shieldFXPrefab, _npc.position, _npc.rotation);
if (debugLogs) Debug.Log("[SA_CastShield] Shield FX spawned.");
}
private void CleanupShieldFX()
{
if (_spawnedShieldFX != null)
{
LeanPool.Despawn(_spawnedShieldFX);
_spawnedShieldFX = null;
if (debugLogs) Debug.Log("[SA_CastShield] Shield FX despawned.");
}
}
// ------------------ Public Query ------------------
public bool IsShieldActive() => _shieldActive && !_hasEnded;
public float GetRemainingShieldTime()
{
if (!_shieldActive || _hasEnded) return 0f;
float t = Mathf.Max(0f, shieldDuration - (Time.time - _shieldStartTime));
return (_phase == Phase.End || _phase == Phase.Done) ? 0f : t;
}
}
}

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fileFormatVersion: 2
guid: c53af76a8a097a244a3002b8aa7b4ceb

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using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace DemonBoss.Magic
{
/// <summary>
/// Spawns exactly 3 crystal turrets around the opponent.
/// Now with per-spawn randomness and position validation.
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn 3 Turrets Radial")]
public class SA_SpawnTurretSmart : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Spawn 3 Turrets Radial";
[Header("Turret Configuration")]
public GameObject crystalPrefab;
public float minSpawnDistance = 2f;
public float maxSpawnDistance = 6f;
public float obstacleCheckRadius = 1f;
public float groundCheckHeight = 2f;
public LayerMask obstacleLayerMask = -1;
public LayerMask groundLayerMask = -1;
public string animatorBlockingBool = "IsBlocking";
[Header("Placement Search (Validation)")]
public int perTurretAdjustmentTries = 10;
public float maxAngleAdjust = 25f;
public float maxRadiusAdjust = 1.0f;
public float minSeparationBetweenTurrets = 1.5f;
[Header("Randomization (Formation)")]
[Tooltip("Random global rotation offset (degrees) applied to the 120° spokes.")]
public bool globalStartAngleRandom = true;
[Tooltip("Per-turret angle jitter around the spoke (degrees). 0 = disabled.")]
public float perTurretAngleJitter = 10f;
[Tooltip("Per-turret radius jitter (meters). 0 = disabled.")]
public float perTurretRadiusJitter = 0.75f;
[Header("One-off Overlay Clip (No Animator Params)")]
public AnimationClip overlayClip;
[Tooltip("Playback speed (1 = normal)")] public float overlaySpeed = 1f;
[Tooltip("Blend-in seconds (instant in this minimal impl)")] public float overlayFadeIn = 0.10f;
[Tooltip("Blend-out seconds (instant in this minimal impl)")] public float overlayFadeOut = 0.10f;
[Header("Debug")]
public bool enableDebug = false;
public bool showGizmos = true;
private Animator npcAnimator;
private Transform npcTransform;
private Transform playerTransform;
private readonly System.Collections.Generic.List<Vector3> _lastPlanned =
new System.Collections.Generic.List<Vector3>(3);
// --- Playables runtime ---
private PlayableGraph _overlayGraph;
private AnimationPlayableOutput _overlayOutput;
private AnimationClipPlayable _overlayPlayable;
private bool _overlayPlaying;
private float _overlayStopAtTime;
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
{
if (executionType == vFSMComponentExecutionType.OnStateEnter) OnStateEnter(fsmBehaviour);
else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
{
// Auto-stop overlay when finished
if (_overlayPlaying && Time.time >= _overlayStopAtTime) StopOverlayWithFade();
}
else if (executionType == vFSMComponentExecutionType.OnStateExit) OnStateExit(fsmBehaviour);
}
private void OnStateEnter(vIFSMBehaviourController fsmBehaviour)
{
npcTransform = fsmBehaviour.transform;
npcAnimator = npcTransform.GetComponent<Animator>();
FindPlayer(fsmBehaviour);
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
npcAnimator.SetBool(animatorBlockingBool, true);
PlayOverlayOnce(npcTransform);
SpawnThreeTurretsRadial(fsmBehaviour);
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Turret", 12f);
}
private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
{
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
npcAnimator.SetBool(animatorBlockingBool, false);
StopOverlayWithFade();
}
private void FindPlayer(vIFSMBehaviourController fsmBehaviour)
{
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
playerTransform = player.transform;
return;
}
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
if (aiController != null && aiController.currentTarget != null)
playerTransform = aiController.currentTarget.transform;
}
private void SpawnThreeTurretsRadial(vIFSMBehaviourController fsmBehaviour)
{
if (crystalPrefab == null)
{
Debug.LogError("[SA_SpawnTurretSmart] Missing crystalPrefab!");
return;
}
_lastPlanned.Clear();
Vector3 center = playerTransform != null ? playerTransform.position : npcTransform.position;
float baseRadius = Mathf.Clamp((minSpawnDistance + maxSpawnDistance) * 0.5f, minSpawnDistance, maxSpawnDistance);
Vector3 refDir = Vector3.forward;
if (playerTransform != null && npcTransform != null)
{
Vector3 d = (npcTransform.position - center); d.y = 0f;
if (d.sqrMagnitude > 0.0001f) refDir = d.normalized;
}
else if (npcTransform != null)
{
refDir = npcTransform.forward;
}
float globalOffset = globalStartAngleRandom ? Random.Range(0f, 360f) : 0f;
const int turretCount = 3;
for (int i = 0; i < turretCount; i++)
{
float baseAngle = globalOffset + i * 120f;
float angle = baseAngle + (perTurretAngleJitter > 0f ? Random.Range(-perTurretAngleJitter, perTurretAngleJitter) : 0f);
float radius = baseRadius + (perTurretRadiusJitter > 0f ? Random.Range(-perTurretRadiusJitter, perTurretRadiusJitter) : 0f);
radius = Mathf.Clamp(radius, minSpawnDistance, maxSpawnDistance);
Vector3 ideal = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
Vector3? chosen = IsPositionValidAndSeparated(ideal)
? (Vector3?)ideal
: FindValidPositionAroundSpoke(center, refDir, angle, radius);
if (!chosen.HasValue)
{
Vector3 rough = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
chosen = EnforceSeparationFallback(rough, center);
}
Vector3 spawnPos = chosen.Value;
_lastPlanned.Add(spawnPos);
SpawnCrystal(spawnPos, fsmBehaviour);
}
}
private Vector3? FindValidPositionAroundSpoke(Vector3 center, Vector3 refDir, float baseAngleDeg, float desiredRadius)
{
Vector3 ideal = center + Quaternion.Euler(0f, baseAngleDeg, 0f) * refDir * desiredRadius;
if (IsPositionValidAndSeparated(ideal)) return ideal;
for (int t = 0; t < perTurretAdjustmentTries; t++)
{
float ang = baseAngleDeg + Random.Range(-maxAngleAdjust, maxAngleAdjust);
float rad = Mathf.Clamp(desiredRadius + Random.Range(-maxRadiusAdjust, maxRadiusAdjust), minSpawnDistance, maxSpawnDistance);
Vector3 cand = center + Quaternion.Euler(0f, ang, 0f) * refDir * rad;
if (IsPositionValidAndSeparated(cand)) return cand;
}
return null;
}
private bool IsPositionValidAndSeparated(Vector3 position)
{
if (!IsPositionValid(position, out Vector3 grounded)) return false;
for (int i = 0; i < _lastPlanned.Count; i++)
{
if (Vector3.Distance(_lastPlanned[i], grounded) < Mathf.Max(minSeparationBetweenTurrets, obstacleCheckRadius * 2f))
return false;
}
return true;
}
private bool IsPositionValid(Vector3 position, out Vector3 groundPosition)
{
groundPosition = position;
if (Physics.CheckSphere(position + Vector3.up * obstacleCheckRadius, obstacleCheckRadius, obstacleLayerMask))
return false;
Ray groundRay = new Ray(position + Vector3.up * groundCheckHeight, Vector3.down);
if (Physics.Raycast(groundRay, out RaycastHit hit, groundCheckHeight + 2f, groundLayerMask))
{
groundPosition = hit.point;
if (Physics.CheckSphere(groundPosition + Vector3.up * obstacleCheckRadius, obstacleCheckRadius, obstacleLayerMask))
return false;
return true;
}
return false;
}
private Vector3 EnforceSeparationFallback(Vector3 desired, Vector3 center)
{
Vector3 candidate = desired;
float step = 0.5f;
for (int i = 0; i < 10; i++)
{
bool ok = true;
for (int k = 0; k < _lastPlanned.Count; k++)
{
if (Vector3.Distance(_lastPlanned[k], candidate) < Mathf.Max(minSeparationBetweenTurrets, obstacleCheckRadius * 2f))
{ ok = false; break; }
}
if (ok) return candidate;
Vector3 dir = (candidate - center); dir.y = 0f;
if (dir.sqrMagnitude < 0.0001f) dir = Vector3.right;
candidate = center + dir.normalized * (dir.magnitude + step);
}
return candidate;
}
private void SpawnCrystal(Vector3 position, vIFSMBehaviourController fsmBehaviour)
{
Quaternion rotation = Quaternion.identity;
Transform lookAt = playerTransform != null ? playerTransform : npcTransform;
if (lookAt != null)
{
Vector3 lookDirection = (lookAt.position - position).normalized;
lookDirection.y = 0;
if (lookDirection != Vector3.zero)
rotation = Quaternion.LookRotation(lookDirection);
}
var spawned = LeanPool.Spawn(crystalPrefab, position, rotation);
var shooterAI = spawned.GetComponent<CrystalShooterAI>();
if (shooterAI == null)
{
Debug.LogError("[SA_SpawnTurretSmart] Crystal prefab doesn't have CrystalShooterAI component!");
}
else if (playerTransform != null)
{
shooterAI.SetTarget(playerTransform);
}
}
private void OnDrawGizmosSelected()
{
if (!showGizmos || npcTransform == null) return;
Vector3 c = playerTransform ? playerTransform.position : npcTransform.position;
Gizmos.color = Color.green;
DrawWireCircle(c, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(c, maxSpawnDistance);
Gizmos.color = Color.cyan;
foreach (var p in _lastPlanned) Gizmos.DrawWireSphere(p + Vector3.up * 0.1f, 0.2f);
}
private void DrawWireCircle(Vector3 center, float radius)
{
int segments = 32;
Vector3 prevPoint = center + new Vector3(radius, 0, 0);
for (int i = 1; i <= segments; i++)
{
float angle = (float)i / segments * 360f * Mathf.Deg2Rad;
Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
Gizmos.DrawLine(prevPoint, newPoint);
prevPoint = newPoint;
}
}
private void PlayOverlayOnce(Transform owner)
{
if (overlayClip == null) return;
if (npcAnimator == null)
npcAnimator = owner.GetComponent<Animator>();
if (npcAnimator == null) return;
StopOverlayImmediate(); // safety
_overlayGraph = PlayableGraph.Create("ActionOverlay(SpawnTurret)");
_overlayGraph.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
_overlayPlayable = AnimationClipPlayable.Create(_overlayGraph, overlayClip);
_overlayPlayable.SetApplyFootIK(false);
_overlayPlayable.SetApplyPlayableIK(false);
_overlayPlayable.SetSpeed(Mathf.Max(0.0001f, overlaySpeed));
_overlayOutput = AnimationPlayableOutput.Create(_overlayGraph, "AnimOut", npcAnimator);
_overlayOutput.SetSourcePlayable(_overlayPlayable);
_overlayOutput.SetWeight(1f);
_overlayGraph.Play();
_overlayPlaying = true;
float len = overlayClip.length / Mathf.Max(0.0001f, overlaySpeed);
_overlayStopAtTime = Time.time + len;
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Overlay clip started via Playables");
}
private void StopOverlayImmediate()
{
if (_overlayGraph.IsValid())
{
_overlayGraph.Stop();
_overlayGraph.Destroy();
}
_overlayPlaying = false;
}
private void StopOverlayWithFade()
{
if (!_overlayPlaying) { StopOverlayImmediate(); return; }
if (_overlayOutput.IsOutputNull() == false) _overlayOutput.SetWeight(0f);
StopOverlayImmediate();
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Overlay clip stopped");
}
}
}

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fileFormatVersion: 2
guid: 5fcb700ea476bed44becf27143de31bd

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using Invector;
using Invector.vCharacterController;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Component that adds damage when the player gets too close to the shield.
/// Add to the shield object along with Sphere Collider (IsTrigger = true).
/// </summary>
public class ShieldDamage : MonoBehaviour
{
[Header("Damage Configuration")]
[Tooltip("Damage dealt to the player")]
public int damage = 15;
[Tooltip("Knockback force")]
public float knockbackForce = 10f;
[Tooltip("Player Tag")]
public string playerTag = "Player";
[Tooltip("Time between consecutive hits (so as not to deal damage to every frame)")]
public float damageInterval = 1f;
[Header("Effects")]
[Tooltip("Sound effect when dealing damage")]
public AudioClip damageSound;
[Tooltip("Visual effect when dealing damage")]
public GameObject damageEffect;
[Header("Debug")]
[Tooltip("Enable debug logs")]
public bool enableDebug = false;
private AudioSource audioSource;
private float lastDamageTime;
private void Awake()
{
if (damageSound != null)
{
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f; // 3D sound
}
}
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag(playerTag) && Time.time >= lastDamageTime + damageInterval)
{
DealDamageToPlayer(other);
lastDamageTime = Time.time;
}
}
private void DealDamageToPlayer(Collider playerCollider)
{
if (enableDebug) Debug.Log($"[ShieldDamage] I deal {damage} damage to the player: {playerCollider.name}");
Vector3 hitPoint = playerCollider.ClosestPoint(transform.position);
Vector3 hitDirection = (playerCollider.transform.position - transform.position).normalized;
vDamage damageInfo = new vDamage(damage)
{
sender = transform,
hitPosition = hitPoint
};
if (knockbackForce > 0f)
{
damageInfo.force = hitDirection * knockbackForce;
}
bool damageDealt = false;
// 1) vIDamageReceiver
var damageReceiver = playerCollider.GetComponent<vIDamageReceiver>() ??
playerCollider.GetComponentInParent<vIDamageReceiver>();
if (damageReceiver != null)
{
damageReceiver.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vIDamageReceiver");
}
// 2) vHealthController
if (!damageDealt)
{
var healthController = playerCollider.GetComponent<vHealthController>() ??
playerCollider.GetComponentInParent<vHealthController>();
if (healthController != null)
{
healthController.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vHealthController");
}
}
// 3) vThirdPersonController
if (!damageDealt)
{
var tpc = playerCollider.GetComponent<vThirdPersonController>() ??
playerCollider.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
// SprawdŸ czy to Beyond variant
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal)
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by bThirdPersonController");
}
else
{
if (enableDebug) Debug.Log("[ShieldDamage] Player is immortal - no damage");
}
}
else
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vThirdPersonController");
}
}
}
if (damageDealt)
{
PlayEffects(hitPoint);
}
else if (enableDebug)
{
Debug.LogWarning("[ShieldDamage] Cannot deal damage - missing required component!");
}
}
private void PlayEffects(Vector3 hitPoint)
{
// Play hit sound
if (audioSource != null && damageSound != null)
{
audioSource.PlayOneShot(damageSound);
}
// Show visual effect
if (damageEffect != null)
{
GameObject effect = Instantiate(damageEffect, hitPoint, Quaternion.identity);
Destroy(effect, 2f); // Remove after 2 seconds
}
}
#if UNITY_EDITOR
/// <summary>
/// Draw damage range visualization in Scene View
/// </summary>
private void OnDrawGizmosSelected()
{
// Show damage range
Collider col = GetComponent<Collider>();
if (col != null && col.isTrigger)
{
Gizmos.color = Color.red;
if (col is SphereCollider sphere)
{
Gizmos.DrawWireSphere(transform.position, sphere.radius);
}
else if (col is CapsuleCollider capsule)
{
// Approximate capsule visualization
Gizmos.DrawWireSphere(transform.position, capsule.radius);
}
}
}
#endif
}
}

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using UnityEngine;
public class ShieldScaleUp : MonoBehaviour
{
[Tooltip("Time it takes to fully grow the shield")]
public float growDuration = 0.5f;
[Tooltip("Curve to control growth speed over time")]
public AnimationCurve scaleCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
private float timer = 0f;
private Vector3 targetScale;
private void Awake()
{
targetScale = transform.localScale;
transform.localScale = Vector3.zero;
}
private void OnEnable()
{
timer = 0f;
transform.localScale = Vector3.zero;
}
private void Update()
{
if (timer < growDuration)
{
timer += Time.deltaTime;
float t = Mathf.Clamp01(timer / growDuration);
float scaleValue = scaleCurve.Evaluate(t);
transform.localScale = targetScale * scaleValue;
}
}
}

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