From 4b945fb7f4c27e6471243b8ed2164b490f9b6692 Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?Szymon=20Mi=C5=9B?= <>
Date: Wed, 13 Aug 2025 07:18:27 +0200
Subject: [PATCH] Demon part (2/3) missing files
---
Assets/AI/Demon/CrystalShooterAI.cs | 379 +
Assets/AI/Demon/CrystalShooterAI.cs.meta | 2 +
Assets/AI/Demon/DemonShield.prefab | 14916 +++++++++++++++++++++
Assets/AI/Demon/DemonShield.prefab.meta | 7 +
Assets/AI/Demon/FireBall.prefab | 9656 +++++++++++++
Assets/AI/Demon/FireBall.prefab.meta | 8 +
Assets/AI/Demon/FireballDamage.cs | 386 +
Assets/AI/Demon/FireballDamage.cs.meta | 2 +
Assets/AI/Demon/ShieldScaleUp.cs | 38 +
Assets/AI/Demon/ShieldScaleUp.cs.meta | 2 +
Assets/AI/Demon/Turet.prefab | 142 +
Assets/AI/Demon/Turet.prefab.meta | 8 +
12 files changed, 25546 insertions(+)
create mode 100644 Assets/AI/Demon/CrystalShooterAI.cs
create mode 100644 Assets/AI/Demon/CrystalShooterAI.cs.meta
create mode 100644 Assets/AI/Demon/DemonShield.prefab
create mode 100644 Assets/AI/Demon/DemonShield.prefab.meta
create mode 100644 Assets/AI/Demon/FireBall.prefab
create mode 100644 Assets/AI/Demon/FireBall.prefab.meta
create mode 100644 Assets/AI/Demon/FireballDamage.cs
create mode 100644 Assets/AI/Demon/FireballDamage.cs.meta
create mode 100644 Assets/AI/Demon/ShieldScaleUp.cs
create mode 100644 Assets/AI/Demon/ShieldScaleUp.cs.meta
create mode 100644 Assets/AI/Demon/Turet.prefab
create mode 100644 Assets/AI/Demon/Turet.prefab.meta
diff --git a/Assets/AI/Demon/CrystalShooterAI.cs b/Assets/AI/Demon/CrystalShooterAI.cs
new file mode 100644
index 000000000..52b0868e9
--- /dev/null
+++ b/Assets/AI/Demon/CrystalShooterAI.cs
@@ -0,0 +1,379 @@
+using Lean.Pool;
+using System.Collections;
+using UnityEngine;
+
+namespace DemonBoss.Magic
+{
+ ///
+ /// AI component for crystal turret spawned by boss
+ /// Rotates towards player and shoots fireballs for specified time
+ ///
+ public class CrystalShooterAI : MonoBehaviour
+ {
+ [Header("Shooting Configuration")]
+ [Tooltip("Transform point from which projectiles are fired")]
+ public Transform muzzle;
+
+ [Tooltip("Fireball prefab")]
+ public GameObject fireballPrefab;
+
+ [Tooltip("Fireball speed in m/s")]
+ public float fireballSpeed = 28f;
+
+ [Tooltip("Time between shots in seconds")]
+ public float fireRate = 0.7f;
+
+ [Tooltip("Maximum number of shots before auto-despawn")]
+ public int maxShots = 10;
+
+ [Tooltip("Wait time after shooting before despawn")]
+ public float despawnDelay = 3f;
+
+ [Header("Rotation Configuration")]
+ [Tooltip("Target rotation speed in degrees/s")]
+ public float turnSpeed = 120f;
+
+ [Tooltip("Idle spin speed when no target (degrees/s, 0 = disabled)")]
+ public float idleSpinSpeed = 30f;
+
+ [Tooltip("Aiming accuracy in degrees (smaller value = more accurate)")]
+ public float aimTolerance = 5f;
+
+ [Header("Targeting")]
+ [Tooltip("Automatically find player on start")]
+ public bool autoFindPlayer = true;
+
+ [Tooltip("Player tag to search for")]
+ public string playerTag = "Player";
+
+ [Tooltip("Maximum shooting range")]
+ public float maxShootingRange = 50f;
+
+ [Header("Effects")]
+ [Tooltip("Particle effect at shot")]
+ public GameObject muzzleFlashPrefab;
+
+ [Tooltip("Shoot sound")]
+ public AudioClip shootSound;
+
+ [Header("Debug")]
+ [Tooltip("Enable debug logging")]
+ public bool enableDebug = false;
+
+ [Tooltip("Show gizmos in Scene View")]
+ public bool showGizmos = true;
+
+ // Private variables
+ private Transform target;
+
+ private AudioSource audioSource;
+ private Coroutine shootingCoroutine;
+ private bool isActive = false;
+ private int shotsFired = 0;
+ private float lastShotTime = 0f;
+
+ private Transform crystalTransform;
+
+ ///
+ /// Component initialization
+ ///
+ private void Awake()
+ {
+ crystalTransform = transform;
+
+ audioSource = GetComponent();
+ if (audioSource == null && shootSound != null)
+ {
+ audioSource = gameObject.AddComponent();
+ audioSource.playOnAwake = false;
+ audioSource.spatialBlend = 1f;
+ }
+
+ if (muzzle == null)
+ {
+ Transform muzzleChild = crystalTransform.Find("muzzle");
+ if (muzzleChild != null)
+ {
+ muzzle = muzzleChild;
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Found muzzle child");
+ }
+ else
+ {
+ muzzle = crystalTransform;
+ if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Using crystal center as muzzle");
+ }
+ }
+ }
+
+ ///
+ /// Start - begin crystal operation
+ ///
+ private void Start()
+ {
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
+
+ if (autoFindPlayer && target == null)
+ {
+ FindPlayer();
+ }
+
+ StartShooting();
+ }
+
+ ///
+ /// Update - rotate crystal towards target
+ ///
+ private void Update()
+ {
+ if (!isActive) return;
+
+ RotateTowardsTarget();
+ }
+
+ ///
+ /// Find player automatically
+ ///
+ private void FindPlayer()
+ {
+ GameObject player = GameObject.FindGameObjectWithTag(playerTag);
+ if (player != null)
+ {
+ SetTarget(player.transform);
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Automatically found player");
+ }
+ else
+ {
+ if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
+ }
+ }
+
+ ///
+ /// Set target for crystal
+ ///
+ /// Target transform
+ public void SetTarget(Transform newTarget)
+ {
+ target = newTarget;
+ if (enableDebug && target != null)
+ {
+ Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
+ }
+ }
+
+ ///
+ /// Start shooting cycle
+ ///
+ public void StartShooting()
+ {
+ if (isActive) return;
+
+ isActive = true;
+ shotsFired = 0;
+
+ shootingCoroutine = StartCoroutine(ShootingCoroutine());
+
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
+ }
+
+ ///
+ /// Stop shooting
+ ///
+ public void StopShooting()
+ {
+ isActive = false;
+
+ if (shootingCoroutine != null)
+ {
+ StopCoroutine(shootingCoroutine);
+ shootingCoroutine = null;
+ }
+
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Stopped shooting");
+ }
+
+ ///
+ /// Main coroutine handling shooting cycle
+ ///
+ private IEnumerator ShootingCoroutine()
+ {
+ while (shotsFired < maxShots && isActive)
+ {
+ if (CanShoot())
+ {
+ FireFireball();
+ shotsFired++;
+ lastShotTime = Time.time;
+ }
+
+ yield return new WaitForSeconds(fireRate);
+ }
+
+ if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
+
+ yield return new WaitForSeconds(despawnDelay);
+
+ DespawnCrystal();
+ }
+
+ ///
+ /// Checks if crystal can shoot
+ ///
+ 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;
+ }
+
+ ///
+ /// Fires fireball towards target
+ ///
+ private void FireFireball()
+ {
+ if (fireballPrefab == null || muzzle == null)
+ {
+ if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Missing fireball prefab or muzzle");
+ return;
+ }
+
+ Vector3 shootDirection = crystalTransform.forward;
+ if (target != null)
+ {
+ Vector3 targetCenter = target.position + Vector3.up * 1f;
+ shootDirection = (targetCenter - muzzle.position).normalized;
+ }
+
+ GameObject fireball = LeanPool.Spawn(fireballPrefab, muzzle.position,
+ Quaternion.LookRotation(shootDirection));
+
+ Rigidbody fireballRb = fireball.GetComponent();
+ if (fireballRb != null)
+ {
+ fireballRb.linearVelocity = shootDirection * fireballSpeed;
+ }
+
+ PlayShootEffects();
+
+ if (enableDebug)
+ {
+ Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} in direction: {shootDirection}");
+ }
+ }
+
+ ///
+ /// Plays shooting effects
+ ///
+ private void PlayShootEffects()
+ {
+ 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);
+ }
+ }
+
+ ///
+ /// Rotates crystal towards target or performs idle spin
+ ///
+ private void RotateTowardsTarget()
+ {
+ if (target != null)
+ {
+ Vector3 directionToTarget = target.position - crystalTransform.position;
+ directionToTarget.y = 0;
+
+ 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);
+ }
+ }
+
+ ///
+ /// Despawns crystal from map
+ ///
+ public void DespawnCrystal()
+ {
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
+
+ StopShooting();
+
+ LeanPool.Despawn(gameObject);
+ }
+
+ ///
+ /// Forces immediate despawn (e.g. on boss death)
+ ///
+ public void ForceDespawn()
+ {
+ if (enableDebug) Debug.Log("[CrystalShooterAI] Forced despawn");
+ DespawnCrystal();
+ }
+
+ ///
+ /// Returns crystal state information
+ ///
+ public bool IsActive() => isActive;
+
+ public int GetShotsFired() => shotsFired;
+
+ public int GetRemainingShots() => Mathf.Max(0, maxShots - shotsFired);
+
+ public float GetTimeSinceLastShot() => Time.time - lastShotTime;
+
+ ///
+ /// Draws gizmos in Scene View
+ ///
+ private void OnDrawGizmosSelected()
+ {
+ if (!showGizmos) return;
+
+ Gizmos.color = Color.red;
+ Gizmos.DrawWireSphere(transform.position, maxShootingRange);
+
+ if (target != null)
+ {
+ Gizmos.color = Color.yellow;
+ Gizmos.DrawLine(transform.position, target.position);
+
+ if (muzzle != null)
+ {
+ Gizmos.color = Color.green;
+ Vector3 forward = transform.forward * 5f;
+ Vector3 right = Quaternion.AngleAxis(aimTolerance, transform.up) * forward;
+ Vector3 left = Quaternion.AngleAxis(-aimTolerance, transform.up) * forward;
+
+ Gizmos.DrawLine(muzzle.position, muzzle.position + right);
+ Gizmos.DrawLine(muzzle.position, muzzle.position + left);
+ }
+ }
+
+ if (muzzle != null)
+ {
+ Gizmos.color = Color.blue;
+ Gizmos.DrawWireSphere(muzzle.position, 0.2f);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/AI/Demon/CrystalShooterAI.cs.meta b/Assets/AI/Demon/CrystalShooterAI.cs.meta
new file mode 100644
index 000000000..f1b980074
--- /dev/null
+++ b/Assets/AI/Demon/CrystalShooterAI.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/AI/Demon/DemonShield.prefab b/Assets/AI/Demon/DemonShield.prefab
new file mode 100644
index 000000000..f9b4fea10
--- /dev/null
+++ b/Assets/AI/Demon/DemonShield.prefab
@@ -0,0 +1,14916 @@
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diff --git a/Assets/AI/Demon/FireBall.prefab.meta b/Assets/AI/Demon/FireBall.prefab.meta
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diff --git a/Assets/AI/Demon/FireballDamage.cs b/Assets/AI/Demon/FireballDamage.cs
new file mode 100644
index 000000000..70a517343
--- /dev/null
+++ b/Assets/AI/Demon/FireballDamage.cs
@@ -0,0 +1,386 @@
+using Invector;
+using Invector.vCharacterController;
+using Lean.Pool;
+using UnityEngine;
+
+namespace DemonBoss.Magic
+{
+ ///
+ /// Component handling damage and collisions for fireball fired by crystals
+ /// Deals damage on collision with player and automatically despawns
+ ///
+ [RequireComponent(typeof(Collider))]
+ public class FireballDamage : MonoBehaviour
+ {
+ [Header("Damage Configuration")]
+ [Tooltip("Damage dealt by fireball")]
+ public float damage = 25f;
+
+ [Tooltip("Whether fireball can deal damage only once")]
+ public bool damageOnce = true;
+
+ [Tooltip("Layer mask for targets that can be hit")]
+ public LayerMask targetLayerMask = -1;
+
+ [Header("Impact Effects")]
+ [Tooltip("Explosion effect prefab on hit")]
+ public GameObject impactEffectPrefab;
+
+ [Tooltip("Impact sound")]
+ public AudioClip impactSound;
+
+ [Tooltip("Knockback force on hit")]
+ public float knockbackForce = 5f;
+
+ [Header("Lifetime")]
+ [Tooltip("Maximum fireball lifetime in seconds (failsafe)")]
+ public float maxLifetime = 5f;
+
+ [Tooltip("Whether to destroy fireball on terrain collision")]
+ public bool destroyOnTerrain = true;
+
+ [Tooltip("Layer mask for terrain/obstacles")]
+ public LayerMask terrainLayerMask = 1;
+
+ [Header("Debug")]
+ [Tooltip("Enable debug logging")]
+ public bool enableDebug = false;
+
+ // Private variables
+ private bool hasDealtDamage = false;
+
+ private float spawnTime;
+ private AudioSource audioSource;
+ private Collider fireballCollider;
+ private Rigidbody fireballRigidbody;
+
+ ///
+ /// Component initialization
+ ///
+ private void Awake()
+ {
+ fireballCollider = GetComponent();
+ fireballRigidbody = GetComponent();
+
+ if (fireballCollider != null && !fireballCollider.isTrigger)
+ {
+ fireballCollider.isTrigger = true;
+ if (enableDebug) Debug.Log("[FireballDamage] Set collider as trigger");
+ }
+
+ audioSource = GetComponent();
+ if (audioSource == null && impactSound != null)
+ {
+ audioSource = gameObject.AddComponent();
+ audioSource.playOnAwake = false;
+ audioSource.spatialBlend = 1f;
+ }
+ }
+
+ ///
+ /// Start - note spawn time and start failsafe timer
+ ///
+ private void Start()
+ {
+ spawnTime = Time.time;
+ hasDealtDamage = false;
+
+ Invoke(nameof(FailsafeDespawn), maxLifetime);
+
+ if (enableDebug) Debug.Log("[FireballDamage] Fireball initialized");
+ }
+
+ ///
+ /// Trigger collision handling - dealing damage
+ ///
+ /// Collider that fireball collides with
+ private void OnTriggerEnter(Collider other)
+ {
+ if (enableDebug) Debug.Log($"[FireballDamage] Collision with: {other.name}");
+
+ if (IsValidTarget(other))
+ {
+ DealDamageToTarget(other);
+ CreateImpactEffect(other.transform.position);
+ DespawnFireball();
+ return;
+ }
+
+ if (destroyOnTerrain && IsTerrainCollision(other))
+ {
+ if (enableDebug) Debug.Log("[FireballDamage] Terrain collision");
+ CreateImpactEffect(transform.position);
+ DespawnFireball();
+ return;
+ }
+ }
+
+ ///
+ /// Checks if collider is valid target
+ ///
+ /// Collider to check
+ /// True if it's valid target
+ private bool IsValidTarget(Collider other)
+ {
+ if ((targetLayerMask.value & (1 << other.gameObject.layer)) == 0)
+ return false;
+
+ if (damageOnce && hasDealtDamage)
+ return false;
+
+ var damageReceiver = other.GetComponent();
+ var healthController = other.GetComponent();
+ var character = other.GetComponent();
+ var thirdPersonController = other.GetComponent();
+
+ if (damageReceiver == null) damageReceiver = other.GetComponentInParent();
+ if (healthController == null) healthController = other.GetComponentInParent();
+ if (character == null) character = other.GetComponentInParent();
+ if (thirdPersonController == null) thirdPersonController = other.GetComponentInParent();
+
+ return damageReceiver != null || healthController != null || character != null || thirdPersonController != null;
+ }
+
+ ///
+ /// Checks if it's terrain collision
+ ///
+ /// Collider to check
+ /// True if it's terrain
+ private bool IsTerrainCollision(Collider other)
+ {
+ return (terrainLayerMask.value & (1 << other.gameObject.layer)) != 0;
+ }
+
+ ///
+ /// Deals damage to target - ulepszona wersja
+ ///
+ /// Target collider
+ 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();
+ if (damageReceiver == null) damageReceiver = targetCollider.GetComponentInParent();
+
+ 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();
+ if (healthController == null) healthController = targetCollider.GetComponentInParent();
+
+ 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();
+ if (thirdPersonController == null) thirdPersonController = targetCollider.GetComponentInParent();
+
+ 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!");
+ }
+ }
+
+ ///
+ /// Takes the closest point on the collider as the point of impact
+ ///
+ private Vector3 GetClosestPointOnCollider(Collider targetCollider)
+ {
+ return targetCollider.ClosestPoint(transform.position);
+ }
+
+ ///
+ /// Calculates the direction of impact for knockback
+ ///
+ 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;
+ }
+
+ ///
+ /// Creates impact effect
+ ///
+ /// Impact position
+ 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);
+ }
+ }
+
+ ///
+ /// Despawns fireball from map
+ ///
+ private void DespawnFireball()
+ {
+ if (enableDebug) Debug.Log("[FireballDamage] Despawning fireball");
+
+ CancelInvoke(nameof(FailsafeDespawn));
+
+ LeanPool.Despawn(gameObject);
+ }
+
+ ///
+ /// Failsafe despawn - removes fireball after maximum lifetime
+ ///
+ private void FailsafeDespawn()
+ {
+ if (enableDebug) Debug.Log("[FireballDamage] Failsafe despawn - lifetime exceeded");
+ DespawnFireball();
+ }
+
+ ///
+ /// Forces immediate despawn
+ ///
+ public void ForceDespawn()
+ {
+ if (enableDebug) Debug.Log("[FireballDamage] Forced despawn");
+ DespawnFireball();
+ }
+
+ ///
+ /// Checks if fireball has already dealt damage
+ ///
+ /// True if damage was already dealt
+ public bool HasDealtDamage()
+ {
+ return hasDealtDamage;
+ }
+
+ ///
+ /// Returns fireball lifetime
+ ///
+ /// Time in seconds since spawn
+ public float GetLifetime()
+ {
+ return Time.time - spawnTime;
+ }
+
+ ///
+ /// Sets new damage (e.g. for different difficulty levels)
+ ///
+ /// New damage
+ public void SetDamage(float newDamage)
+ {
+ damage = newDamage;
+ if (enableDebug) Debug.Log($"[FireballDamage] Set new damage: {damage}");
+ }
+
+ ///
+ /// Sets new knockback
+ ///
+ /// New knockback force
+ public void SetKnockback(float newKnockback)
+ {
+ knockbackForce = newKnockback;
+ if (enableDebug) Debug.Log($"[FireballDamage] Set new knockback: {knockbackForce}");
+ }
+
+ ///
+ /// Resets fireball state (useful for pooling)
+ ///
+ public void ResetFireball()
+ {
+ hasDealtDamage = false;
+ spawnTime = Time.time;
+
+ CancelInvoke();
+
+ Invoke(nameof(FailsafeDespawn), maxLifetime);
+
+ if (enableDebug) Debug.Log("[FireballDamage] Fireball reset");
+ }
+
+ ///
+ /// Called on spawn by Lean Pool
+ ///
+ private void OnSpawn()
+ {
+ ResetFireball();
+ }
+
+ ///
+ /// Called on despawn by Lean Pool
+ ///
+ private void OnDespawn()
+ {
+ CancelInvoke();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/AI/Demon/FireballDamage.cs.meta b/Assets/AI/Demon/FireballDamage.cs.meta
new file mode 100644
index 000000000..ecfc60fd5
--- /dev/null
+++ b/Assets/AI/Demon/FireballDamage.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
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\ No newline at end of file
diff --git a/Assets/AI/Demon/ShieldScaleUp.cs b/Assets/AI/Demon/ShieldScaleUp.cs
new file mode 100644
index 000000000..c8898349d
--- /dev/null
+++ b/Assets/AI/Demon/ShieldScaleUp.cs
@@ -0,0 +1,38 @@
+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;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/AI/Demon/ShieldScaleUp.cs.meta b/Assets/AI/Demon/ShieldScaleUp.cs.meta
new file mode 100644
index 000000000..1723275dc
--- /dev/null
+++ b/Assets/AI/Demon/ShieldScaleUp.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/AI/Demon/Turet.prefab b/Assets/AI/Demon/Turet.prefab
new file mode 100644
index 000000000..0a8ed7a3e
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