Demon part (2/3) missing files

This commit is contained in:
Szymon Miś
2025-08-13 07:18:27 +02:00
parent 7d57c0f4c6
commit 4b945fb7f4
12 changed files with 25546 additions and 0 deletions

View File

@@ -0,0 +1,379 @@
using Lean.Pool;
using System.Collections;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// AI component for crystal turret spawned by boss
/// Rotates towards player and shoots fireballs for specified time
/// </summary>
public class CrystalShooterAI : MonoBehaviour
{
[Header("Shooting Configuration")]
[Tooltip("Transform point from which projectiles are fired")]
public Transform muzzle;
[Tooltip("Fireball prefab")]
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;
/// <summary>
/// Component initialization
/// </summary>
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");
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");
}
}
}
/// <summary>
/// Start - begin crystal operation
/// </summary>
private void Start()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
if (autoFindPlayer && target == null)
{
FindPlayer();
}
StartShooting();
}
/// <summary>
/// Update - rotate crystal towards target
/// </summary>
private void Update()
{
if (!isActive) return;
RotateTowardsTarget();
}
/// <summary>
/// Find player automatically
/// </summary>
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);
}
}
/// <summary>
/// Set target for crystal
/// </summary>
/// <param name="newTarget">Target transform</param>
public void SetTarget(Transform newTarget)
{
target = newTarget;
if (enableDebug && target != null)
{
Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
}
}
/// <summary>
/// Start shooting cycle
/// </summary>
public void StartShooting()
{
if (isActive) return;
isActive = true;
shotsFired = 0;
shootingCoroutine = StartCoroutine(ShootingCoroutine());
if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
}
/// <summary>
/// Stop shooting
/// </summary>
public void StopShooting()
{
isActive = false;
if (shootingCoroutine != null)
{
StopCoroutine(shootingCoroutine);
shootingCoroutine = null;
}
if (enableDebug) Debug.Log("[CrystalShooterAI] Stopped shooting");
}
/// <summary>
/// Main coroutine handling shooting cycle
/// </summary>
private IEnumerator ShootingCoroutine()
{
while (shotsFired < maxShots && isActive)
{
if (CanShoot())
{
FireFireball();
shotsFired++;
lastShotTime = Time.time;
}
yield return new WaitForSeconds(fireRate);
}
if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
yield return new WaitForSeconds(despawnDelay);
DespawnCrystal();
}
/// <summary>
/// Checks if crystal can shoot
/// </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>
/// Fires fireball towards target
/// </summary>
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<Rigidbody>();
if (fireballRb != null)
{
fireballRb.linearVelocity = shootDirection * fireballSpeed;
}
PlayShootEffects();
if (enableDebug)
{
Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} in direction: {shootDirection}");
}
}
/// <summary>
/// Plays shooting effects
/// </summary>
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);
}
}
/// <summary>
/// Rotates crystal towards target or performs idle spin
/// </summary>
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);
}
}
/// <summary>
/// Despawns crystal from map
/// </summary>
public void DespawnCrystal()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
StopShooting();
LeanPool.Despawn(gameObject);
}
/// <summary>
/// Forces immediate despawn (e.g. on boss death)
/// </summary>
public void ForceDespawn()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Forced despawn");
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;
/// <summary>
/// Draws gizmos in Scene View
/// </summary>
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);
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 906d915677721914dbe9708f218f574a

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 605c856178ee7eb40a38af59915d8f6c
PrefabImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 9591667a35466484096c6e63785e136c
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 100100000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,386 @@
using Invector;
using Invector.vCharacterController;
using Lean.Pool;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Component handling damage and collisions for fireball fired by crystals
/// Deals damage on collision with player and automatically despawns
/// </summary>
[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;
/// <summary>
/// Component initialization
/// </summary>
private void Awake()
{
fireballCollider = GetComponent<Collider>();
fireballRigidbody = GetComponent<Rigidbody>();
if (fireballCollider != null && !fireballCollider.isTrigger)
{
fireballCollider.isTrigger = true;
if (enableDebug) Debug.Log("[FireballDamage] Set collider as trigger");
}
audioSource = GetComponent<AudioSource>();
if (audioSource == null && impactSound != null)
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f;
}
}
/// <summary>
/// Start - note spawn time and start failsafe timer
/// </summary>
private void Start()
{
spawnTime = Time.time;
hasDealtDamage = false;
Invoke(nameof(FailsafeDespawn), maxLifetime);
if (enableDebug) Debug.Log("[FireballDamage] Fireball initialized");
}
/// <summary>
/// Trigger collision handling - dealing damage
/// </summary>
/// <param name="other">Collider that fireball collides with</param>
private void OnTriggerEnter(Collider other)
{
if (enableDebug) Debug.Log($"[FireballDamage] Collision with: {other.name}");
if (IsValidTarget(other))
{
DealDamageToTarget(other);
CreateImpactEffect(other.transform.position);
DespawnFireball();
return;
}
if (destroyOnTerrain && IsTerrainCollision(other))
{
if (enableDebug) Debug.Log("[FireballDamage] Terrain collision");
CreateImpactEffect(transform.position);
DespawnFireball();
return;
}
}
/// <summary>
/// Checks if collider is valid target
/// </summary>
/// <param name="other">Collider to check</param>
/// <returns>True if it's valid target</returns>
private bool IsValidTarget(Collider other)
{
if ((targetLayerMask.value & (1 << other.gameObject.layer)) == 0)
return false;
if (damageOnce && hasDealtDamage)
return false;
var damageReceiver = other.GetComponent<vIDamageReceiver>();
var healthController = other.GetComponent<vHealthController>();
var character = other.GetComponent<vCharacter>();
var thirdPersonController = other.GetComponent<vThirdPersonController>();
if (damageReceiver == null) damageReceiver = other.GetComponentInParent<vIDamageReceiver>();
if (healthController == null) healthController = other.GetComponentInParent<vHealthController>();
if (character == null) character = other.GetComponentInParent<vCharacter>();
if (thirdPersonController == null) thirdPersonController = other.GetComponentInParent<vThirdPersonController>();
return damageReceiver != null || healthController != null || character != null || thirdPersonController != null;
}
/// <summary>
/// Checks if it's terrain collision
/// </summary>
/// <param name="other">Collider to check</param>
/// <returns>True if it's terrain</returns>
private bool IsTerrainCollision(Collider other)
{
return (terrainLayerMask.value & (1 << other.gameObject.layer)) != 0;
}
/// <summary>
/// Deals damage to target - ulepszona wersja
/// </summary>
/// <param name="targetCollider">Target collider</param>
private void DealDamageToTarget(Collider targetCollider)
{
if (enableDebug) Debug.Log($"[FireballDamage] Dealing {damage} damage to: {targetCollider.name}");
Vector3 hitPoint = GetClosestPointOnCollider(targetCollider);
Vector3 hitDirection = GetHitDirection(targetCollider);
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage));
damageInfo.sender = transform;
damageInfo.hitPosition = hitPoint;
if (knockbackForce > 0f)
{
damageInfo.force = hitDirection * knockbackForce;
}
bool damageDealt = false;
var damageReceiver = targetCollider.GetComponent<vIDamageReceiver>();
if (damageReceiver == null) damageReceiver = targetCollider.GetComponentInParent<vIDamageReceiver>();
if (damageReceiver != null && !damageDealt)
{
damageReceiver.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vIDamageReceiver");
}
if (!damageDealt)
{
var healthController = targetCollider.GetComponent<vHealthController>();
if (healthController == null) healthController = targetCollider.GetComponentInParent<vHealthController>();
if (healthController != null)
{
healthController.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vHealthController");
}
}
if (!damageDealt)
{
var thirdPersonController = targetCollider.GetComponent<vThirdPersonController>();
if (thirdPersonController == null) thirdPersonController = targetCollider.GetComponentInParent<vThirdPersonController>();
if (thirdPersonController != null)
{
if (thirdPersonController is Beyond.bThirdPersonController beyondController)
{
if (!beyondController.GodMode && !beyondController.isImmortal)
{
thirdPersonController.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through bThirdPersonController");
}
else
{
if (enableDebug) Debug.Log("[FireballDamage] Player is immortal or in God Mode - no damage dealt");
}
}
else
{
thirdPersonController.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vThirdPersonController");
}
}
}
if (!damageDealt)
{
if (enableDebug) Debug.LogWarning("[FireballDamage] Could not deal damage - no valid damage receiver found!");
}
}
/// <summary>
/// Takes the closest point on the collider as the point of impact
/// </summary>
private Vector3 GetClosestPointOnCollider(Collider targetCollider)
{
return targetCollider.ClosestPoint(transform.position);
}
/// <summary>
/// Calculates the direction of impact for knockback
/// </summary>
private Vector3 GetHitDirection(Collider targetCollider)
{
Vector3 direction;
if (fireballRigidbody != null && fireballRigidbody.linearVelocity.magnitude > 0.1f)
{
direction = fireballRigidbody.linearVelocity.normalized;
}
else
{
direction = (targetCollider.transform.position - transform.position).normalized;
}
direction.y = Mathf.Max(0.2f, direction.y);
return direction.normalized;
}
/// <summary>
/// Creates impact effect
/// </summary>
/// <param name="impactPosition">Impact position</param>
private void CreateImpactEffect(Vector3 impactPosition)
{
if (impactEffectPrefab != null)
{
GameObject impact = LeanPool.Spawn(impactEffectPrefab, impactPosition, Quaternion.identity);
LeanPool.Despawn(impact, 3f);
if (enableDebug) Debug.Log("[FireballDamage] Impact effect created");
}
if (audioSource != null && impactSound != null)
{
audioSource.PlayOneShot(impactSound);
}
}
/// <summary>
/// Despawns fireball from map
/// </summary>
private void DespawnFireball()
{
if (enableDebug) Debug.Log("[FireballDamage] Despawning fireball");
CancelInvoke(nameof(FailsafeDespawn));
LeanPool.Despawn(gameObject);
}
/// <summary>
/// Failsafe despawn - removes fireball after maximum lifetime
/// </summary>
private void FailsafeDespawn()
{
if (enableDebug) Debug.Log("[FireballDamage] Failsafe despawn - lifetime exceeded");
DespawnFireball();
}
/// <summary>
/// Forces immediate despawn
/// </summary>
public void ForceDespawn()
{
if (enableDebug) Debug.Log("[FireballDamage] Forced despawn");
DespawnFireball();
}
/// <summary>
/// Checks if fireball has already dealt damage
/// </summary>
/// <returns>True if damage was already dealt</returns>
public bool HasDealtDamage()
{
return hasDealtDamage;
}
/// <summary>
/// Returns fireball lifetime
/// </summary>
/// <returns>Time in seconds since spawn</returns>
public float GetLifetime()
{
return Time.time - spawnTime;
}
/// <summary>
/// Sets new damage (e.g. for different difficulty levels)
/// </summary>
/// <param name="newDamage">New damage</param>
public void SetDamage(float newDamage)
{
damage = newDamage;
if (enableDebug) Debug.Log($"[FireballDamage] Set new damage: {damage}");
}
/// <summary>
/// Sets new knockback
/// </summary>
/// <param name="newKnockback">New knockback force</param>
public void SetKnockback(float newKnockback)
{
knockbackForce = newKnockback;
if (enableDebug) Debug.Log($"[FireballDamage] Set new knockback: {knockbackForce}");
}
/// <summary>
/// Resets fireball state (useful for pooling)
/// </summary>
public void ResetFireball()
{
hasDealtDamage = false;
spawnTime = Time.time;
CancelInvoke();
Invoke(nameof(FailsafeDespawn), maxLifetime);
if (enableDebug) Debug.Log("[FireballDamage] Fireball reset");
}
/// <summary>
/// Called on spawn by Lean Pool
/// </summary>
private void OnSpawn()
{
ResetFireball();
}
/// <summary>
/// Called on despawn by Lean Pool
/// </summary>
private void OnDespawn()
{
CancelInvoke();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1a863cb5e6092ec4a936c4eb21bb9166

View File

@@ -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;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 64156f4d0e036104895ef313e63c6b09

View File

@@ -0,0 +1,142 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!1 &115880
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 417168}
- component: {fileID: 3365858}
- component: {fileID: 2323612}
- component: {fileID: 13662188}
- component: {fileID: 7020133711031364094}
m_Layer: 0
m_Name: Turet
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 4294967295
m_IsActive: 1
--- !u!4 &417168
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -3.8250632, y: -7.1673625e-17, z: 3.2278929}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!33 &3365858
MeshFilter:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
m_Mesh: {fileID: 4300002, guid: dee9a5e3bb15d7740bde7911bad2ba90, type: 3}
--- !u!23 &2323612
MeshRenderer:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
m_Enabled: 1
m_CastShadows: 1
m_ReceiveShadows: 1
m_DynamicOccludee: 1
m_StaticShadowCaster: 0
m_MotionVectors: 1
m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1
m_RayTracingMode: 2
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:
- {fileID: 2100000, guid: 30d0d8732a281d349a5abc48f8171e83, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
m_StaticBatchRoot: {fileID: 0}
m_ProbeAnchor: {fileID: 0}
m_LightProbeVolumeOverride: {fileID: 0}
m_ScaleInLightmap: 1
m_ReceiveGI: 1
m_PreserveUVs: 0
m_IgnoreNormalsForChartDetection: 0
m_ImportantGI: 0
m_StitchLightmapSeams: 1
m_SelectedEditorRenderState: 3
m_MinimumChartSize: 4
m_AutoUVMaxDistance: 0.5
m_AutoUVMaxAngle: 89
m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
--- !u!136 &13662188
CapsuleCollider:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
m_Material: {fileID: 0}
m_IncludeLayers:
serializedVersion: 2
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 2
m_Radius: 0.58
m_Height: 2.64
m_Direction: 1
m_Center: {x: 0.0078576505, y: 1.0259461, z: -0.052128524}
--- !u!114 &7020133711031364094
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 906d915677721914dbe9708f218f574a, type: 3}
m_Name:
m_EditorClassIdentifier:
muzzle: {fileID: 417168}
fireballPrefab: {fileID: 1947871717301538, guid: 9591667a35466484096c6e63785e136c,
type: 3}
fireballSpeed: 28
fireRate: 0.7
maxShots: 10
despawnDelay: 3
turnSpeed: 120
idleSpinSpeed: 30
aimTolerance: 5
autoFindPlayer: 1
playerTag: Player
maxShootingRange: 50
muzzleFlashPrefab: {fileID: 0}
shootSound: {fileID: 8300000, guid: d44a96f293b66b74ea13a2e6fcc6c8fa, type: 3}
enableDebug: 0
showGizmos: 1

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: b5eabfbed738a224284015c33b62e54b
timeCreated: 1431698653
licenseType: Store
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant: