diff --git a/Assets/AI/Demon/CrystalShooterAI.cs b/Assets/AI/Demon/CrystalShooterAI.cs index 52b0868e9..b0d5370d3 100644 --- a/Assets/AI/Demon/CrystalShooterAI.cs +++ b/Assets/AI/Demon/CrystalShooterAI.cs @@ -1,379 +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); - } - } - } +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/DEC_CheckCooldown.cs b/Assets/AI/Demon/DEC_CheckCooldown.cs index bfa3ad2e3..a99fb5fad 100644 --- a/Assets/AI/Demon/DEC_CheckCooldown.cs +++ b/Assets/AI/Demon/DEC_CheckCooldown.cs @@ -1,205 +1,205 @@ -using Invector.vCharacterController.AI.FSMBehaviour; -using UnityEngine; - -namespace DemonBoss.Magic -{ - /// - /// Decision node checking cooldown for different boss abilities - /// Stores Time.time in FSM timers and checks if required cooldown time has passed - /// - [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; - - /// - /// Main method checking if ability is available - /// - /// True if cooldown has passed and ability can be used - 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($"[DEC_CheckCooldown] {cooldownKey} on cooldown - {remainingTime:F1}s remaining"); - } - } - - return isAvailable; - } - - /// - /// Sets cooldown for ability - call this after using ability - /// - public void SetCooldown(vIFSMBehaviourController fsmBehaviour) - { - SetCooldown(fsmBehaviour, cooldownTime); - } - - /// - /// Sets cooldown with custom time - /// - /// FSM behaviour reference - /// Custom cooldown time - public void SetCooldown(vIFSMBehaviourController fsmBehaviour, float customCooldownTime) - { - if (fsmBehaviour == null) - { - if (enableDebug) Debug.LogWarning($"[DEC_CheckCooldown] Cannot set cooldown - no FSM Behaviour"); - return; - } - - string timerKey = "cooldown_" + cooldownKey; - - fsmBehaviour.SetTimer(timerKey, Time.time); - - if (enableDebug) - { - Debug.Log($"[DEC_CheckCooldown] Set cooldown for {cooldownKey}: {customCooldownTime}s"); - } - } - - /// - /// Resets cooldown - ability becomes immediately available - /// - public void ResetCooldown(vIFSMBehaviourController fsmBehaviour) - { - if (fsmBehaviour == null) - { - if (enableDebug) Debug.LogWarning($"[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}"); - } - - /// - /// Returns remaining cooldown time in seconds - /// - /// Remaining cooldown time (0 if available) - 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); - } - - /// - /// Checks if ability is available without running main Decision logic - /// - /// True if ability is available - public bool IsAvailable(vIFSMBehaviourController fsmBehaviour) - { - return GetRemainingCooldown(fsmBehaviour) <= 0f; - } - - /// - /// Returns cooldown progress percentage (0-1) - /// - /// Progress percentage: 0 = just used, 1 = fully recharged - public float GetCooldownProgress(vIFSMBehaviourController fsmBehaviour) - { - if (cooldownTime <= 0f) return 1f; - - float remainingTime = GetRemainingCooldown(fsmBehaviour); - return 1f - (remainingTime / cooldownTime); - } - - /// - /// Helper method for setting cooldown from external code (e.g. from StateAction) - /// - /// FSM reference - /// Ability key - /// Cooldown time - public static void SetCooldownStatic(vIFSMBehaviourController fsmBehaviour, string key, float cooldown) - { - if (fsmBehaviour == null) return; - - string timerKey = "cooldown_" + key; - fsmBehaviour.SetTimer(timerKey, Time.time); - } - - /// - /// Helper method for checking cooldown from external code - /// - /// FSM reference - /// Ability key - /// Cooldown time - /// True if available - 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; - } - } +using Invector.vCharacterController.AI.FSMBehaviour; +using UnityEngine; + +namespace DemonBoss.Magic +{ + /// + /// Decision node checking cooldown for different boss abilities + /// Stores Time.time in FSM timers and checks if required cooldown time has passed + /// + [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; + + /// + /// Main method checking if ability is available + /// + /// True if cooldown has passed and ability can be used + 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; + } + + /// + /// Sets cooldown for ability - call this after using ability + /// + public void SetCooldown(vIFSMBehaviourController fsmBehaviour) + { + SetCooldown(fsmBehaviour, cooldownTime); + } + + /// + /// Sets cooldown with custom time + /// + /// FSM behaviour reference + /// Custom cooldown time + 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"); + } + } + + /// + /// Resets cooldown - ability becomes immediately available + /// + 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}"); + } + + /// + /// Returns remaining cooldown time in seconds + /// + /// Remaining cooldown time (0 if available) + 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); + } + + /// + /// Checks if ability is available without running main Decision logic + /// + /// True if ability is available + public bool IsAvailable(vIFSMBehaviourController fsmBehaviour) + { + return GetRemainingCooldown(fsmBehaviour) <= 0f; + } + + /// + /// Returns cooldown progress percentage (0-1) + /// + /// Progress percentage: 0 = just used, 1 = fully recharged + public float GetCooldownProgress(vIFSMBehaviourController fsmBehaviour) + { + if (cooldownTime <= 0f) return 1f; + + float remainingTime = GetRemainingCooldown(fsmBehaviour); + return 1f - (remainingTime / cooldownTime); + } + + /// + /// Helper method for setting cooldown from external code (e.g. from StateAction) + /// + /// FSM reference + /// Ability key + /// Cooldown time + public static void SetCooldownStatic(vIFSMBehaviourController fsmBehaviour, string key, float cooldown) + { + if (fsmBehaviour == null) return; + + string timerKey = "cooldown_" + key; + fsmBehaviour.SetTimer(timerKey, Time.time); + } + + /// + /// Helper method for checking cooldown from external code + /// + /// FSM reference + /// Ability key + /// Cooldown time + /// True if available + 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; + } + } } \ No newline at end of file diff --git a/Assets/AI/Demon/DEC_TargetClearSky.cs b/Assets/AI/Demon/DEC_TargetClearSky.cs index 95ab638f3..80417519d 100644 --- a/Assets/AI/Demon/DEC_TargetClearSky.cs +++ b/Assets/AI/Demon/DEC_TargetClearSky.cs @@ -1,105 +1,105 @@ -using Invector.vCharacterController.AI.FSMBehaviour; -using UnityEngine; - -namespace DemonBoss.Magic -{ - /// - /// Decision checking if target has clear sky above (for meteor) - /// - [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); - } - } +using Invector.vCharacterController.AI.FSMBehaviour; +using UnityEngine; + +namespace DemonBoss.Magic +{ + /// + /// Decision checking if target has clear sky above (for meteor) + /// + [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); + } + } } \ No newline at end of file diff --git a/Assets/AI/Demon/DEC_TargetFar.cs b/Assets/AI/Demon/DEC_TargetFar.cs index f73103635..db886eb66 100644 --- a/Assets/AI/Demon/DEC_TargetFar.cs +++ b/Assets/AI/Demon/DEC_TargetFar.cs @@ -1,58 +1,58 @@ -using Invector.vCharacterController.AI.FSMBehaviour; -using UnityEngine; - -namespace DemonBoss.Magic -{ - /// - /// Decision checking if target is far away (for Turret ability) - /// - [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($"[DEC_TargetFar] Distance to target: {distance:F1}m - {(isFar ? "FAR" : "CLOSE")}"); - } - - return isFar; - } - - private Transform GetTarget(vIFSMBehaviourController fsmBehaviour) - { - // Try through AI controller - var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI; - if (aiController != null && aiController.currentTarget != null) - return aiController.currentTarget.transform; - - // Fallback - find player - GameObject player = GameObject.FindGameObjectWithTag("Player"); - return player?.transform; - } - } +using Invector.vCharacterController.AI.FSMBehaviour; +using UnityEngine; + +namespace DemonBoss.Magic +{ + /// + /// Decision checking if target is far away (for Turret ability) + /// + [CreateAssetMenu(menuName = "Invector/FSM/Decisions/DemonBoss/Target Far")] + public class DEC_TargetFar : vStateDecision + { + public override string categoryName => "DemonBoss/Magic"; + public override string defaultName => "Target Far"; + + [Header("Distance Configuration")] + [Tooltip("Minimum distance for target to be considered far")] + public float minDistance = 8f; + + [Tooltip("Maximum distance for checking")] + public float maxDistance = 30f; + + [Header("Debug")] + [Tooltip("Enable debug logging")] + public bool enableDebug = false; + + public override bool Decide(vIFSMBehaviourController fsmBehaviour) + { + Transform target = GetTarget(fsmBehaviour); + if (target == null) + { + if (enableDebug) Debug.Log("[DEC_TargetFar] No target found"); + return false; + } + + float distance = Vector3.Distance(fsmBehaviour.transform.position, target.position); + bool isFar = distance >= minDistance && distance <= maxDistance; + + if (enableDebug) + { + Debug.Log($"[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; + } + } } \ No newline at end of file diff --git a/Assets/AI/Demon/FireballDamage.cs b/Assets/AI/Demon/FireballDamage.cs index 70a517343..0dc6f697a 100644 --- a/Assets/AI/Demon/FireballDamage.cs +++ b/Assets/AI/Demon/FireballDamage.cs @@ -1,386 +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(); - } - } +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/GhostDemon.prefab b/Assets/AI/Demon/GhostDemon.prefab new file mode 100644 index 000000000..c99f0943e --- /dev/null +++ b/Assets/AI/Demon/GhostDemon.prefab @@ -0,0 +1,8334 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &220104285218890407 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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-namespace DemonBoss.Magic -{ - /// - /// StateAction for Meteor Strike spell - boss summons meteor falling on player - /// First places decal at player position, after 1.5s checks if path is clear and drops rock - /// - [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 Configuration")] - [Tooltip("Meteor rock prefab")] - public GameObject rockPrefab; - - [Tooltip("Decal prefab showing impact location")] - public GameObject decalPrefab; - - [Tooltip("Height from which meteor falls")] - public float meteorHeight = 30f; - - [Tooltip("Delay between placing decal and spawning meteor")] - public float castDelay = 1.5f; - - [Tooltip("Obstacle check radius above target")] - public float obstacleCheckRadius = 2f; - - [Tooltip("Layer mask for obstacles blocking meteor")] - public LayerMask obstacleLayerMask = -1; - - [Tooltip("Layer mask for ground")] - public LayerMask groundLayerMask = -1; - - [Tooltip("Animator trigger name for meteor summoning animation")] - public string animatorTrigger = "CastMeteor"; - - [Header("Targeting")] - [Tooltip("Maximum raycast distance to find ground")] - public float maxGroundDistance = 100f; - - [Tooltip("Height above ground for obstacle checking")] - public float airCheckHeight = 5f; - - [Header("Debug")] - [Tooltip("Enable debug logging")] - public bool enableDebug = false; - - [Tooltip("Show gizmos in Scene View")] - public bool showGizmos = true; - - private GameObject spawnedDecal; - - private Transform playerTransform; - private Vector3 targetPosition; - private bool meteorCasting = false; - private MonoBehaviour coroutineRunner; - - /// - /// Main action execution method called by FSM - /// - public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate) - { - if (executionType == vFSMComponentExecutionType.OnStateEnter) - { - OnStateEnter(fsmBehaviour); - } - else if (executionType == vFSMComponentExecutionType.OnStateExit) - { - OnStateExit(fsmBehaviour); - } - } - - /// - /// Called when entering state - starts meteor casting - /// - private void OnStateEnter(vIFSMBehaviourController fsmBehaviour) - { - if (enableDebug) Debug.Log("[SA_CallMeteor] Starting meteor casting"); - - FindPlayer(fsmBehaviour); - - var animator = fsmBehaviour.transform.GetComponent(); - if (animator != null && !string.IsNullOrEmpty(animatorTrigger)) - { - animator.SetTrigger(animatorTrigger); - if (enableDebug) Debug.Log($"[SA_CallMeteor] Set trigger: {animatorTrigger}"); - } - - StartMeteorCast(fsmBehaviour); - } - - /// - /// Called when exiting state - cleanup - /// - private void OnStateExit(vIFSMBehaviourController fsmBehaviour) - { - if (enableDebug) Debug.Log("[SA_CallMeteor] Exiting meteor state"); - meteorCasting = false; - } - - /// - /// Finds player transform - /// - private void FindPlayer(vIFSMBehaviourController fsmBehaviour) - { - GameObject player = GameObject.FindGameObjectWithTag("Player"); - if (player != null) - { - playerTransform = player.transform; - if (enableDebug) Debug.Log("[SA_CallMeteor] Player found by tag"); - return; - } - - var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI; - if (aiController != null && aiController.currentTarget != null) - { - playerTransform = aiController.currentTarget.transform; - if (enableDebug) Debug.Log("[SA_CallMeteor] Player found through AI target"); - return; - } - - if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Player not found!"); - } - - /// - /// Starts meteor casting process - /// - private void StartMeteorCast(vIFSMBehaviourController fsmBehaviour) - { - if (playerTransform == null) - { - if (enableDebug) Debug.LogWarning("[SA_CallMeteor] No target - finishing state"); - return; - } - - if (FindGroundUnderPlayer(out Vector3 groundPos)) - { - targetPosition = groundPos; - - SpawnDecal(targetPosition); - - coroutineRunner = fsmBehaviour.transform.GetComponent(); - if (coroutineRunner != null) - { - coroutineRunner.StartCoroutine(MeteorCastCoroutine(fsmBehaviour)); - } - else - { - CastMeteorImmediate(); - } - - meteorCasting = true; - - if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor target: {targetPosition}"); - } - else - { - if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Cannot find ground under player"); - } - } - - /// - /// Finds ground under player using raycast - /// - private bool FindGroundUnderPlayer(out Vector3 groundPosition) - { - groundPosition = Vector3.zero; - - Vector3 playerPos = playerTransform.position; - Vector3 rayStart = playerPos + Vector3.up * 5f; - - Ray groundRay = new Ray(rayStart, Vector3.down); - if (Physics.Raycast(groundRay, out RaycastHit hit, maxGroundDistance, groundLayerMask)) - { - groundPosition = hit.point; - return true; - } - - groundPosition = playerPos; - return true; - } - - /// - /// Spawns decal showing meteor impact location - /// - private void SpawnDecal(Vector3 position) - { - if (decalPrefab == null) - { - if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Missing decal prefab"); - return; - } - - Quaternion decalRotation = Quaternion.identity; - - Ray surfaceRay = new Ray(position + Vector3.up * 2f, Vector3.down); - if (Physics.Raycast(surfaceRay, out RaycastHit hit, 5f, groundLayerMask)) - { - decalRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); - } - - spawnedDecal = LeanPool.Spawn(decalPrefab, position, decalRotation); - - if (enableDebug) Debug.Log($"[SA_CallMeteor] Decal spawned at: {position}"); - } - - /// - /// Coroutine handling meteor casting process with delay - /// - private IEnumerator MeteorCastCoroutine(vIFSMBehaviourController fsmBehaviour) - { - yield return new WaitForSeconds(castDelay); - - if (enableDebug) Debug.Log("[SA_CallMeteor] Checking if path is clear for meteor"); - - if (IsPathClearForMeteor(targetPosition)) - { - SpawnMeteor(targetPosition); - if (enableDebug) Debug.Log("[SA_CallMeteor] Meteor spawned"); - } - else - { - if (enableDebug) Debug.Log("[SA_CallMeteor] Path blocked - meteor not spawned"); - } - - CleanupDecal(); - - DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Meteor", 20f); - - meteorCasting = false; - } - - /// - /// Immediate meteor cast without coroutine (fallback) - /// - private void CastMeteorImmediate() - { - if (IsPathClearForMeteor(targetPosition)) - { - SpawnMeteor(targetPosition); - } - CleanupDecal(); - } - - /// - /// Checks if path above target is clear for meteor - /// - private bool IsPathClearForMeteor(Vector3 targetPos) - { - Vector3 checkStart = targetPos + Vector3.up * airCheckHeight; - Vector3 checkEnd = targetPos + Vector3.up * meteorHeight; - - if (Physics.CheckSphere(checkStart, obstacleCheckRadius, obstacleLayerMask)) - { - return false; - } - - Ray pathRay = new Ray(checkEnd, Vector3.down); - if (Physics.SphereCast(pathRay, obstacleCheckRadius, meteorHeight - airCheckHeight, obstacleLayerMask)) - { - return false; - } - - return true; - } - - /// - /// Spawns meteor in air above target - /// - private void SpawnMeteor(Vector3 targetPos) - { - if (rockPrefab == null) - { - Debug.LogError("[SA_CallMeteor] Missing meteor prefab!"); - return; - } - - Vector3 meteorSpawnPos = targetPos + Vector3.up * meteorHeight; - - GameObject meteor = LeanPool.Spawn(rockPrefab, meteorSpawnPos, Quaternion.identity); - - Rigidbody meteorRb = meteor.GetComponent(); - if (meteorRb != null) - { - meteorRb.linearVelocity = Vector3.down * 5f; - meteorRb.angularVelocity = Random.insideUnitSphere * 2f; - } - - if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor spawned at height: {meteorHeight}m"); - } - - /// - /// Removes decal from map - /// - private void CleanupDecal() - { - if (spawnedDecal != null) - { - LeanPool.Despawn(spawnedDecal); - spawnedDecal = null; - if (enableDebug) Debug.Log("[SA_CallMeteor] Decal removed"); - } - } - - /// - /// Checks if meteor is currently being cast - /// - public bool IsCasting() - { - return meteorCasting; - } - - /// - /// Returns meteor target position - /// - public Vector3 GetTargetPosition() - { - return targetPosition; - } - - /// - /// Draws gizmos in Scene View for debugging - /// - private void OnDrawGizmosSelected() - { - if (!showGizmos) return; - - if (meteorCasting && targetPosition != Vector3.zero) - { - Gizmos.color = Color.red; - Gizmos.DrawWireSphere(targetPosition, 1f); - - Vector3 spawnPos = targetPosition + Vector3.up * meteorHeight; - Gizmos.color = Color.yellow; - Gizmos.DrawWireSphere(spawnPos, 0.5f); - - Gizmos.color = Color.yellow; - Gizmos.DrawLine(spawnPos, targetPosition); - - Vector3 checkPos = targetPosition + Vector3.up * airCheckHeight; - Gizmos.color = Color.blue; - Gizmos.DrawWireSphere(checkPos, obstacleCheckRadius); - } - } - } +using Invector.vCharacterController.AI.FSMBehaviour; +using Lean.Pool; +using System.Collections; +using UnityEngine; + +namespace DemonBoss.Magic +{ + /// + /// StateAction for Meteor Strike spell - boss summons meteor falling on player + /// First places decal at player position, after 1.5s checks if path is clear and drops rock + /// + [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 Configuration")] + [Tooltip("Meteor rock prefab")] + public GameObject rockPrefab; + + [Tooltip("Decal prefab showing impact location")] + public GameObject decalPrefab; + + [Tooltip("Height from which meteor falls")] + public float meteorHeight = 30f; + + [Tooltip("Delay between placing decal and spawning meteor")] + public float castDelay = 1.5f; + + [Tooltip("Obstacle check radius above target")] + public float obstacleCheckRadius = 2f; + + [Tooltip("Layer mask for obstacles blocking meteor")] + public LayerMask obstacleLayerMask = -1; + + [Tooltip("Layer mask for ground")] + public LayerMask groundLayerMask = -1; + + [Tooltip("Animator trigger name for meteor summoning animation")] + public string animatorTrigger = "CastMeteor"; + + [Header("Targeting")] + [Tooltip("Maximum raycast distance to find ground")] + public float maxGroundDistance = 100f; + + [Tooltip("Height above ground for obstacle checking")] + public float airCheckHeight = 5f; + + [Header("Debug")] + [Tooltip("Enable debug logging")] + public bool enableDebug = false; + + [Tooltip("Show gizmos in Scene View")] + public bool showGizmos = true; + + private GameObject spawnedDecal; + + private Transform playerTransform; + private Vector3 targetPosition; + private bool meteorCasting = false; + private MonoBehaviour coroutineRunner; + + /// + /// Main action execution method called by FSM + /// + public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate) + { + if (executionType == vFSMComponentExecutionType.OnStateEnter) + { + OnStateEnter(fsmBehaviour); + } + else if (executionType == vFSMComponentExecutionType.OnStateExit) + { + OnStateExit(fsmBehaviour); + } + } + + /// + /// Called when entering state - starts meteor casting + /// + private void OnStateEnter(vIFSMBehaviourController fsmBehaviour) + { + if (enableDebug) Debug.Log("[SA_CallMeteor] Starting meteor casting"); + + FindPlayer(fsmBehaviour); + + var animator = fsmBehaviour.transform.GetComponent(); + if (animator != null && !string.IsNullOrEmpty(animatorTrigger)) + { + animator.SetTrigger(animatorTrigger); + if (enableDebug) Debug.Log($"[SA_CallMeteor] Set trigger: {animatorTrigger}"); + } + + StartMeteorCast(fsmBehaviour); + } + + /// + /// Called when exiting state - cleanup + /// + private void OnStateExit(vIFSMBehaviourController fsmBehaviour) + { + if (enableDebug) Debug.Log("[SA_CallMeteor] Exiting meteor state"); + meteorCasting = false; + } + + /// + /// Finds player transform + /// + private void FindPlayer(vIFSMBehaviourController fsmBehaviour) + { + GameObject player = GameObject.FindGameObjectWithTag("Player"); + if (player != null) + { + playerTransform = player.transform; + if (enableDebug) Debug.Log("[SA_CallMeteor] Player found by tag"); + return; + } + + var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI; + if (aiController != null && aiController.currentTarget != null) + { + playerTransform = aiController.currentTarget.transform; + if (enableDebug) Debug.Log("[SA_CallMeteor] Player found through AI target"); + return; + } + + if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Player not found!"); + } + + /// + /// Starts meteor casting process + /// + private void StartMeteorCast(vIFSMBehaviourController fsmBehaviour) + { + if (playerTransform == null) + { + if (enableDebug) Debug.LogWarning("[SA_CallMeteor] No target - finishing state"); + return; + } + + if (FindGroundUnderPlayer(out Vector3 groundPos)) + { + targetPosition = groundPos; + + SpawnDecal(targetPosition); + + coroutineRunner = fsmBehaviour.transform.GetComponent(); + if (coroutineRunner != null) + { + coroutineRunner.StartCoroutine(MeteorCastCoroutine(fsmBehaviour)); + } + else + { + CastMeteorImmediate(); + } + + meteorCasting = true; + + if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor target: {targetPosition}"); + } + else + { + if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Cannot find ground under player"); + } + } + + /// + /// Finds ground under player using raycast + /// + private bool FindGroundUnderPlayer(out Vector3 groundPosition) + { + groundPosition = Vector3.zero; + + Vector3 playerPos = playerTransform.position; + Vector3 rayStart = playerPos + Vector3.up * 5f; + + Ray groundRay = new Ray(rayStart, Vector3.down); + if (Physics.Raycast(groundRay, out RaycastHit hit, maxGroundDistance, groundLayerMask)) + { + groundPosition = hit.point; + return true; + } + + groundPosition = playerPos; + return true; + } + + /// + /// Spawns decal showing meteor impact location + /// + private void SpawnDecal(Vector3 position) + { + if (decalPrefab == null) + { + if (enableDebug) Debug.LogWarning("[SA_CallMeteor] Missing decal prefab"); + return; + } + + Quaternion decalRotation = Quaternion.identity; + + Ray surfaceRay = new Ray(position + Vector3.up * 2f, Vector3.down); + if (Physics.Raycast(surfaceRay, out RaycastHit hit, 5f, groundLayerMask)) + { + decalRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); + } + + spawnedDecal = LeanPool.Spawn(decalPrefab, position, decalRotation); + + if (enableDebug) Debug.Log($"[SA_CallMeteor] Decal spawned at: {position}"); + } + + /// + /// Coroutine handling meteor casting process with delay + /// + private IEnumerator MeteorCastCoroutine(vIFSMBehaviourController fsmBehaviour) + { + yield return new WaitForSeconds(castDelay); + + if (enableDebug) Debug.Log("[SA_CallMeteor] Checking if path is clear for meteor"); + + if (IsPathClearForMeteor(targetPosition)) + { + SpawnMeteor(targetPosition); + if (enableDebug) Debug.Log("[SA_CallMeteor] Meteor spawned"); + } + else + { + if (enableDebug) Debug.Log("[SA_CallMeteor] Path blocked - meteor not spawned"); + } + + CleanupDecal(); + + DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Meteor", 20f); + + meteorCasting = false; + } + + /// + /// Immediate meteor cast without coroutine (fallback) + /// + private void CastMeteorImmediate() + { + if (IsPathClearForMeteor(targetPosition)) + { + SpawnMeteor(targetPosition); + } + CleanupDecal(); + } + + /// + /// Checks if path above target is clear for meteor + /// + private bool IsPathClearForMeteor(Vector3 targetPos) + { + Vector3 checkStart = targetPos + Vector3.up * airCheckHeight; + Vector3 checkEnd = targetPos + Vector3.up * meteorHeight; + + if (Physics.CheckSphere(checkStart, obstacleCheckRadius, obstacleLayerMask)) + { + return false; + } + + Ray pathRay = new Ray(checkEnd, Vector3.down); + if (Physics.SphereCast(pathRay, obstacleCheckRadius, meteorHeight - airCheckHeight, obstacleLayerMask)) + { + return false; + } + + return true; + } + + /// + /// Spawns meteor in air above target + /// + private void SpawnMeteor(Vector3 targetPos) + { + if (rockPrefab == null) + { + Debug.LogError("[SA_CallMeteor] Missing meteor prefab!"); + return; + } + + Vector3 meteorSpawnPos = targetPos + Vector3.up * meteorHeight; + + GameObject meteor = LeanPool.Spawn(rockPrefab, meteorSpawnPos, Quaternion.identity); + + Rigidbody meteorRb = meteor.GetComponent(); + if (meteorRb != null) + { + meteorRb.linearVelocity = Vector3.down * 5f; + meteorRb.angularVelocity = Random.insideUnitSphere * 2f; + } + + if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor spawned at height: {meteorHeight}m"); + } + + /// + /// Removes decal from map + /// + private void CleanupDecal() + { + if (spawnedDecal != null) + { + LeanPool.Despawn(spawnedDecal); + spawnedDecal = null; + if (enableDebug) Debug.Log("[SA_CallMeteor] Decal removed"); + } + } + + /// + /// Checks if meteor is currently being cast + /// + public bool IsCasting() + { + return meteorCasting; + } + + /// + /// Returns meteor target position + /// + public Vector3 GetTargetPosition() + { + return targetPosition; + } + + /// + /// Draws gizmos in Scene View for debugging + /// + private void OnDrawGizmosSelected() + { + if (!showGizmos) return; + + if (meteorCasting && targetPosition != Vector3.zero) + { + Gizmos.color = Color.red; + Gizmos.DrawWireSphere(targetPosition, 1f); + + Vector3 spawnPos = targetPosition + Vector3.up * meteorHeight; + Gizmos.color = Color.yellow; + Gizmos.DrawWireSphere(spawnPos, 0.5f); + + Gizmos.color = Color.yellow; + Gizmos.DrawLine(spawnPos, targetPosition); + + Vector3 checkPos = targetPosition + Vector3.up * airCheckHeight; + Gizmos.color = Color.blue; + Gizmos.DrawWireSphere(checkPos, obstacleCheckRadius); + } + } + } } \ No newline at end of file diff --git a/Assets/AI/Demon/ShieldScaleUp.cs b/Assets/AI/Demon/ShieldScaleUp.cs index c8898349d..8a09f801a 100644 --- a/Assets/AI/Demon/ShieldScaleUp.cs +++ b/Assets/AI/Demon/ShieldScaleUp.cs @@ -1,38 +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; - } - } +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/Animations/Timelines/KRATATimeline.playable b/Assets/Animations/Timelines/KRATATimeline.playable index 9185aea64..cd00ed007 100644 --- a/Assets/Animations/Timelines/KRATATimeline.playable +++ b/Assets/Animations/Timelines/KRATATimeline.playable @@ -3022,75 +3022,6 @@ MonoBehaviour: m_Parent: {fileID: 11400000} m_Children: [] m_Clips: - - m_Version: 1 - m_Start: 0.43333333333333335 - m_ClipIn: 1.6499999999999997 - m_Asset: {fileID: 2418280995847325853} - m_Duration: 4.358163265306123 - m_TimeScale: 1 - m_ParentTrack: {fileID: -1126525242152300035} - m_EaseInDuration: 0 - m_EaseOutDuration: 0 - m_BlendInDuration: -1 - m_BlendOutDuration: 1.1914965986394566 - m_MixInCurve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 1 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - m_MixOutCurve: - serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 1 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 0 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - m_PreInfinity: 2 - m_PostInfinity: 2 - m_RotationOrder: 4 - m_BlendInCurveMode: 0 - m_BlendOutCurveMode: 0 - m_ExposedParameterNames: [] - m_AnimationCurves: {fileID: 0} - m_Recordable: 0 - m_PostExtrapolationMode: 0 - m_PreExtrapolationMode: 0 - m_PostExtrapolationTime: 0 - m_PreExtrapolationTime: 0 - m_DisplayName: Gate1 - m_Version: 1 m_Start: 3.6 m_ClipIn: 0 @@ -3100,29 +3031,11 @@ MonoBehaviour: m_ParentTrack: {fileID: -1126525242152300035} m_EaseInDuration: 0 m_EaseOutDuration: 0 - m_BlendInDuration: 1.1914965986394566 + m_BlendInDuration: -1 m_BlendOutDuration: -1 m_MixInCurve: serializedVersion: 2 - m_Curve: - - serializedVersion: 3 - time: 0 - value: 0 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 - - serializedVersion: 3 - time: 1 - value: 1 - inSlope: 0 - outSlope: 0 - tangentMode: 0 - weightedMode: 0 - inWeight: 0 - outWeight: 0 + m_Curve: [] m_PreInfinity: 2 m_PostInfinity: 2 m_RotationOrder: 4 @@ -3178,6 +3091,30 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3} m_Name: ActivationPlayableAsset m_EditorClassIdentifier: +--- !u!114 &-175918012670513947 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: b46e36075dd1c124a8422c228e75e1fb, type: 3} + m_Name: Signal Track + m_EditorClassIdentifier: + m_Version: 3 + m_AnimClip: {fileID: 0} + m_Locked: 0 + m_Muted: 0 + m_CustomPlayableFullTypename: + m_Curves: {fileID: 0} + m_Parent: {fileID: 11400000} + m_Children: [] + m_Clips: [] + m_Markers: + m_Objects: + - {fileID: 8394961170175092589} --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 @@ -3208,6 +3145,7 @@ MonoBehaviour: - {fileID: 1397937975424184143} - {fileID: -3162940932044253727} - {fileID: 8916390381429124492} + - {fileID: -175918012670513947} m_FixedDuration: 0 m_EditorSettings: m_Framerate: 60 @@ -3493,23 +3431,6 @@ MonoBehaviour: m_Markers: m_Objects: [] m_PostPlaybackState: 3 ---- !u!114 &2418280995847325853 -MonoBehaviour: - m_ObjectHideFlags: 1 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 4f10dd60657c6004587f237a7e90f8e4, type: 3} - m_Name: AudioPlayableAsset - m_EditorClassIdentifier: - m_Clip: {fileID: 8300000, guid: c7f38437dcfed4044958020a46127f71, type: 3} - m_Loop: 0 - m_bufferingTime: 0.1 - m_ClipProperties: - volume: 1 --- !u!114 &2590111571166774908 MonoBehaviour: m_ObjectHideFlags: 1 @@ -12907,6 +12828,22 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3} m_Name: ActivationPlayableAsset m_EditorClassIdentifier: +--- !u!114 &8394961170175092589 +MonoBehaviour: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3} + m_Name: Signal Emitter + m_EditorClassIdentifier: + m_Time: 0.38333333333333336 + m_Retroactive: 0 + m_EmitOnce: 0 + m_Asset: {fileID: 11400000, guid: 925a3b603f0080d419286cede0e8d5cf, type: 2} --- !u!114 &8593067809000935272 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset b/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset index 68ccc6ac6..5fdb4c753 100644 --- a/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset +++ b/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset @@ -29647,6 +29647,397 @@ MonoBehaviour: height: 30 canvasScrollPosition: {x: 0, y: 0} canvasZoom: 1 + - id: 122 + fields: + - title: Title + value: CH01/WASTELAND/CH01_wasteland_vo_skeletons_wanderer_02 + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + overrideSettings: + useOverrides: 0 + overrideSubtitleSettings: 0 + showNPCSubtitlesDuringLine: 1 + showNPCSubtitlesWithResponses: 1 + showPCSubtitlesDuringLine: 0 + skipPCSubtitleAfterResponseMenu: 0 + subtitleCharsPerSecond: 30 + minSubtitleSeconds: 2 + continueButton: 0 + overrideSequenceSettings: 0 + defaultSequence: + defaultPlayerSequence: + defaultResponseMenuSequence: + overrideInputSettings: 0 + alwaysForceResponseMenu: 1 + includeInvalidEntries: 0 + responseTimeout: 0 + cancelSubtitle: + key: 27 + buttonName: + cancelConversation: + key: 27 + buttonName: + nodeColor: + dialogueEntries: + - id: 0 + fields: + - title: Title + value: START + type: 0 + typeString: + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: + - title: Dialogue Text + value: + type: 0 + typeString: + - title: Parenthetical + value: + type: 0 + typeString: + - title: Audio Files + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Video File + value: + type: 0 + typeString: + - title: Sequence + value: None() + type: 0 + typeString: + - title: pl + value: + type: 4 + typeString: CustomFieldType_Localization + conversationID: 122 + isRoot: 0 + isGroup: 0 + nodeColor: + delaySimStatus: 0 + falseConditionAction: + conditionPriority: 2 + outgoingLinks: + - originConversationID: 122 + originDialogueID: 0 + destinationConversationID: 122 + destinationDialogueID: 1 + isConnector: 0 + priority: 2 + conditionsString: + userScript: + onExecute: + m_PersistentCalls: + m_Calls: [] + canvasRect: + serializedVersion: 2 + x: 20 + y: 30 + width: 160 + height: 30 + - id: 1 + fields: + - title: Title + value: + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: CustomFieldType_Text + - title: Dialogue Text + value: The King...?! But...why would he... + type: 0 + typeString: CustomFieldType_Text + - title: Parenthetical + value: + type: 0 + typeString: CustomFieldType_Text + - title: Audio Files + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Video File + value: + type: 0 + typeString: CustomFieldType_Text + - title: Sequence + value: + type: 0 + typeString: CustomFieldType_Text + - title: pl + value: + type: 4 + typeString: CustomFieldType_Localization + conversationID: 122 + isRoot: 0 + isGroup: 0 + nodeColor: + delaySimStatus: 0 + falseConditionAction: Block + conditionPriority: 2 + outgoingLinks: [] + conditionsString: + userScript: + onExecute: + m_PersistentCalls: + m_Calls: [] + canvasRect: + serializedVersion: 2 + x: 20 + y: 80 + width: 160 + height: 30 + canvasScrollPosition: {x: 0, y: 0} + canvasZoom: 1 + - id: 123 + fields: + - title: Title + value: CH01/WASTELAND/CH01_wasteland_vo_ancaran_wanderer_01 + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + overrideSettings: + useOverrides: 0 + overrideSubtitleSettings: 0 + showNPCSubtitlesDuringLine: 1 + showNPCSubtitlesWithResponses: 1 + showPCSubtitlesDuringLine: 0 + skipPCSubtitleAfterResponseMenu: 0 + subtitleCharsPerSecond: 30 + minSubtitleSeconds: 2 + continueButton: 0 + overrideSequenceSettings: 0 + defaultSequence: + defaultPlayerSequence: + defaultResponseMenuSequence: + overrideInputSettings: 0 + alwaysForceResponseMenu: 1 + includeInvalidEntries: 0 + responseTimeout: 0 + cancelSubtitle: + key: 27 + buttonName: + cancelConversation: + key: 27 + buttonName: + nodeColor: + dialogueEntries: + - id: 0 + fields: + - title: Title + value: START + type: 0 + typeString: + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: + - title: Dialogue Text + value: + type: 0 + typeString: + - title: Parenthetical + value: + type: 0 + typeString: + - title: Audio Files + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Video File + value: + type: 0 + typeString: + - title: Sequence + value: None() + type: 0 + typeString: + - title: pl + value: + type: 4 + typeString: CustomFieldType_Localization + conversationID: 123 + isRoot: 0 + isGroup: 0 + nodeColor: + delaySimStatus: 0 + falseConditionAction: Block + conditionPriority: 2 + outgoingLinks: + - originConversationID: 123 + originDialogueID: 0 + destinationConversationID: 123 + destinationDialogueID: 1 + isConnector: 0 + priority: 2 + conditionsString: + userScript: + onExecute: + m_PersistentCalls: + m_Calls: [] + canvasRect: + serializedVersion: 2 + x: 20 + y: 30 + width: 160 + height: 30 + - id: 1 + fields: + - title: Title + value: + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: CustomFieldType_Text + - title: Dialogue Text + value: 'I hope Sidranna''s fine... I should look for her in Ancaran. Maybe + there I''ll find some answers. + +' + type: 0 + typeString: CustomFieldType_Text + - title: Parenthetical + value: + type: 0 + typeString: CustomFieldType_Text + - title: Audio Files + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Video File + value: + type: 0 + typeString: CustomFieldType_Text + - title: Sequence + value: + type: 0 + typeString: CustomFieldType_Text + - title: pl + value: + type: 4 + typeString: CustomFieldType_Localization + conversationID: 123 + isRoot: 0 + isGroup: 0 + nodeColor: + delaySimStatus: 0 + falseConditionAction: Block + conditionPriority: 2 + outgoingLinks: [] + conditionsString: + userScript: + onExecute: + m_PersistentCalls: + m_Calls: [] + canvasRect: + serializedVersion: 2 + x: 20 + y: 80 + width: 160 + height: 30 + canvasScrollPosition: {x: 0, y: 0} + canvasZoom: 1 syncInfo: syncActors: 0 syncItems: 0 diff --git a/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset.meta b/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset.meta index d688ed06b..d1521f54c 100644 --- a/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset.meta +++ b/Assets/Dialogue/TestDialogueBase (Auto-Backup).asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 4b0e1bf17b8e695428700df06a0b5257 +guid: a354d8457e3a93849a37b4d3b79d3661 NativeFormatImporter: externalObjects: {} mainObjectFileID: 11400000 diff --git a/Assets/Dialogue/TestDialogueBase.asset b/Assets/Dialogue/TestDialogueBase.asset index 34e80c9cd..faa90c3fd 100644 --- a/Assets/Dialogue/TestDialogueBase.asset +++ b/Assets/Dialogue/TestDialogueBase.asset @@ -11305,7 +11305,7 @@ MonoBehaviour: type: 0 typeString: CustomFieldType_Text - title: Dialogue Text - value: 'These symbols... I saw them on the Ancient Gate! A key to opening ' + value: Light's blessing, it still works type: 0 typeString: CustomFieldType_Text - title: Parenthetical @@ -29841,6 +29841,398 @@ MonoBehaviour: height: 30 canvasScrollPosition: {x: 0, y: 0} canvasZoom: 1 + - id: 123 + fields: + - title: Title + value: CH01/WASTELAND/CH01_wasteland_vo_ancaran_wanderer_01 + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + overrideSettings: + useOverrides: 0 + overrideSubtitleSettings: 0 + showNPCSubtitlesDuringLine: 1 + showNPCSubtitlesWithResponses: 1 + showPCSubtitlesDuringLine: 0 + skipPCSubtitleAfterResponseMenu: 0 + subtitleCharsPerSecond: 30 + minSubtitleSeconds: 2 + continueButton: 0 + overrideSequenceSettings: 0 + defaultSequence: + defaultPlayerSequence: + defaultResponseMenuSequence: + overrideInputSettings: 0 + alwaysForceResponseMenu: 1 + includeInvalidEntries: 0 + responseTimeout: 0 + cancelSubtitle: + key: 27 + buttonName: + cancelConversation: + key: 27 + buttonName: + nodeColor: + dialogueEntries: + - id: 0 + fields: + - title: Title + value: START + type: 0 + typeString: + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: + - title: Dialogue Text + value: + type: 0 + typeString: + - title: Parenthetical + value: + type: 0 + typeString: + - title: Audio Files + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Video File + value: + type: 0 + typeString: + - title: Sequence + value: None() + type: 0 + typeString: + - title: pl + value: + type: 4 + typeString: CustomFieldType_Localization + conversationID: 123 + isRoot: 0 + isGroup: 0 + nodeColor: + delaySimStatus: 0 + falseConditionAction: Block + conditionPriority: 2 + outgoingLinks: + - originConversationID: 123 + originDialogueID: 0 + destinationConversationID: 123 + destinationDialogueID: 1 + isConnector: 0 + priority: 2 + conditionsString: + userScript: + onExecute: + m_PersistentCalls: + m_Calls: [] + canvasRect: + serializedVersion: 2 + x: 20 + y: 30 + width: 160 + height: 30 + - id: 1 + fields: + - title: Title + value: + type: 0 + typeString: CustomFieldType_Text + - title: Pictures + value: '[]' + type: 3 + typeString: CustomFieldType_Files + - title: Description + value: + type: 0 + typeString: CustomFieldType_Text + - title: Actor + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Conversant + value: 1 + type: 5 + typeString: CustomFieldType_Actor + - title: Menu Text + value: + type: 0 + typeString: CustomFieldType_Text + - title: Dialogue Text + value: 'I hope Sidranna''s fine... I should look for her in Ancaran. 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