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
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diff --git a/Assets/AI/Demon/GhostDemon.prefab.meta b/Assets/AI/Demon/GhostDemon.prefab.meta
new file mode 100644
index 000000000..f84554ada
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@@ -0,0 +1,7 @@
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diff --git a/Assets/AI/Demon/SA_CallMeteor.cs b/Assets/AI/Demon/SA_CallMeteor.cs
index ff9987890..0f7a1c65a 100644
--- a/Assets/AI/Demon/SA_CallMeteor.cs
+++ b/Assets/AI/Demon/SA_CallMeteor.cs
@@ -1,352 +1,352 @@
-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);
- }
- }
- }
+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:
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m_Children: []
m_Clips:
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- m_PostInfinity: 2
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- m_Recordable: 0
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- m_PostExtrapolationTime: 0
- m_PreExtrapolationTime: 0
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- 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
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- 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:
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m_PostPlaybackState: 3
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--- !u!114 &2590111571166774908
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m_Script: {fileID: 11500000, guid: fde0d25a170598d46a0b9dc16b4527a5, type: 3}
m_Name: ActivationPlayableAsset
m_EditorClassIdentifier:
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+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
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+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 15c38f6fa1940124db1ab7f6fe7268d1, type: 3}
+ m_Name: Signal Emitter
+ m_EditorClassIdentifier:
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+ m_Retroactive: 0
+ m_EmitOnce: 0
+ m_Asset: {fileID: 11400000, guid: 925a3b603f0080d419286cede0e8d5cf, type: 2}
--- !u!114 &8593067809000935272
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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:
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+ value: CH01/WASTELAND/CH01_wasteland_vo_skeletons_wanderer_02
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+ skipPCSubtitleAfterResponseMenu: 0
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+ 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:
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+ fields:
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+ value: START
+ type: 0
+ typeString:
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+ - title: Menu Text
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+ - title: Video File
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+ originDialogueID: 0
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+ m_Calls: []
+ canvasRect:
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