Demon Fixes

This commit is contained in:
Szymon Miś
2025-09-04 14:25:26 +02:00
parent 482d814cf4
commit 83e6b40c2a
17 changed files with 1915 additions and 931 deletions

View File

@@ -13,7 +13,7 @@ namespace DemonBoss.Magic
[Tooltip("Fireball prefab (projectile with its own targeting logic)")]
public GameObject fireballPrefab;
[Tooltip("Seconds between shots")]
[Tooltip("Base seconds between shots")]
public float fireRate = 0.7f;
[Tooltip("Maximum number of shots before auto-despawn")]
@@ -22,6 +22,16 @@ namespace DemonBoss.Magic
[Tooltip("Wait time after last shot before despawn")]
public float despawnDelay = 3f;
[Header("Randomization (Desync)")]
[Tooltip("Random initial delay after spawn to desync turrets (seconds)")]
public Vector2 initialStaggerRange = new Vector2(0.0f, 0.6f);
[Tooltip("Per-shot random jitter added to fireRate (seconds). Range x means +/- x.")]
public float fireRateJitter = 0.2f;
[Tooltip("Aim wobble in degrees (0 = disabled). Small value adds natural dispersion.")]
public float aimJitterDegrees = 0f;
[Header("Rotation Configuration")]
[Tooltip("Yaw rotation speed in degrees per second")]
public float turnSpeed = 120f;
@@ -81,102 +91,69 @@ namespace DemonBoss.Magic
if (muzzle == null)
{
// Try to find a child named "muzzle"; fallback to self
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");
}
muzzle = muzzleChild != null ? muzzleChild : crystalTransform;
}
}
private void Start()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
if (autoFindPlayer && target == null)
FindPlayer();
StartShooting();
}
/// <summary>
/// Update tick: rotate towards target or idle spin.
/// </summary>
/// <summary> Update tick: rotate towards target or idle spin. </summary>
private void Update()
{
if (!isActive) return;
RotateTowardsTarget();
}
/// <summary>
/// Attempts to find the player by tag (for turret-only aiming).
/// </summary>
/// <summary> Attempts to find the player by tag (for turret-only aiming). </summary>
private void FindPlayer()
{
GameObject player = GameObject.FindGameObjectWithTag(playerTag);
if (player != null)
{
SetTarget(player.transform);
if (enableDebug) Debug.Log("[CrystalShooterAI] Automatically found player");
}
else if (enableDebug)
{
Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
}
if (player != null) SetTarget(player.transform);
}
/// <summary>
/// Sets the turret's aiming target (does NOT propagate to projectiles).
/// </summary>
public void SetTarget(Transform newTarget)
{
target = newTarget;
if (enableDebug && target != null)
Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
}
/// <summary> Sets the turret's aiming target (does NOT propagate to projectiles). </summary>
public void SetTarget(Transform newTarget) => target = newTarget;
/// <summary>
/// Starts the timed shooting routine (fires until maxShots, then despawns).
/// </summary>
/// <summary> Starts the timed shooting routine (fires until maxShots, then despawns). </summary>
public void StartShooting()
{
if (isActive) return;
isActive = true;
shotsFired = 0;
shootingCoroutine = StartCoroutine(ShootingCoroutine());
if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
}
/// <summary>
/// Stops the shooting routine immediately.
/// </summary>
/// <summary> Stops the shooting routine immediately. </summary>
public void StopShooting()
{
isActive = false;
if (shootingCoroutine != null)
{
StopCoroutine(shootingCoroutine);
shootingCoroutine = null;
}
if (enableDebug) Debug.Log("[CrystalShooterAI] Stopped shooting");
}
/// <summary>
/// Main shooting loop: checks aim/range → spawns fireball → waits fireRate.
/// After finishing, waits a short delay and despawns the turret.
/// Main shooting loop with initial spawn stagger and per-shot jitter.
/// </summary>
private IEnumerator ShootingCoroutine()
{
// 1) Initial stagger so multiple crystals don't start at the same frame
if (initialStaggerRange.y > 0f)
{
float stagger = Random.Range(initialStaggerRange.x, initialStaggerRange.y);
if (stagger > 0f) yield return new WaitForSeconds(stagger);
}
// 2) Normal loop with CanShoot gate and per-shot jittered waits
while (shotsFired < maxShots && isActive)
{
if (CanShoot())
@@ -186,18 +163,17 @@ namespace DemonBoss.Magic
lastShotTime = Time.time;
}
yield return new WaitForSeconds(fireRate);
float wait = fireRate + (fireRateJitter > 0f ? Random.Range(-fireRateJitter, fireRateJitter) : 0f);
// Clamp wait to something safe so it never becomes non-positive
if (wait < 0.05f) wait = 0.05f;
yield return new WaitForSeconds(wait);
}
if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
yield return new WaitForSeconds(despawnDelay);
DespawnCrystal();
}
/// <summary>
/// Aiming/range gate for firing.
/// </summary>
/// <summary> Aiming/range gate for firing. </summary>
private bool CanShoot()
{
if (target == null) return false;
@@ -211,16 +187,10 @@ namespace DemonBoss.Magic
return angleToTarget <= aimTolerance;
}
/// <summary>
/// Spawns a fireball oriented towards the turret's current aim direction.
/// </summary>
/// <summary> Spawns a fireball oriented towards the turret's current aim direction with optional dispersion. </summary>
private void FireFireball()
{
if (fireballPrefab == null || muzzle == null)
{
if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Missing fireball prefab or muzzle");
return;
}
if (fireballPrefab == null || muzzle == null) return;
Vector3 shootDirection;
if (target != null)
@@ -228,28 +198,24 @@ namespace DemonBoss.Magic
Vector3 targetCenter = target.position + Vector3.up * 1f;
shootDirection = (targetCenter - muzzle.position).normalized;
}
else
else shootDirection = crystalTransform.forward;
// Apply small aim jitter (random yaw/pitch) to avoid perfect sync volleys
if (aimJitterDegrees > 0f)
{
shootDirection = crystalTransform.forward;
float yaw = Random.Range(-aimJitterDegrees, aimJitterDegrees);
float pitch = Random.Range(-aimJitterDegrees * 0.5f, aimJitterDegrees * 0.5f); // usually less pitch dispersion
shootDirection = Quaternion.Euler(pitch, yaw, 0f) * shootDirection;
}
Vector3 spawnPosition = muzzle.position;
Quaternion spawnRotation = Quaternion.LookRotation(shootDirection);
LeanPool.Spawn(fireballPrefab, spawnPosition, spawnRotation);
PlayShootEffects();
if (enableDebug)
{
Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} at {spawnPosition} dir: {shootDirection}");
Debug.DrawRay(spawnPosition, shootDirection * 8f, Color.red, 2f);
}
}
/// <summary>
/// Plays muzzle VFX and shoot SFX (if enabled).
/// </summary>
/// <summary> Plays muzzle VFX and shoot SFX (if enabled). </summary>
private void PlayShootEffects()
{
if (!useShootEffects) return;
@@ -261,14 +227,10 @@ namespace DemonBoss.Magic
}
if (audioSource != null && shootSound != null)
{
audioSource.PlayOneShot(shootSound);
}
}
/// <summary>
/// Smooth yaw rotation towards target; idles by spinning when no target.
/// </summary>
/// <summary> Smooth yaw rotation towards target; idles by spinning when no target. </summary>
private void RotateTowardsTarget()
{
if (target != null)
@@ -292,24 +254,15 @@ namespace DemonBoss.Magic
}
}
/// <summary>
/// Despawns the turret via Lean Pool.
/// </summary>
/// <summary> Despawns the turret via Lean Pool. </summary>
public void DespawnCrystal()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
StopShooting();
LeanPool.Despawn(gameObject);
}
/// <summary>
/// Forces immediate despawn (e.g., boss death).
/// </summary>
public void ForceDespawn()
{
if (enableDebug) Debug.Log("[CrystalShooterAI] Forced despawn");
DespawnCrystal();
}
/// <summary> Forces immediate despawn (e.g., boss death). </summary>
public void ForceDespawn() => DespawnCrystal();
/// <summary> Returns crystal state information. </summary>
public bool IsActive() => isActive;
@@ -320,9 +273,6 @@ namespace DemonBoss.Magic
public float GetTimeSinceLastShot() => Time.time - lastShotTime;
/// <summary>
/// Gizmos for range and aim visualization.
/// </summary>
private void OnDrawGizmosSelected()
{
if (!showGizmos) return;
@@ -330,24 +280,6 @@ namespace DemonBoss.Magic
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);
Gizmos.DrawLine(muzzle.position, muzzle.position + forward);
}
}
if (muzzle != null)
{
Gizmos.color = Color.blue;