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

@@ -5,140 +5,97 @@ using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// StateAction for intelligent crystal turret spawning
/// Searches for optimal position in 2-6m ring from boss, prefers "behind boss" relative to player
/// Spawns exactly 3 crystal turrets around the opponent.
/// Now with per-spawn randomness: global rotation offset and per-turret angle/radius jitter.
/// Validates positions (ground/obstacles) and enforces minimum separation.
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn Turret Smart")]
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn 3 Turrets Radial")]
public class SA_SpawnTurretSmart : vStateAction
{
public override string categoryName => "DemonBoss/Magic";
public override string defaultName => "Spawn Turret Smart";
public override string defaultName => "Spawn 3 Turrets Radial";
[Header("Turret Configuration")]
[Tooltip("Crystal prefab with CrystalShooterAI component")]
public GameObject crystalPrefab;
[Tooltip("Minimum distance from boss for crystal spawn")]
public float minSpawnDistance = 2f;
[Tooltip("Maximum distance from boss for crystal spawn")]
public float maxSpawnDistance = 6f;
[Tooltip("Collision check radius when choosing position")]
public float obstacleCheckRadius = 1f;
[Tooltip("Height above ground for raycast ground checking")]
public float groundCheckHeight = 2f;
[Tooltip("Layer mask for obstacles")]
public LayerMask obstacleLayerMask = -1;
[Tooltip("Layer mask for ground")]
public LayerMask groundLayerMask = -1;
[Tooltip("Animator bool parameter name for blocking state")]
public string animatorBlockingBool = "IsBlocking";
[Header("Smart Positioning")]
[Tooltip("Preference multiplier for positions behind boss (relative to player)")]
public float backPreferenceMultiplier = 2f;
[Header("Placement Search (Validation)")]
public int perTurretAdjustmentTries = 10;
[Tooltip("Number of attempts to find valid position")]
public int maxSpawnAttempts = 12;
public float maxAngleAdjust = 25f;
public float maxRadiusAdjust = 1.0f;
public float minSeparationBetweenTurrets = 1.5f;
[Header("Randomization (Formation)")]
[Tooltip("Random global rotation offset (degrees) applied to the 120° spokes.")]
public bool globalStartAngleRandom = true;
[Tooltip("Per-turret angle jitter around the spoke (degrees). 0 = disabled.")]
public float perTurretAngleJitter = 10f;
[Tooltip("Per-turret radius jitter (meters). 0 = disabled.")]
public float perTurretRadiusJitter = 0.75f;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
[Tooltip("Show gizmos in Scene View")]
public bool showGizmos = true;
private GameObject spawnedCrystal;
private Animator npcAnimator;
private Transform npcTransform;
private Transform playerTransform;
/// <summary>
/// Main action execution method called by FSM
/// </summary>
private readonly System.Collections.Generic.List<Vector3> _lastPlanned = new System.Collections.Generic.List<Vector3>(3);
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
{
if (executionType == vFSMComponentExecutionType.OnStateEnter)
{
OnStateEnter(fsmBehaviour);
}
else if (executionType == vFSMComponentExecutionType.OnStateExit)
{
OnStateExit(fsmBehaviour);
}
if (executionType == vFSMComponentExecutionType.OnStateEnter) OnStateEnter(fsmBehaviour);
else if (executionType == vFSMComponentExecutionType.OnStateExit) OnStateExit(fsmBehaviour);
}
/// <summary>
/// Called when entering state - intelligently spawns crystal
/// </summary>
private void OnStateEnter(vIFSMBehaviourController fsmBehaviour)
{
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Starting intelligent crystal spawn");
// Store NPC references
npcTransform = fsmBehaviour.transform;
npcAnimator = npcTransform.GetComponent<Animator>();
FindPlayer(fsmBehaviour);
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
npcAnimator.SetBool(animatorBlockingBool, true);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set bool: {animatorBlockingBool} = true");
}
SpawnCrystalSmart(fsmBehaviour);
SpawnThreeTurretsRadial(fsmBehaviour);
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Turret", 12f);
}
/// <summary>
/// Called when exiting state - cleanup
/// </summary>
private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
{
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] Exiting turret spawn state");
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
{
npcAnimator.SetBool(animatorBlockingBool, false);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set bool: {animatorBlockingBool} = false");
}
}
/// <summary>
/// Finds player transform
/// </summary>
private void FindPlayer(vIFSMBehaviourController fsmBehaviour)
{
GameObject player = GameObject.FindGameObjectWithTag("Player");
if (player != null)
{
playerTransform = player.transform;
if (enableDebug) Debug.Log("[SA_SpawnTurretSmart] 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_SpawnTurretSmart] Player found through AI target");
return;
}
if (enableDebug) Debug.LogWarning("[SA_SpawnTurretSmart] Player not found!");
}
/// <summary>
/// Intelligently spawns crystal in optimal position
/// </summary>
private void SpawnCrystalSmart(vIFSMBehaviourController fsmBehaviour)
private void SpawnThreeTurretsRadial(vIFSMBehaviourController fsmBehaviour)
{
if (crystalPrefab == null)
{
@@ -146,63 +103,85 @@ namespace DemonBoss.Magic
return;
}
Vector3 bestPosition = Vector3.zero;
bool foundValidPosition = false;
float bestScore = float.MinValue;
_lastPlanned.Clear();
Vector3 bossPos = npcTransform.position;
Vector3 playerDirection = Vector3.zero;
Vector3 center = playerTransform != null ? playerTransform.position : npcTransform.position;
float baseRadius = Mathf.Clamp((minSpawnDistance + maxSpawnDistance) * 0.5f, minSpawnDistance, maxSpawnDistance);
if (playerTransform != null)
Vector3 refDir = Vector3.forward;
if (playerTransform != null && npcTransform != null)
{
playerDirection = (playerTransform.position - bossPos).normalized;
Vector3 d = (npcTransform.position - center); d.y = 0f;
if (d.sqrMagnitude > 0.0001f) refDir = d.normalized;
}
else if (npcTransform != null)
{
refDir = npcTransform.forward;
}
for (int i = 0; i < maxSpawnAttempts; i++)
float globalOffset = globalStartAngleRandom ? Random.Range(0f, 360f) : 0f;
const int turretCount = 3;
for (int i = 0; i < turretCount; i++)
{
float angle = (360f / maxSpawnAttempts) * i + Random.Range(-15f, 15f);
Vector3 direction = new Vector3(Mathf.Cos(angle * Mathf.Deg2Rad), 0, Mathf.Sin(angle * Mathf.Deg2Rad));
float baseAngle = globalOffset + i * 120f;
float angle = baseAngle + (perTurretAngleJitter > 0f ? Random.Range(-perTurretAngleJitter, perTurretAngleJitter) : 0f);
float distance = Random.Range(minSpawnDistance, maxSpawnDistance);
Vector3 testPosition = bossPos + direction * distance;
float radius = baseRadius + (perTurretRadiusJitter > 0f ? Random.Range(-perTurretRadiusJitter, perTurretRadiusJitter) : 0f);
radius = Mathf.Clamp(radius, minSpawnDistance, maxSpawnDistance);
if (IsPositionValid(testPosition, out Vector3 groundPosition))
Vector3 ideal = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
Vector3? chosen = IsPositionValidAndSeparated(ideal)
? (Vector3?)ideal
: FindValidPositionAroundSpoke(center, refDir, angle, radius);
if (!chosen.HasValue)
{
float score = EvaluatePosition(groundPosition, playerDirection, direction, bossPos);
if (score > bestScore)
{
bestScore = score;
bestPosition = groundPosition;
foundValidPosition = true;
}
Vector3 rough = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
chosen = EnforceSeparationFallback(rough, center);
}
}
if (foundValidPosition)
{
SpawnCrystal(bestPosition, fsmBehaviour);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Crystal spawned at position: {bestPosition} (score: {bestScore:F2})");
}
else
{
Vector3 fallbackPos = bossPos + npcTransform.forward * minSpawnDistance;
SpawnCrystal(fallbackPos, fsmBehaviour);
if (enableDebug) Debug.LogWarning("[SA_SpawnTurretSmart] Using fallback position");
Vector3 spawnPos = chosen.Value;
_lastPlanned.Add(spawnPos);
SpawnCrystal(spawnPos, fsmBehaviour);
}
}
/// <summary>
/// Checks if position is valid (no obstacles, has ground)
/// </summary>
private Vector3? FindValidPositionAroundSpoke(Vector3 center, Vector3 refDir, float baseAngleDeg, float desiredRadius)
{
Vector3 ideal = center + Quaternion.Euler(0f, baseAngleDeg, 0f) * refDir * desiredRadius;
if (IsPositionValidAndSeparated(ideal)) return ideal;
for (int t = 0; t < perTurretAdjustmentTries; t++)
{
float ang = baseAngleDeg + Random.Range(-maxAngleAdjust, maxAngleAdjust);
float rad = Mathf.Clamp(desiredRadius + Random.Range(-maxRadiusAdjust, maxRadiusAdjust), minSpawnDistance, maxSpawnDistance);
Vector3 cand = center + Quaternion.Euler(0f, ang, 0f) * refDir * rad;
if (IsPositionValidAndSeparated(cand)) return cand;
}
return null;
}
private bool IsPositionValidAndSeparated(Vector3 position)
{
if (!IsPositionValid(position, out Vector3 grounded)) return false;
for (int i = 0; i < _lastPlanned.Count; i++)
{
if (Vector3.Distance(_lastPlanned[i], grounded) < Mathf.Max(minSeparationBetweenTurrets, obstacleCheckRadius * 2f))
return false;
}
return true;
}
private bool IsPositionValid(Vector3 position, out Vector3 groundPosition)
{
groundPosition = position;
if (Physics.CheckSphere(position + Vector3.up * obstacleCheckRadius, obstacleCheckRadius, obstacleLayerMask))
{
return false;
}
Ray groundRay = new Ray(position + Vector3.up * groundCheckHeight, Vector3.down);
if (Physics.Raycast(groundRay, out RaycastHit hit, groundCheckHeight + 2f, groundLayerMask))
@@ -210,109 +189,82 @@ namespace DemonBoss.Magic
groundPosition = hit.point;
if (Physics.CheckSphere(groundPosition + Vector3.up * obstacleCheckRadius, obstacleCheckRadius, obstacleLayerMask))
{
return false;
}
return true;
}
return false;
}
/// <summary>
/// Evaluates position quality (higher score = better position)
/// </summary>
private float EvaluatePosition(Vector3 position, Vector3 playerDirection, Vector3 positionDirection, Vector3 bossPos)
private Vector3 EnforceSeparationFallback(Vector3 desired, Vector3 center)
{
float score = 0f;
if (playerTransform != null && playerDirection != Vector3.zero)
Vector3 candidate = desired;
float step = 0.5f;
for (int i = 0; i < 10; i++)
{
float angleToPlayer = Vector3.Angle(-playerDirection, positionDirection);
bool ok = true;
for (int k = 0; k < _lastPlanned.Count; k++)
{
if (Vector3.Distance(_lastPlanned[k], candidate) < Mathf.Max(minSeparationBetweenTurrets, obstacleCheckRadius * 2f))
{ ok = false; break; }
}
if (ok) return candidate;
// The smaller the angle (closer to "behind"), the better the score
float backScore = (180f - angleToPlayer) / 180f;
score += backScore * backPreferenceMultiplier;
Vector3 dir = (candidate - center); dir.y = 0f;
if (dir.sqrMagnitude < 0.0001f) dir = Vector3.right;
candidate = center + dir.normalized * (dir.magnitude + step);
}
float distance = Vector3.Distance(position, bossPos);
float optimalDistance = (minSpawnDistance + maxSpawnDistance) * 0.5f;
float distanceScore = 1f - Mathf.Abs(distance - optimalDistance) / maxSpawnDistance;
score += distanceScore;
score += Random.Range(-0.1f, 0.1f);
return score;
return candidate;
}
/// <summary>
/// Spawns crystal at given position
/// </summary>
private void SpawnCrystal(Vector3 position, vIFSMBehaviourController fsmBehaviour)
{
Quaternion rotation = Quaternion.identity;
if (playerTransform != null)
Transform lookAt = playerTransform != null ? playerTransform : npcTransform;
if (lookAt != null)
{
Vector3 lookDirection = (playerTransform.position - position).normalized;
Vector3 lookDirection = (lookAt.position - position).normalized;
lookDirection.y = 0;
if (lookDirection != Vector3.zero)
{
rotation = Quaternion.LookRotation(lookDirection);
}
}
spawnedCrystal = LeanPool.Spawn(crystalPrefab, position, rotation);
var spawned = LeanPool.Spawn(crystalPrefab, position, rotation);
var shooterAI = spawnedCrystal.GetComponent<CrystalShooterAI>();
var shooterAI = spawned.GetComponent<CrystalShooterAI>();
if (shooterAI == null)
{
Debug.LogError("[SA_SpawnTurretSmart] Crystal prefab doesn't have CrystalShooterAI component!");
}
else
else if (playerTransform != null)
{
if (playerTransform != null)
{
shooterAI.SetTarget(playerTransform);
}
shooterAI.SetTarget(playerTransform);
}
}
/// <summary>
/// Draws gizmos in Scene View for debugging
/// </summary>
private void OnDrawGizmosSelected()
{
if (!showGizmos) return;
if (!showGizmos || npcTransform == null) return;
if (npcTransform != null)
{
Vector3 pos = npcTransform.position;
Vector3 c = playerTransform ? playerTransform.position : npcTransform.position;
// Spawn ring
Gizmos.color = Color.green;
DrawWireCircle(pos, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(pos, maxSpawnDistance);
Gizmos.color = Color.green;
DrawWireCircle(c, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(c, maxSpawnDistance);
// Obstacle check radius
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(pos + Vector3.up * obstacleCheckRadius, obstacleCheckRadius);
}
Gizmos.color = Color.cyan;
foreach (var p in _lastPlanned) Gizmos.DrawWireSphere(p + Vector3.up * 0.1f, 0.2f);
}
/// <summary>
/// Helper method for drawing circles
/// </summary>
private void DrawWireCircle(Vector3 center, float radius)
{
int segments = 32;
float angle = 0f;
Vector3 prevPoint = center + new Vector3(radius, 0, 0);
for (int i = 1; i <= segments; i++)
{
angle = (float)i / segments * 360f * Mathf.Deg2Rad;
float angle = (float)i / segments * 360f * Mathf.Deg2Rad;
Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
Gizmos.DrawLine(prevPoint, newPoint);
prevPoint = newPoint;