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;

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using Invector;
using Lean.Pool;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Turret component that allows player to destroy crystal turrets
/// Implements Invector interfaces for damage system integration
/// Attach to turret prefab along with appropriate collider (non-trigger)
/// </summary>
public class DestroyableTurret : MonoBehaviour, vIDamageReceiver, vIHealthController
{
[Header("Health Configuration")]
[Tooltip("Maximum health points of the turret")]
public int maxHealth = 50;
[Tooltip("Current health points (read-only)")]
[SerializeField] private int currentHealth;
[Header("Destruction Effects")]
[Tooltip("Visual effect played when turret is destroyed")]
public GameObject destructionEffect;
[Tooltip("Sound played when turret is destroyed")]
public AudioClip destructionSound;
[Tooltip("Sound played when turret receives damage")]
public AudioClip hitSound;
[Header("Visual Feedback")]
[Tooltip("Material applied when turret is damaged")]
public Material damagedMaterial;
[Tooltip("HP threshold below which damaged material is applied (percentage)")]
[Range(0f, 1f)]
public float damagedThreshold = 0.5f;
[Header("Debug")]
[Tooltip("Enable debug logging")]
public bool enableDebug = false;
// Private fields
private AudioSource audioSource;
private CrystalShooterAI shooterAI;
private Renderer turretRenderer;
private Material originalMaterial;
private bool isDestroyed = false;
// Invector system events
public UnityEngine.Events.UnityEvent OnReceiveDamage { get; set; }
public UnityEngine.Events.UnityEvent OnDead { get; set; }
// vIHealthController implementation
public int currentHealthRecovery { get; set; }
public int maxHealthRecovery { get; set; }
public bool isDead => currentHealth <= 0;
public OnReceiveDamage onStartReceiveDamage => throw new System.NotImplementedException();
public OnReceiveDamage onReceiveDamage => throw new System.NotImplementedException();
public OnDead onDead => throw new System.NotImplementedException();
float vIHealthController.currentHealth => throw new System.NotImplementedException();
public int MaxHealth => throw new System.NotImplementedException();
bool vIHealthController.isDead { get => isDead; set => throw new System.NotImplementedException(); }
/// <summary>
/// Initialize components and validate setup
/// </summary>
private void Awake()
{
InitializeComponents();
InitializeHealth();
}
/// <summary>
/// Find and configure required components
/// </summary>
private void InitializeComponents()
{
// Find components
shooterAI = GetComponent<CrystalShooterAI>();
turretRenderer = GetComponent<Renderer>();
// Store original material
if (turretRenderer != null)
{
originalMaterial = turretRenderer.material;
}
// Setup AudioSource
audioSource = GetComponent<AudioSource>();
if (audioSource == null && (destructionSound != null || hitSound != null))
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f; // 3D sound
}
// Validate collider setup
Collider col = GetComponent<Collider>();
if (col != null && col.isTrigger && enableDebug)
{
Debug.LogWarning("[DestroyableTurret] Collider should not be trigger for damage system!");
}
}
/// <summary>
/// Setup initial health values
/// </summary>
private void InitializeHealth()
{
currentHealth = maxHealth;
maxHealthRecovery = maxHealth;
currentHealthRecovery = 0;
if (enableDebug) Debug.Log($"[DestroyableTurret] Initialized with {currentHealth}/{maxHealth} HP");
}
#region vIDamageReceiver Implementation
/// <summary>
/// Handle incoming damage from Invector damage system
/// </summary>
public void TakeDamage(vDamage damage)
{
if (isDestroyed) return;
int damageValue = Mathf.RoundToInt(damage.damageValue);
TakeDamage(damageValue);
if (enableDebug)
Debug.Log($"[DestroyableTurret] Received {damageValue} damage from {damage.sender?.name}");
}
/// <summary>
/// Handle incoming damage with hit reaction parameter
/// </summary>
public void TakeDamage(vDamage damage, bool hitReaction)
{
TakeDamage(damage);
}
#endregion vIDamageReceiver Implementation
#region vIHealthController Implementation
/// <summary>
/// Apply damage to the turret and handle destruction
/// </summary>
public void TakeDamage(int damage)
{
if (isDestroyed || currentHealth <= 0) return;
currentHealth = Mathf.Max(0, currentHealth - damage);
if (enableDebug)
Debug.Log($"[DestroyableTurret] HP: {currentHealth}/{maxHealth} (-{damage})");
// Play hit effects
PlayHitEffects();
UpdateVisualState();
// Trigger damage event
OnReceiveDamage?.Invoke();
// Check if destroyed
if (currentHealth <= 0)
{
DestroyTurret();
}
}
/// <summary>
/// Change health by specified amount (positive for healing, negative for damage)
/// </summary>
public void ChangeHealth(int value)
{
if (isDestroyed) return;
if (value < 0)
{
TakeDamage(-value);
}
else
{
currentHealth = Mathf.Min(maxHealth, currentHealth + value);
if (enableDebug) Debug.Log($"[DestroyableTurret] Healed by {value}, HP: {currentHealth}/{maxHealth}");
}
}
/// <summary>
/// Modify maximum health value
/// </summary>
public void ChangeMaxHealth(int value)
{
maxHealth = Mathf.Max(1, maxHealth + value);
currentHealth = Mathf.Min(currentHealth, maxHealth);
}
#endregion vIHealthController Implementation
/// <summary>
/// Play sound and visual effects when receiving damage
/// </summary>
private void PlayHitEffects()
{
// Play hit sound
if (audioSource != null && hitSound != null)
{
audioSource.PlayOneShot(hitSound);
}
}
/// <summary>
/// Update visual appearance based on current health
/// </summary>
private void UpdateVisualState()
{
// Change material if turret is heavily damaged
if (turretRenderer != null && damagedMaterial != null)
{
float healthPercent = (float)currentHealth / maxHealth;
if (healthPercent <= damagedThreshold && turretRenderer.material != damagedMaterial)
{
turretRenderer.material = damagedMaterial;
if (enableDebug) Debug.Log("[DestroyableTurret] Changed to damaged material");
}
}
}
/// <summary>
/// Handle turret destruction sequence
/// </summary>
private void DestroyTurret()
{
if (isDestroyed) return;
isDestroyed = true;
if (enableDebug) Debug.Log("[DestroyableTurret] Turret has been destroyed!");
// Stop shooting
if (shooterAI != null)
{
shooterAI.StopShooting();
}
// Trigger death event
OnDead?.Invoke();
// Play destruction effects
PlayDestructionEffects();
// Destroy after brief delay (let effects play)
StartCoroutine(DestroyAfterDelay(0.1f));
}
/// <summary>
/// Play visual and audio effects for turret destruction
/// </summary>
private void PlayDestructionEffects()
{
// Spawn visual effect
if (destructionEffect != null)
{
GameObject effect = Instantiate(destructionEffect, transform.position, transform.rotation);
Destroy(effect, 5f);
}
// Play destruction sound
if (audioSource != null && destructionSound != null)
{
audioSource.PlayOneShot(destructionSound);
// Keep AudioSource alive to finish playing
audioSource.transform.parent = null;
Destroy(audioSource.gameObject, destructionSound.length + 1f);
}
}
/// <summary>
/// Coroutine to destroy turret after specified delay
/// </summary>
private System.Collections.IEnumerator DestroyAfterDelay(float delay)
{
yield return new UnityEngine.WaitForSeconds(delay);
// Remove through Lean Pool (if used) or regular Destroy
if (gameObject.scene.isLoaded) // Check if object still exists
{
LeanPool.Despawn(gameObject);
}
}
/// <summary>
/// Force immediate turret destruction (e.g., when boss dies)
/// </summary>
public void ForceDestroy()
{
if (enableDebug) Debug.Log("[DestroyableTurret] Forced destruction");
currentHealth = 0;
//isDead = true;
DestroyTurret();
}
/// <summary>
/// Returns current health as percentage of maximum health
/// </summary>
public float GetHealthPercentage()
{
return maxHealth > 0 ? (float)currentHealth / maxHealth : 0f;
}
#if UNITY_EDITOR
/// <summary>
/// Draw turret status visualization in Scene View
/// </summary>
private void OnDrawGizmosSelected()
{
// Show turret status
if (Application.isPlaying)
{
Gizmos.color = currentHealth > maxHealth * 0.5f ? Color.green :
currentHealth > maxHealth * 0.25f ? Color.yellow : Color.red;
}
else
{
Gizmos.color = Color.green;
}
Gizmos.DrawWireCube(transform.position + Vector3.up * 2f, Vector3.one * 0.5f);
// HP text in Scene View
#if UNITY_EDITOR
if (Application.isPlaying)
{
UnityEditor.Handles.Label(transform.position + Vector3.up * 2.5f, $"HP: {currentHealth}/{maxHealth}");
}
#endif
}
public void AddHealth(int value)
{
throw new System.NotImplementedException();
}
public void ResetHealth(float health)
{
throw new System.NotImplementedException();
}
public void ResetHealth()
{
throw new System.NotImplementedException();
}
#endif
}
}

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View File

@@ -6,278 +6,287 @@ using UnityEngine.Events;
namespace DemonBoss.Magic
{
/// <summary>
/// Enhanced meteor projectile with fireball-like tracking mechanics
/// Can either track player or fly to a locked impact point
/// </summary>
public class MeteorProjectile : MonoBehaviour
{
#region Configuration
#region Inspector: Targeting
[Header("Targeting")]
[Tooltip("Tag of the target to pick impact point from on spawn")]
[Tooltip("If true, use 'overrideImpactPoint' instead of tracking player")]
public bool useOverrideImpactPoint = false;
[Tooltip("Externally provided locked impact point")]
public Vector3 overrideImpactPoint;
[Tooltip("Tag to find and track if not using override point")]
public string targetTag = "Player";
[Tooltip("If true, raycasts down from impact point to find ground (better visuals)")]
[Tooltip("Height offset for targeting (aim at chest/head)")]
public float targetHeightOffset = 1.0f;
[Tooltip("If true, raycast to ground from impact point")]
public bool snapImpactToGround = true;
[Tooltip("LayerMask used when snapping impact point to ground")]
[Tooltip("Layers considered 'ground'")]
public LayerMask groundMask = ~0;
[Header("Entry Geometry")]
[Tooltip("If > 0, teleports start Y above impact point by this height (keeps current XZ). 0 = keep original height.")]
public float spawnHeightAboveTarget = 12f;
[ReadOnlyInInspector] public Vector3 currentTargetPoint;
[Tooltip("Entry angle measured DOWN from horizontal (e.g. 15° = shallow, 45° = steeper)")]
[Range(0f, 89f)]
public float entryAngleDownFromHorizontal = 20f;
#endregion Inspector: Targeting
[Tooltip("How closely to aim towards the target in XZ before tilting down (0..1). 1 = purely towards target, 0 = purely downward.")]
[Range(0f, 1f)]
public float azimuthAimWeight = 0.85f;
#region Inspector: Flight
[Header("Movement")]
[Tooltip("Initial speed magnitude in units per second")]
public float speed = 30f;
[Header("Flight")]
[Tooltip("Movement speed in m/s")]
public float speed = 25f;
[Tooltip("Extra downward acceleration to add a slight curve (0 = disabled)")]
public float gravityLikeAcceleration = 0f;
[Tooltip("Time to track player before locking to position")]
public float trackingTime = 1.5f;
[Tooltip("Rotate the meteor mesh to face velocity")]
public bool rotateToVelocity = true;
[Tooltip("Distance threshold to consider arrived")]
public float arriveEpsilon = 0.5f;
[Tooltip("Seconds before the meteor auto-despawns")]
public float maxLifeTime = 12f;
[Tooltip("Max lifetime in seconds")]
public float maxLifetime = 15f;
[Header("Impact / AOE")]
[Tooltip("Explosion radius at impact (0 = no AOE, only single target)")]
public float explosionRadius = 0f;
#endregion Inspector: Flight
[Tooltip("Layers that should receive AOE damage")]
public LayerMask explosionMask = ~0;
#region Inspector: Collision & Damage
[Tooltip("If true, AOE will only damage colliders with the same tag as targetTag")]
public bool aoeOnlyTargetTag = false;
[Header("Collision & Damage")]
[Tooltip("Collision detection radius")]
public float collisionRadius = 0.8f;
[Tooltip("Sphere radius for continuous collision checks")]
public float castRadius = 0.25f;
[Tooltip("Layers that stop the meteor")]
public LayerMask stopOnLayers = ~0;
[Tooltip("Layers that block the meteor during flight (ground/walls/etc.)")]
public LayerMask collisionMask = ~0;
[Tooltip("Layers that take damage")]
public LayerMask damageLayers = ~0;
[Tooltip("Damage that will be dealt to Player")]
public float damage = 40.0f;
[Tooltip("Explosion damage radius")]
public float explosionRadius = 4f;
[Tooltip("Knockback that will be applied to Player")]
public float knockbackForce = 5.0f;
[Tooltip("Base damage")]
public int damage = 35;
[Header("Debug")]
[Tooltip("Enable verbose logs and debug rays")]
public bool enableDebug = false;
[Tooltip("Knockback force")]
public float knockbackForce = 12f;
[Header("Events")]
[Tooltip("Invoked once on any impact (use for VFX/SFX/CameraShake)")]
#endregion Inspector: Collision & Damage
#region Inspector: Effects
[Header("Effects & Events")]
public GameObject impactVfxPrefab;
public UnityEvent onSpawn;
public UnityEvent onImpact;
#endregion Configuration
[Header("Debug")]
public bool enableDebug = false;
#endregion Inspector: Effects
#region Runtime
private Vector3 impactPoint;
private Vector3 velocityDir;
private Vector3 velocity;
private float timer = 0f;
private bool hasDealtDamage = false;
private bool hasImpacted = false;
private Vector3 prevPos;
private Transform _player;
private Vector3 _lockedTarget;
private bool _isLocked = false;
private bool _hasImpacted = false;
private float _lifetime = 0f;
private readonly Collider[] _overlapCache = new Collider[32];
#endregion Runtime
#region Unity
/// <summary>
/// Resets runtime state, locks the impact point, computes entry direction and initial velocity.
/// </summary>
private void OnEnable()
{
timer = 0f;
hasDealtDamage = false;
hasImpacted = false;
ResetState();
InitializeTargeting();
onSpawn?.Invoke();
// Acquire player and lock impact point
Vector3 targetPos = GetPlayerPosition();
impactPoint = snapImpactToGround ? SnapPointToGround(targetPos) : targetPos;
// Optionally start from above to guarantee top-down feel
if (spawnHeightAboveTarget > 0f)
{
Vector3 p = transform.position;
p.y = impactPoint.y + spawnHeightAboveTarget;
transform.position = p;
if (enableDebug) Debug.Log($"[MeteorProjectile] Spawned at {transform.position}");
}
Vector3 toImpactXZ = new Vector3(impactPoint.x, transform.position.y, impactPoint.z) - transform.position;
Vector3 azimuthDir = toImpactXZ.sqrMagnitude > 0.0001f ? toImpactXZ.normalized : transform.forward;
Vector3 tiltAxis = Vector3.Cross(Vector3.up, azimuthDir);
if (tiltAxis.sqrMagnitude < 0.0001f) tiltAxis = Vector3.right;
Quaternion downTilt = Quaternion.AngleAxis(-entryAngleDownFromHorizontal, tiltAxis);
Vector3 tiltedDir = (downTilt * azimuthDir).normalized;
velocityDir = Vector3.Slerp(Vector3.down, tiltedDir, Mathf.Clamp01(azimuthAimWeight)).normalized;
velocity = velocityDir * Mathf.Max(0f, speed);
if (rotateToVelocity && velocity.sqrMagnitude > 0.0001f)
transform.rotation = Quaternion.LookRotation(velocity.normalized);
if (enableDebug)
{
Debug.Log($"[Meteor] Impact={impactPoint}, start={transform.position}, dir={velocityDir}");
Debug.DrawLine(transform.position, transform.position + velocityDir * 6f, Color.red, 3f);
Debug.DrawLine(transform.position, impactPoint, Color.yellow, 2f);
}
prevPos = transform.position;
}
/// <summary>
/// Integrates motion with optional downward acceleration, performs a SphereCast for continuous collision,
/// rotates to face velocity, and handles lifetime expiry.
/// </summary>
private void Update()
{
timer += Time.deltaTime;
if (_hasImpacted) return;
// Downward "gravity-like" acceleration
if (gravityLikeAcceleration > 0f)
velocity += Vector3.down * gravityLikeAcceleration * Time.deltaTime;
_lifetime += Time.deltaTime;
Vector3 nextPos = transform.position + velocity * Time.deltaTime;
// Continuous collision: SphereCast from current position toward next
Vector3 castDir = nextPos - transform.position;
float castDist = castDir.magnitude;
if (castDist > 0.0001f)
// Check lifetime limit
if (_lifetime >= maxLifetime)
{
if (Physics.SphereCast(transform.position, castRadius, castDir.normalized,
out RaycastHit hit, castDist, collisionMask, QueryTriggerInteraction.Ignore))
{
transform.position = hit.point;
Impact(hit.collider, hit.point, hit.normal);
if (enableDebug) Debug.Log("[MeteorProjectile] Lifetime expired");
DoImpact(transform.position);
return;
}
}
// No hit — apply movement
transform.position = nextPos;
// Face velocity if requested
if (rotateToVelocity && velocity.sqrMagnitude > 0.0001f)
transform.rotation = Quaternion.LookRotation(velocity.normalized);
prevPos = transform.position;
// Auto-despawn on lifetime cap
if (timer >= maxLifeTime)
// Handle tracking to lock transition
if (!_isLocked && _lifetime >= trackingTime)
{
if (enableDebug) Debug.Log("[Meteor] Max lifetime reached → Despawn");
Despawn();
}
LockTarget();
}
/// <summary>
/// Trigger-based contact: funnels into unified Impact().
/// </summary>
private void OnTriggerEnter(Collider other)
{
// Even if not the intended target, a meteor typically impacts anything it touches
Impact(other, transform.position, -SafeNormal(velocity));
}
/// <summary>
/// Collision-based contact: funnels into unified Impact().
/// </summary>
private void OnCollisionEnter(Collision collision)
{
var cp = collision.contacts.Length > 0 ? collision.contacts[0] : default;
Impact(collision.collider, cp.point != default ? cp.point : transform.position, cp.normal != default ? cp.normal : Vector3.up);
// Update target position and move
UpdateTargetPosition();
MoveTowardsTarget();
CheckCollisions();
}
#endregion Unity
#region Helpers: Target / Ground
#region Targeting & Movement
/// <summary>
/// Gets the target's current position (by tag). If not found, projects forward from current position.
/// </summary>
private Vector3 GetPlayerPosition()
private void ResetState()
{
GameObject playerObj = GameObject.FindGameObjectWithTag(targetTag);
if (playerObj != null)
return playerObj.transform.position;
if (enableDebug) Debug.LogWarning($"[Meteor] No target with tag '{targetTag}' found, using forward guess.");
return transform.position + transform.forward * 10f;
_hasImpacted = false;
_isLocked = false;
_lifetime = 0f;
_lockedTarget = Vector3.zero;
}
/// <summary>
/// Raycasts down from above the source point to find ground; returns original point if no hit.
/// </summary>
private Vector3 SnapPointToGround(Vector3 source)
private void InitializeTargeting()
{
Vector3 start = source + Vector3.up * 50f;
if (Physics.Raycast(start, Vector3.down, out RaycastHit hit, 200f, groundMask, QueryTriggerInteraction.Ignore))
return hit.point;
if (useOverrideImpactPoint)
{
_lockedTarget = snapImpactToGround ? SnapToGround(overrideImpactPoint) : overrideImpactPoint;
_isLocked = true;
currentTargetPoint = _lockedTarget;
return source;
if (enableDebug) Debug.Log($"[MeteorProjectile] Using override target: {_lockedTarget}");
}
else
{
// Find player for tracking
var playerGO = GameObject.FindGameObjectWithTag(targetTag);
_player = playerGO ? playerGO.transform : null;
if (enableDebug)
{
if (_player) Debug.Log($"[MeteorProjectile] Found player: {_player.name}");
else Debug.LogWarning($"[MeteorProjectile] No player found with tag: {targetTag}");
}
}
}
/// <summary>
/// Returns a safe normalized version of a vector (falls back to Vector3.down if tiny).
/// </summary>
private static Vector3 SafeNormal(Vector3 v)
private void LockTarget()
{
return v.sqrMagnitude > 0.0001f ? v.normalized : Vector3.down;
if (_isLocked) return;
if (_player != null)
{
Vector3 targetPos = _player.position + Vector3.up * targetHeightOffset;
_lockedTarget = snapImpactToGround ? SnapToGround(targetPos) : targetPos;
}
else
{
// Fallback: lock to current forward direction
_lockedTarget = transform.position + transform.forward * 50f;
}
#endregion Helpers: Target / Ground
_isLocked = true;
if (enableDebug) Debug.Log($"[MeteorProjectile] Target locked to: {_lockedTarget}");
}
private void UpdateTargetPosition()
{
if (_isLocked)
{
currentTargetPoint = _lockedTarget;
}
else if (_player != null)
{
currentTargetPoint = _player.position + Vector3.up * targetHeightOffset;
}
else
{
// No player, keep going forward
currentTargetPoint = transform.position + transform.forward * 100f;
}
}
private void MoveTowardsTarget()
{
Vector3 direction = (currentTargetPoint - transform.position).normalized;
Vector3 movement = direction * speed * Time.deltaTime;
transform.position += movement;
// Face movement direction
if (movement.sqrMagnitude > 0.0001f)
{
transform.rotation = Quaternion.LookRotation(movement.normalized);
}
// Check if we've arrived (only when locked)
if (_isLocked && Vector3.Distance(transform.position, currentTargetPoint) <= arriveEpsilon)
{
if (enableDebug) Debug.Log("[MeteorProjectile] Arrived at target");
DoImpact(transform.position);
}
}
private void CheckCollisions()
{
// Use OverlapSphere for collision detection
int hitCount = Physics.OverlapSphereNonAlloc(transform.position, collisionRadius, _overlapCache, stopOnLayers, QueryTriggerInteraction.Ignore);
if (hitCount > 0)
{
if (enableDebug) Debug.Log($"[MeteorProjectile] Collision detected with {_overlapCache[0].name}");
DoImpact(transform.position);
}
}
#endregion Targeting & Movement
#region Impact & Damage
/// <summary>
/// Unified impact handler (idempotent). Deals single-target damage if applicable,
/// optional AOE damage, invokes events, and despawns.
/// </summary>
private void Impact(Collider hitCol, Vector3 hitPoint, Vector3 hitNormal)
private void DoImpact(Vector3 impactPos)
{
if (hasImpacted) return;
hasImpacted = true;
if (_hasImpacted) return;
_hasImpacted = true;
if (enableDebug)
Debug.Log($"[Meteor] Impact with {(hitCol ? hitCol.name : "null")} at {hitPoint}");
if (enableDebug) Debug.Log($"[MeteorProjectile] Impact at {impactPos}");
// Single target (original logic)
if (!hasDealtDamage && hitCol != null && hitCol.CompareTag(targetTag))
DealDamageToTarget(hitCol);
// AOE (if enabled)
if (explosionRadius > 0f)
DealAreaDamage(hitPoint);
// Hook for VFX/SFX/CameraShake
onImpact?.Invoke();
Despawn();
// Spawn VFX
if (impactVfxPrefab != null)
{
var vfx = LeanPool.Spawn(impactVfxPrefab, impactPos, Quaternion.identity);
// Auto-despawn VFX after 5 seconds
LeanPool.Despawn(vfx, 5f);
}
/// <summary>
/// Deals damage to the intended single target using Invector interfaces/components.
/// </summary>
private void DealDamageToTarget(Collider targetCollider)
onImpact?.Invoke();
// Deal area damage
int damageTargets = Physics.OverlapSphereNonAlloc(impactPos, explosionRadius, _overlapCache, damageLayers, QueryTriggerInteraction.Ignore);
for (int i = 0; i < damageTargets; i++)
{
if (enableDebug) Debug.Log($"[MeteorDamage] Dealing {damage} damage to: {targetCollider.name}");
var col = _overlapCache[i];
if (col != null)
{
DealDamageToTarget(col, impactPos);
}
}
Vector3 hitPoint = GetClosestPointOnCollider(targetCollider);
Vector3 hitDirection = GetHitDirection(targetCollider);
// Despawn meteor
LeanPool.Despawn(gameObject);
}
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage))
private void DealDamageToTarget(Collider targetCollider, Vector3 hitPoint)
{
Vector3 hitDirection = (targetCollider.bounds.center - hitPoint).normalized;
if (hitDirection.sqrMagnitude < 0.0001f) hitDirection = Vector3.up;
vDamage damageInfo = new vDamage(damage)
{
sender = transform,
hitPosition = hitPoint
@@ -288,185 +297,104 @@ namespace DemonBoss.Magic
bool damageDealt = false;
// vIDamageReceiver
// Try vIDamageReceiver first
var receiver = targetCollider.GetComponent<vIDamageReceiver>() ??
targetCollider.GetComponentInParent<vIDamageReceiver>();
if (receiver != null)
if (receiver != null && !damageDealt)
{
receiver.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[MeteorDamage] Damage via vIDamageReceiver");
}
// vHealthController
// Fallback to vHealthController
if (!damageDealt)
{
var health = targetCollider.GetComponent<vHealthController>() ??
var hc = targetCollider.GetComponent<vHealthController>() ??
targetCollider.GetComponentInParent<vHealthController>();
if (health != null)
if (hc != null)
{
health.TakeDamage(damageInfo);
hc.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[MeteorDamage] Damage via vHealthController");
}
}
// vThirdPersonController (including Beyond variant)
// Fallback to vThirdPersonController
if (!damageDealt)
{
var tpc = targetCollider.GetComponent<vThirdPersonController>() ??
targetCollider.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
// Handle Beyond variant
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal)
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[MeteorDamage] Damage via bThirdPersonController");
}
else if (enableDebug)
{
Debug.Log("[MeteorDamage] Target is immortal/GodMode no damage");
}
}
else
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
hasDealtDamage = true;
if (enableDebug) Debug.Log("[MeteorDamage] Damage via vThirdPersonController");
}
}
}
if (!damageDealt && enableDebug)
Debug.LogWarning("[MeteorDamage] No valid damage receiver found!");
}
/// <summary>
/// Deals AOE damage to all colliders within explosionRadius using Invector-compatible logic.
/// </summary>
private void DealAreaDamage(Vector3 center)
// Apply physics force
var rb = targetCollider.attachedRigidbody;
if (rb != null && knockbackForce > 0f)
{
Collider[] hits = Physics.OverlapSphere(center, explosionRadius, explosionMask, QueryTriggerInteraction.Ignore);
foreach (var col in hits)
{
if (col == null) continue;
if (aoeOnlyTargetTag && !col.CompareTag(targetTag)) continue;
// Avoid double-hitting the same single target if already processed
if (col.CompareTag(targetTag) && hasDealtDamage) continue;
Vector3 hp = col.ClosestPoint(center);
Vector3 dir = (col.bounds.center - center).normalized;
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage))
{
sender = transform,
hitPosition = hp,
force = knockbackForce > 0f ? dir * knockbackForce : Vector3.zero
};
bool dealt = false;
var receiver = col.GetComponent<vIDamageReceiver>() ?? col.GetComponentInParent<vIDamageReceiver>();
if (receiver != null) { receiver.TakeDamage(damageInfo); dealt = true; }
if (!dealt)
{
var health = col.GetComponent<vHealthController>() ?? col.GetComponentInParent<vHealthController>();
if (health != null) { health.TakeDamage(damageInfo); dealt = true; }
rb.AddForce(hitDirection * knockbackForce, ForceMode.Impulse);
}
if (!dealt)
if (enableDebug && damageDealt)
{
var tpc = col.GetComponent<vThirdPersonController>() ?? col.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal) { tpc.TakeDamage(damageInfo); dealt = true; }
Debug.Log($"[MeteorProjectile] Dealt {damage} damage to {targetCollider.name}");
}
else { tpc.TakeDamage(damageInfo); dealt = true; }
}
}
}
// Consider AOE as the final damage application for this projectile
hasDealtDamage = true;
}
/// <summary>
/// Gets the closest point on a collider to this projectile's position.
/// </summary>
private Vector3 GetClosestPointOnCollider(Collider col)
{
return col.ClosestPoint(transform.position);
}
/// <summary>
/// Computes a hit direction from projectile toward a collider's center; falls back to current velocity.
/// </summary>
private Vector3 GetHitDirection(Collider col)
{
Vector3 dir = (col.bounds.center - transform.position).normalized;
return dir.sqrMagnitude > 0.0001f ? dir : SafeNormal(velocity);
}
#endregion Impact & Damage
#region Pooling
#region Helpers
/// <summary>
/// Returns this projectile to the LeanPool.
/// </summary>
private void Despawn()
private Vector3 SnapToGround(Vector3 point)
{
if (enableDebug) Debug.Log("[Meteor] Despawn via LeanPool");
LeanPool.Despawn(gameObject);
Vector3 rayStart = point + Vector3.up * 10f;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 50f, groundMask, QueryTriggerInteraction.Ignore))
{
return hit.point;
}
return point;
}
#endregion Pooling
#endregion Helpers
#if UNITY_EDITOR
/// <summary>
/// Editor-only gizmos to visualize entry direction and impact point when selected.
/// </summary>
private void OnDrawGizmosSelected()
{
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, 0.25f);
// Draw collision sphere
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position, transform.position + SafeNormal(velocity.sqrMagnitude > 0 ? velocity : velocityDir) * 3f);
Gizmos.DrawWireSphere(transform.position, collisionRadius);
// Draw explosion radius
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, explosionRadius);
// Draw target point
if (currentTargetPoint != Vector3.zero)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(impactPoint, 0.35f);
Gizmos.DrawWireSphere(currentTargetPoint, 0.5f);
Gizmos.DrawLine(transform.position, currentTargetPoint);
}
}
#endif
#region Validation
/// <summary>
/// Clamps and validates configuration values in the inspector.
/// </summary>
private void OnValidate()
{
speed = Mathf.Max(0f, speed);
maxLifeTime = Mathf.Max(0.01f, maxLifeTime);
explosionRadius = Mathf.Max(0f, explosionRadius);
castRadius = Mathf.Clamp(castRadius, 0.01f, 2f);
entryAngleDownFromHorizontal = Mathf.Clamp(entryAngleDownFromHorizontal, 0f, 89f);
azimuthAimWeight = Mathf.Clamp01(azimuthAimWeight);
}
#endregion Validation
}
public sealed class ReadOnlyInInspectorAttribute : PropertyAttribute
{ }
}

View File

@@ -1,15 +1,12 @@
using Invector.vCharacterController.AI.FSMBehaviour;
using Lean.Pool;
using System.Collections;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// FSM Action: Boss calls down a meteor.
/// Shows a decal at the player's position, locks an impact point on ground,
/// then spawns the MeteorProjectile prefab above that point after a delay.
/// Cancels cleanly on state exit.
/// Spawns a meteor behind the BOSS and launches it toward the player's position
/// Similar mechanics to FireballProjectile but coming from above
/// </summary>
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Call Meteor")]
public class SA_CallMeteor : vStateAction
@@ -21,124 +18,88 @@ namespace DemonBoss.Magic
[Tooltip("Prefab with MeteorProjectile component")]
public GameObject meteorPrefab;
[Tooltip("Visual decal prefab marking impact point")]
public GameObject decalPrefab;
[Tooltip("Distance behind the BOSS to spawn meteor (meters)")]
public float behindBossDistance = 3f;
[Tooltip("Height above ground at which meteor spawns")]
public float spawnHeight = 40f;
[Tooltip("Height above the BOSS to spawn meteor (meters)")]
public float aboveBossHeight = 8f;
[Tooltip("Delay before meteor spawns after decal")]
public float castDelay = 1.5f;
[Tooltip("Delay before meteor spawns (wind-up)")]
public float castDelay = 0.4f;
[Header("Ground")]
[Tooltip("Layer mask for ground raycast")]
public LayerMask groundMask = -1;
[Header("Targeting")]
[Tooltip("Tag used to find the target (usually Player)")]
public string targetTag = "Player";
[Header("Debug")]
public bool enableDebug = false;
private Transform player;
private GameObject spawnedDecal;
private Vector3 impactPoint;
private Transform _boss;
private Transform _target;
private Coroutine _spawnRoutine;
private CoroutineRunner _runner;
/// <summary>
/// Entry point for the FSM action, delegates to OnEnter/OnExit depending on execution type.
/// </summary>
public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
public override void DoAction(vIFSMBehaviourController fsm, vFSMComponentExecutionType execType = vFSMComponentExecutionType.OnStateUpdate)
{
if (execType == vFSMComponentExecutionType.OnStateEnter)
{
if (executionType == vFSMComponentExecutionType.OnStateEnter)
OnEnter(fsm);
if (executionType == vFSMComponentExecutionType.OnStateExit)
OnExit();
}
}
/// <summary>
/// Acquires the player, locks the impact point on the ground, shows the decal,
/// and starts the delayed meteor spawn coroutine.
/// </summary>
private void OnEnter(vIFSMBehaviourController fsm)
{
player = GameObject.FindGameObjectWithTag("Player")?.transform;
if (player == null)
_boss = fsm.transform;
_target = GameObject.FindGameObjectWithTag(targetTag)?.transform;
if (_target == null)
{
if (enableDebug) Debug.LogWarning("[SA_CallMeteor] No player found!");
if (enableDebug) Debug.LogWarning("[SA_CallMeteor] No target found abort");
return;
}
// Raycast down from the player to lock the impact point
Vector3 rayStart = player.position + Vector3.up * 5f;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 100f, groundMask, QueryTriggerInteraction.Ignore))
impactPoint = hit.point;
else
impactPoint = player.position;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Boss: {_boss.name}, Target: {_target.name}");
// Spawn decal
if (decalPrefab != null)
spawnedDecal = LeanPool.Spawn(decalPrefab, impactPoint, Quaternion.identity);
// Get or add a dedicated runner for coroutines
var hostGO = fsm.transform.gameObject;
_runner = hostGO.GetComponent<CoroutineRunner>();
if (_runner == null) _runner = hostGO.AddComponent<CoroutineRunner>();
// Start delayed spawn
_spawnRoutine = _runner.StartCoroutine(SpawnMeteorAfterDelay());
}
/// <summary>
/// Cancels the pending spawn and cleans up the decal when exiting the state.
/// </summary>
private void OnExit()
{
if (_runner != null && _spawnRoutine != null)
{
_runner.StopCoroutine(_spawnRoutine);
_spawnRoutine = null;
}
if (spawnedDecal != null)
{
LeanPool.Despawn(spawnedDecal);
spawnedDecal = null;
}
}
/// <summary>
/// Waits for the configured cast delay and then spawns the meteor.
/// </summary>
private IEnumerator SpawnMeteorAfterDelay()
{
yield return new WaitForSeconds(castDelay);
SpawnMeteor();
}
/// <summary>
/// Spawns the meteor prefab above the locked impact point and cleans up the decal.
/// </summary>
private void SpawnMeteor()
{
if (meteorPrefab == null) return;
Vector3 spawnPos = impactPoint + Vector3.up * spawnHeight;
LeanPool.Spawn(meteorPrefab, spawnPos, Quaternion.identity);
if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor spawned at {spawnPos}, impact={impactPoint}");
if (spawnedDecal != null)
if (meteorPrefab == null)
{
LeanPool.Despawn(spawnedDecal);
spawnedDecal = null;
}
}
if (enableDebug) Debug.LogError("[SA_CallMeteor] Missing meteorPrefab");
return;
}
/// <summary>
/// Lightweight helper component dedicated to running coroutines for ScriptableObject actions.
/// </summary>
public sealed class CoroutineRunner : MonoBehaviour
{ }
if (_boss == null || _target == null)
{
if (enableDebug) Debug.LogError("[SA_CallMeteor] Missing boss or target reference");
return;
}
// Calculate spawn position: behind the BOSS + height
Vector3 bossForward = _boss.forward.normalized;
Vector3 behindBoss = _boss.position - (bossForward * behindBossDistance);
Vector3 spawnPos = behindBoss + Vector3.up * aboveBossHeight;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Spawning meteor at: {spawnPos}");
// Spawn the meteor
var meteorGO = LeanPool.Spawn(meteorPrefab, spawnPos, Quaternion.identity);
// Configure the projectile to target the player
var meteorScript = meteorGO.GetComponent<MeteorProjectile>();
if (meteorScript != null)
{
// Set it to target the player's current position
meteorScript.useOverrideImpactPoint = true;
meteorScript.overrideImpactPoint = _target.position;
meteorScript.snapImpactToGround = true;
if (enableDebug) Debug.Log($"[SA_CallMeteor] Meteor configured to target: {_target.position}");
}
else
{
if (enableDebug) Debug.LogError("[SA_CallMeteor] Meteor prefab missing MeteorProjectile component!");
}
}
}
}

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;
}
for (int i = 0; i < maxSpawnAttempts; i++)
else if (npcTransform != null)
{
float angle = (360f / maxSpawnAttempts) * i + Random.Range(-15f, 15f);
Vector3 direction = new Vector3(Mathf.Cos(angle * Mathf.Deg2Rad), 0, Mathf.Sin(angle * Mathf.Deg2Rad));
refDir = npcTransform.forward;
}
float distance = Random.Range(minSpawnDistance, maxSpawnDistance);
Vector3 testPosition = bossPos + direction * distance;
float globalOffset = globalStartAngleRandom ? Random.Range(0f, 360f) : 0f;
if (IsPositionValid(testPosition, out Vector3 groundPosition))
const int turretCount = 3;
for (int i = 0; i < turretCount; i++)
{
float score = EvaluatePosition(groundPosition, playerDirection, direction, bossPos);
float baseAngle = globalOffset + i * 120f;
float angle = baseAngle + (perTurretAngleJitter > 0f ? Random.Range(-perTurretAngleJitter, perTurretAngleJitter) : 0f);
if (score > bestScore)
float radius = baseRadius + (perTurretRadiusJitter > 0f ? Random.Range(-perTurretRadiusJitter, perTurretRadiusJitter) : 0f);
radius = Mathf.Clamp(radius, minSpawnDistance, maxSpawnDistance);
Vector3 ideal = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
Vector3? chosen = IsPositionValidAndSeparated(ideal)
? (Vector3?)ideal
: FindValidPositionAroundSpoke(center, refDir, angle, radius);
if (!chosen.HasValue)
{
bestScore = score;
bestPosition = groundPosition;
foundValidPosition = true;
Vector3 rough = center + Quaternion.Euler(0f, angle, 0f) * refDir * radius;
chosen = EnforceSeparationFallback(rough, center);
}
Vector3 spawnPos = chosen.Value;
_lastPlanned.Add(spawnPos);
SpawnCrystal(spawnPos, fsmBehaviour);
}
}
if (foundValidPosition)
private Vector3? FindValidPositionAroundSpoke(Vector3 center, Vector3 refDir, float baseAngleDeg, float desiredRadius)
{
SpawnCrystal(bestPosition, fsmBehaviour);
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Crystal spawned at position: {bestPosition} (score: {bestScore:F2})");
}
else
Vector3 ideal = center + Quaternion.Euler(0f, baseAngleDeg, 0f) * refDir * desiredRadius;
if (IsPositionValidAndSeparated(ideal)) return ideal;
for (int t = 0; t < perTurretAdjustmentTries; t++)
{
Vector3 fallbackPos = bossPos + npcTransform.forward * minSpawnDistance;
SpawnCrystal(fallbackPos, fsmBehaviour);
if (enableDebug) Debug.LogWarning("[SA_SpawnTurretSmart] Using fallback position");
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;
}
/// <summary>
/// Checks if position is valid (no obstacles, has ground)
/// </summary>
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);
}
return candidate;
}
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;
}
/// <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
{
if (playerTransform != null)
else if (playerTransform != null)
{
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);
DrawWireCircle(c, minSpawnDistance);
Gizmos.color = Color.red;
DrawWireCircle(pos, maxSpawnDistance);
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;

View File

@@ -0,0 +1,191 @@
using Invector;
using Invector.vCharacterController;
using UnityEngine;
namespace DemonBoss.Magic
{
/// <summary>
/// Component that adds damage when the player gets too close to the shield.
/// Add to the shield object along with Sphere Collider (IsTrigger = true).
/// </summary>
public class ShieldDamage : MonoBehaviour
{
[Header("Damage Configuration")]
[Tooltip("Damage dealt to the player")]
public int damage = 15;
[Tooltip("Knockback force")]
public float knockbackForce = 10f;
[Tooltip("Player Tag")]
public string playerTag = "Player";
[Tooltip("Time between consecutive hits (so as not to deal damage to every frame)")]
public float damageInterval = 1f;
[Header("Effects")]
[Tooltip("Sound effect when dealing damage")]
public AudioClip damageSound;
[Tooltip("Visual effect when dealing damage")]
public GameObject damageEffect;
[Header("Debug")]
[Tooltip("Enable debug logs")]
public bool enableDebug = false;
private AudioSource audioSource;
private float lastDamageTime;
private void Awake()
{
if (damageSound != null)
{
audioSource = GetComponent<AudioSource>();
if (audioSource == null)
{
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.playOnAwake = false;
audioSource.spatialBlend = 1f; // 3D sound
}
}
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag(playerTag) && Time.time >= lastDamageTime + damageInterval)
{
DealDamageToPlayer(other);
lastDamageTime = Time.time;
}
}
private void DealDamageToPlayer(Collider playerCollider)
{
if (enableDebug) Debug.Log($"[ShieldDamage] I deal {damage} damage to the player: {playerCollider.name}");
Vector3 hitPoint = playerCollider.ClosestPoint(transform.position);
Vector3 hitDirection = (playerCollider.transform.position - transform.position).normalized;
vDamage damageInfo = new vDamage(damage)
{
sender = transform,
hitPosition = hitPoint
};
if (knockbackForce > 0f)
{
damageInfo.force = hitDirection * knockbackForce;
}
bool damageDealt = false;
// 1) vIDamageReceiver
var damageReceiver = playerCollider.GetComponent<vIDamageReceiver>() ??
playerCollider.GetComponentInParent<vIDamageReceiver>();
if (damageReceiver != null)
{
damageReceiver.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vIDamageReceiver");
}
// 2) vHealthController
if (!damageDealt)
{
var healthController = playerCollider.GetComponent<vHealthController>() ??
playerCollider.GetComponentInParent<vHealthController>();
if (healthController != null)
{
healthController.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vHealthController");
}
}
// 3) vThirdPersonController
if (!damageDealt)
{
var tpc = playerCollider.GetComponent<vThirdPersonController>() ??
playerCollider.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
// SprawdŸ czy to Beyond variant
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal)
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by bThirdPersonController");
}
else
{
if (enableDebug) Debug.Log("[ShieldDamage] Player is immortal - no damage");
}
}
else
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
if (enableDebug) Debug.Log("[ShieldDamage] Damage dealt by vThirdPersonController");
}
}
}
if (damageDealt)
{
PlayEffects(hitPoint);
}
else if (enableDebug)
{
Debug.LogWarning("[ShieldDamage] Cannot deal damage - missing required component!");
}
}
private void PlayEffects(Vector3 hitPoint)
{
// Play hit sound
if (audioSource != null && damageSound != null)
{
audioSource.PlayOneShot(damageSound);
}
// Show visual effect
if (damageEffect != null)
{
GameObject effect = Instantiate(damageEffect, hitPoint, Quaternion.identity);
Destroy(effect, 2f); // Remove after 2 seconds
}
}
#if UNITY_EDITOR
/// <summary>
/// Draw damage range visualization in Scene View
/// </summary>
private void OnDrawGizmosSelected()
{
// Show damage range
Collider col = GetComponent<Collider>();
if (col != null && col.isTrigger)
{
Gizmos.color = Color.red;
if (col is SphereCollider sphere)
{
Gizmos.DrawWireSphere(transform.position, sphere.radius);
}
else if (col is CapsuleCollider capsule)
{
// Approximate capsule visualization
Gizmos.DrawWireSphere(transform.position, capsule.radius);
}
}
}
#endif
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3a4b288b220c78b4ca00e13cb8a72d6b

View File

@@ -13,6 +13,9 @@ GameObject:
- component: {fileID: 2323612}
- component: {fileID: 13662188}
- component: {fileID: 7020133711031364094}
- component: {fileID: -8194063383422297065}
- component: {fileID: 1536958584606674588}
- component: {fileID: 8851143338676511289}
m_Layer: 26
m_Name: Turet
m_TagString: Untagged
@@ -104,7 +107,7 @@ CapsuleCollider:
serializedVersion: 2
m_Bits: 0
m_LayerOverridePriority: 0
m_IsTrigger: 0
m_IsTrigger: 1
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 2
@@ -128,19 +131,73 @@ MonoBehaviour:
fireballPrefab: {fileID: 1947871717301538, guid: 9591667a35466484096c6e63785e136c,
type: 3}
fireRate: 5
maxShots: 3
maxShots: 10
despawnDelay: 10
turnSpeed: 120
idleSpinSpeed: 30
aimTolerance: 5
initialStaggerRange: {x: 0, y: 0.6}
fireRateJitter: 0.5
aimJitterDegrees: 0
turnSpeed: 0
idleSpinSpeed: 0
aimTolerance: 360
autoFindPlayer: 1
playerTag: Player
maxShootingRange: 50
useShootEffects: 0
useShootEffects: 1
muzzleFlashPrefab: {fileID: 0}
shootSound: {fileID: 8300000, guid: d44a96f293b66b74ea13a2e6fcc6c8fa, type: 3}
enableDebug: 0
shootSound: {fileID: 8300000, guid: f58578c3593cfcd40a4b21417e49421a, type: 3}
enableDebug: 1
showGizmos: 1
--- !u!114 &-8194063383422297065
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 115880}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 06579ea47ceeddd42a05f7720c15b5de, type: 3}
m_Name:
m_EditorClassIdentifier:
maxHealth: 50
currentHealth: 0
destructionEffect: {fileID: 8876690725160639820, guid: c1b3da9fe585c44479dda2cd5c3a7b83,
type: 3}
destructionSound: {fileID: 8300000, guid: 3c1f8b87da670734991b73bf5c30f0af, type: 3}
hitSound: {fileID: 8300000, guid: 0af332725d9792840a4caa29e8991d08, type: 3}
damagedMaterial: {fileID: 2100000, guid: f94eea72c30ac2e45ab55894421ea48c, type: 2}
damagedThreshold: 0.5
enableDebug: 1
--- !u!114 &1536958584606674588
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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