Merge branch 'NewStory' of http://185.56.209.148/beyond/beyond into NewStory
This commit is contained in:
@@ -1,59 +1,55 @@
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using Lean.Pool;
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using Lean.Pool;
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using System.Collections;
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using UnityEngine;
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namespace DemonBoss.Magic
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{
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/// <summary>
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/// AI component for crystal turret spawned by boss
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/// Rotates towards player and shoots fireballs for specified time
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/// </summary>
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public class CrystalShooterAI : MonoBehaviour
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{
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[Header("Shooting Configuration")]
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[Tooltip("Transform point from which projectiles are fired")]
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public Transform muzzle;
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[Tooltip("Fireball prefab")]
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[Tooltip("Fireball prefab (projectile with its own targeting logic)")]
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public GameObject fireballPrefab;
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[Tooltip("Fireball speed in m/s")]
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public float fireballSpeed = 28f;
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[Tooltip("Time between shots in seconds")]
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[Tooltip("Seconds between shots")]
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public float fireRate = 0.7f;
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[Tooltip("Maximum number of shots before auto-despawn")]
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public int maxShots = 10;
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[Tooltip("Wait time after shooting before despawn")]
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[Tooltip("Wait time after last shot before despawn")]
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public float despawnDelay = 3f;
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[Header("Rotation Configuration")]
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[Tooltip("Target rotation speed in degrees/s")]
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[Tooltip("Yaw rotation speed in degrees per second")]
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public float turnSpeed = 120f;
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[Tooltip("Idle spin speed when no target (degrees/s, 0 = disabled)")]
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public float idleSpinSpeed = 30f;
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[Tooltip("Aiming accuracy in degrees (smaller value = more accurate)")]
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[Tooltip("Aiming accuracy in degrees (smaller = stricter)")]
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public float aimTolerance = 5f;
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[Header("Targeting")]
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[Tooltip("Automatically find player on start")]
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[Header("Targeting (Turret-Side Only)")]
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[Tooltip("Auto-find player on start by tag")]
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public bool autoFindPlayer = true;
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[Tooltip("Player tag to search for")]
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public string playerTag = "Player";
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[Tooltip("Maximum shooting range")]
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[Tooltip("Max range for allowing shots")]
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public float maxShootingRange = 50f;
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[Header("Effects")]
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[Tooltip("Particle effect at shot")]
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[Tooltip("Enable or disable muzzle flash & sound effects when firing")]
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public bool useShootEffects = true;
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[Tooltip("Particle effect at shot (pooled)")]
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public GameObject muzzleFlashPrefab;
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[Tooltip("Shoot sound")]
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[Tooltip("Shoot sound (played on AudioSource)")]
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public AudioClip shootSound;
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[Header("Debug")]
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@@ -63,20 +59,14 @@ namespace DemonBoss.Magic
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[Tooltip("Show gizmos in Scene View")]
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public bool showGizmos = true;
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// Private variables
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private Transform target;
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private AudioSource audioSource;
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private Coroutine shootingCoroutine;
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private bool isActive = false;
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private int shotsFired = 0;
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private float lastShotTime = 0f;
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private Transform crystalTransform;
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/// <summary>
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/// Component initialization
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/// </summary>
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private void Awake()
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{
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crystalTransform = transform;
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@@ -91,6 +81,7 @@ namespace DemonBoss.Magic
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if (muzzle == null)
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{
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// Try to find a child named "muzzle"; fallback to self
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Transform muzzleChild = crystalTransform.Find("muzzle");
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if (muzzleChild != null)
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{
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@@ -105,33 +96,27 @@ namespace DemonBoss.Magic
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}
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}
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/// <summary>
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/// Start - begin crystal operation
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/// </summary>
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private void Start()
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{
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if (enableDebug) Debug.Log("[CrystalShooterAI] Crystal activated");
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if (autoFindPlayer && target == null)
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{
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FindPlayer();
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}
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StartShooting();
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}
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/// <summary>
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/// Update - rotate crystal towards target
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/// Update tick: rotate towards target or idle spin.
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/// </summary>
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private void Update()
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{
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if (!isActive) return;
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RotateTowardsTarget();
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}
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/// <summary>
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/// Find player automatically
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/// Attempts to find the player by tag (for turret-only aiming).
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/// </summary>
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private void FindPlayer()
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{
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@@ -141,42 +126,37 @@ namespace DemonBoss.Magic
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SetTarget(player.transform);
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if (enableDebug) Debug.Log("[CrystalShooterAI] Automatically found player");
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}
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else
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else if (enableDebug)
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{
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if (enableDebug) Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
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Debug.LogWarning("[CrystalShooterAI] Cannot find player with tag: " + playerTag);
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}
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}
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/// <summary>
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/// Set target for crystal
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/// Sets the turret's aiming target (does NOT propagate to projectiles).
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/// </summary>
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/// <param name="newTarget">Target transform</param>
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public void SetTarget(Transform newTarget)
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{
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target = newTarget;
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if (enableDebug && target != null)
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{
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Debug.Log($"[CrystalShooterAI] Set target: {target.name}");
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}
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}
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/// <summary>
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/// Start shooting cycle
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/// Starts the timed shooting routine (fires until maxShots, then despawns).
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/// </summary>
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public void StartShooting()
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{
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if (isActive) return;
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isActive = true;
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shotsFired = 0;
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shootingCoroutine = StartCoroutine(ShootingCoroutine());
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if (enableDebug) Debug.Log("[CrystalShooterAI] Starting shooting");
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}
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/// <summary>
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/// Stop shooting
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/// Stops the shooting routine immediately.
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/// </summary>
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public void StopShooting()
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{
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@@ -192,7 +172,8 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Main coroutine handling shooting cycle
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/// Main shooting loop: checks aim/range → spawns fireball → waits fireRate.
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/// After finishing, waits a short delay and despawns the turret.
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/// </summary>
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private IEnumerator ShootingCoroutine()
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{
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@@ -211,12 +192,11 @@ namespace DemonBoss.Magic
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if (enableDebug) Debug.Log($"[CrystalShooterAI] Finished shooting ({shotsFired} shots)");
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yield return new WaitForSeconds(despawnDelay);
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DespawnCrystal();
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}
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/// <summary>
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/// Checks if crystal can shoot
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/// Aiming/range gate for firing.
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/// </summary>
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private bool CanShoot()
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{
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@@ -232,7 +212,7 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Fires fireball towards target
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/// Spawns a fireball oriented towards the turret's current aim direction.
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/// </summary>
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private void FireFireball()
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{
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@@ -242,39 +222,41 @@ namespace DemonBoss.Magic
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return;
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}
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Vector3 shootDirection = crystalTransform.forward;
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Vector3 shootDirection;
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if (target != null)
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{
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Vector3 targetCenter = target.position + Vector3.up * 1f;
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shootDirection = (targetCenter - muzzle.position).normalized;
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}
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GameObject fireball = LeanPool.Spawn(fireballPrefab, muzzle.position,
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Quaternion.LookRotation(shootDirection));
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Rigidbody fireballRb = fireball.GetComponent<Rigidbody>();
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if (fireballRb != null)
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else
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{
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fireballRb.linearVelocity = shootDirection * fireballSpeed;
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shootDirection = crystalTransform.forward;
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}
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Vector3 spawnPosition = muzzle.position;
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Quaternion spawnRotation = Quaternion.LookRotation(shootDirection);
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LeanPool.Spawn(fireballPrefab, spawnPosition, spawnRotation);
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PlayShootEffects();
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if (enableDebug)
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{
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Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} in direction: {shootDirection}");
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Debug.Log($"[CrystalShooterAI] Shot #{shotsFired + 1} at {spawnPosition} dir: {shootDirection}");
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Debug.DrawRay(spawnPosition, shootDirection * 8f, Color.red, 2f);
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}
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}
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/// <summary>
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/// Plays shooting effects
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/// Plays muzzle VFX and shoot SFX (if enabled).
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/// </summary>
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private void PlayShootEffects()
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{
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if (!useShootEffects) return;
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if (muzzleFlashPrefab != null && muzzle != null)
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{
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GameObject flash = LeanPool.Spawn(muzzleFlashPrefab, muzzle.position, muzzle.rotation);
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LeanPool.Despawn(flash, 2f);
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}
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@@ -285,14 +267,14 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Rotates crystal towards target or performs idle spin
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/// Smooth yaw rotation towards target; idles by spinning when no target.
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/// </summary>
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||||
private void RotateTowardsTarget()
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{
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||||
if (target != null)
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{
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Vector3 directionToTarget = target.position - crystalTransform.position;
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directionToTarget.y = 0;
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directionToTarget.y = 0f;
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if (directionToTarget != Vector3.zero)
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{
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@@ -311,19 +293,17 @@ namespace DemonBoss.Magic
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}
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/// <summary>
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/// Despawns crystal from map
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/// Despawns the turret via Lean Pool.
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/// </summary>
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public void DespawnCrystal()
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{
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if (enableDebug) Debug.Log("[CrystalShooterAI] Despawning crystal");
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StopShooting();
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LeanPool.Despawn(gameObject);
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}
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/// <summary>
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||||
/// Forces immediate despawn (e.g. on boss death)
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/// Forces immediate despawn (e.g., boss death).
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/// </summary>
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public void ForceDespawn()
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{
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@@ -331,9 +311,7 @@ namespace DemonBoss.Magic
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||||
DespawnCrystal();
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}
|
||||
|
||||
/// <summary>
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||||
/// Returns crystal state information
|
||||
/// </summary>
|
||||
/// <summary> Returns crystal state information. </summary>
|
||||
public bool IsActive() => isActive;
|
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|
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public int GetShotsFired() => shotsFired;
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||||
@@ -343,7 +321,7 @@ namespace DemonBoss.Magic
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public float GetTimeSinceLastShot() => Time.time - lastShotTime;
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|
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/// <summary>
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/// Draws gizmos in Scene View
|
||||
/// Gizmos for range and aim visualization.
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
@@ -366,6 +344,7 @@ namespace DemonBoss.Magic
|
||||
|
||||
Gizmos.DrawLine(muzzle.position, muzzle.position + right);
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||||
Gizmos.DrawLine(muzzle.position, muzzle.position + left);
|
||||
Gizmos.DrawLine(muzzle.position, muzzle.position + forward);
|
||||
}
|
||||
}
|
||||
|
||||
|
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File diff suppressed because it is too large
Load Diff
@@ -11,7 +11,7 @@ GameObject:
|
||||
- component: {fileID: 4577187839491108}
|
||||
- component: {fileID: 198086061384069858}
|
||||
- component: {fileID: 199127982807948490}
|
||||
m_Layer: 0
|
||||
m_Layer: 2
|
||||
m_Name: FireEmbers (4)
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
@@ -4703,7 +4703,6 @@ ParticleSystemRenderer:
|
||||
m_RendererPriority: 0
|
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m_Materials:
|
||||
- {fileID: 2100000, guid: 776677ab3818fb249adaca05f4e04545, type: 2}
|
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- {fileID: 0}
|
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m_StaticBatchInfo:
|
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firstSubMesh: 0
|
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subMeshCount: 0
|
||||
@@ -4786,7 +4785,7 @@ Transform:
|
||||
serializedVersion: 2
|
||||
m_LocalRotation: {x: -0.7071068, y: 0, z: 0, w: 0.7071068}
|
||||
m_LocalPosition: {x: 6.67, y: 1, z: -53.73}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_LocalScale: {x: 0.25, y: 0.25, z: 0.25}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 4577187839491108}
|
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@@ -9552,7 +9551,6 @@ ParticleSystemRenderer:
|
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m_RendererPriority: 0
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m_Materials:
|
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- {fileID: 2100000, guid: 3349fc02d104e2b458470ec533f51c16, type: 2}
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- {fileID: 0}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -9620,14 +9618,14 @@ CapsuleCollider:
|
||||
serializedVersion: 2
|
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m_Bits: 0
|
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m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_IsTrigger: 1
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Radius: 0.5
|
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m_Height: 1
|
||||
m_Height: 0.1
|
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m_Direction: 1
|
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m_Center: {x: 0, y: 0, z: 0}
|
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m_Center: {x: 0.31801516, y: 0, z: 0}
|
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--- !u!114 &6785567375430979834
|
||||
MonoBehaviour:
|
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m_ObjectHideFlags: 0
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@@ -9640,17 +9638,11 @@ MonoBehaviour:
|
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m_Script: {fileID: 11500000, guid: 1a863cb5e6092ec4a936c4eb21bb9166, type: 3}
|
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m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
targetTag: Player
|
||||
speed: 6
|
||||
lockTime: 15
|
||||
maxLifeTime: 30
|
||||
arrivalTolerance: 0.25
|
||||
damage: 25
|
||||
damageOnce: 1
|
||||
targetLayerMask:
|
||||
serializedVersion: 2
|
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m_Bits: 1410334711
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impactEffectPrefab: {fileID: 132858, guid: c5cabec71c815b64ab6e2547b594ec81, type: 3}
|
||||
impactSound: {fileID: 8300000, guid: 5dd60193d2ea89e47ae309eec2c3852e, type: 3}
|
||||
knockbackForce: 5
|
||||
maxLifetime: 5
|
||||
destroyOnTerrain: 1
|
||||
terrainLayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 1
|
||||
enableDebug: 0
|
||||
|
||||
@@ -1,386 +0,0 @@
|
||||
using Invector;
|
||||
using Invector.vCharacterController;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DemonBoss.Magic
|
||||
{
|
||||
/// <summary>
|
||||
/// Component handling damage and collisions for fireball fired by crystals
|
||||
/// Deals damage on collision with player and automatically despawns
|
||||
/// </summary>
|
||||
[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;
|
||||
|
||||
/// <summary>
|
||||
/// Component initialization
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
fireballCollider = GetComponent<Collider>();
|
||||
fireballRigidbody = GetComponent<Rigidbody>();
|
||||
|
||||
if (fireballCollider != null && !fireballCollider.isTrigger)
|
||||
{
|
||||
fireballCollider.isTrigger = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Set collider as trigger");
|
||||
}
|
||||
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
if (audioSource == null && impactSound != null)
|
||||
{
|
||||
audioSource = gameObject.AddComponent<AudioSource>();
|
||||
audioSource.playOnAwake = false;
|
||||
audioSource.spatialBlend = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start - note spawn time and start failsafe timer
|
||||
/// </summary>
|
||||
private void Start()
|
||||
{
|
||||
spawnTime = Time.time;
|
||||
hasDealtDamage = false;
|
||||
|
||||
Invoke(nameof(FailsafeDespawn), maxLifetime);
|
||||
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Fireball initialized");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger collision handling - dealing damage
|
||||
/// </summary>
|
||||
/// <param name="other">Collider that fireball collides with</param>
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if collider is valid target
|
||||
/// </summary>
|
||||
/// <param name="other">Collider to check</param>
|
||||
/// <returns>True if it's valid target</returns>
|
||||
private bool IsValidTarget(Collider other)
|
||||
{
|
||||
if ((targetLayerMask.value & (1 << other.gameObject.layer)) == 0)
|
||||
return false;
|
||||
|
||||
if (damageOnce && hasDealtDamage)
|
||||
return false;
|
||||
|
||||
var damageReceiver = other.GetComponent<vIDamageReceiver>();
|
||||
var healthController = other.GetComponent<vHealthController>();
|
||||
var character = other.GetComponent<vCharacter>();
|
||||
var thirdPersonController = other.GetComponent<vThirdPersonController>();
|
||||
|
||||
if (damageReceiver == null) damageReceiver = other.GetComponentInParent<vIDamageReceiver>();
|
||||
if (healthController == null) healthController = other.GetComponentInParent<vHealthController>();
|
||||
if (character == null) character = other.GetComponentInParent<vCharacter>();
|
||||
if (thirdPersonController == null) thirdPersonController = other.GetComponentInParent<vThirdPersonController>();
|
||||
|
||||
return damageReceiver != null || healthController != null || character != null || thirdPersonController != null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if it's terrain collision
|
||||
/// </summary>
|
||||
/// <param name="other">Collider to check</param>
|
||||
/// <returns>True if it's terrain</returns>
|
||||
private bool IsTerrainCollision(Collider other)
|
||||
{
|
||||
return (terrainLayerMask.value & (1 << other.gameObject.layer)) != 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deals damage to target - ulepszona wersja
|
||||
/// </summary>
|
||||
/// <param name="targetCollider">Target collider</param>
|
||||
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<vIDamageReceiver>();
|
||||
if (damageReceiver == null) damageReceiver = targetCollider.GetComponentInParent<vIDamageReceiver>();
|
||||
|
||||
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<vHealthController>();
|
||||
if (healthController == null) healthController = targetCollider.GetComponentInParent<vHealthController>();
|
||||
|
||||
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<vThirdPersonController>();
|
||||
if (thirdPersonController == null) thirdPersonController = targetCollider.GetComponentInParent<vThirdPersonController>();
|
||||
|
||||
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!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Takes the closest point on the collider as the point of impact
|
||||
/// </summary>
|
||||
private Vector3 GetClosestPointOnCollider(Collider targetCollider)
|
||||
{
|
||||
return targetCollider.ClosestPoint(transform.position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the direction of impact for knockback
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates impact effect
|
||||
/// </summary>
|
||||
/// <param name="impactPosition">Impact position</param>
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Despawns fireball from map
|
||||
/// </summary>
|
||||
private void DespawnFireball()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Despawning fireball");
|
||||
|
||||
CancelInvoke(nameof(FailsafeDespawn));
|
||||
|
||||
LeanPool.Despawn(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Failsafe despawn - removes fireball after maximum lifetime
|
||||
/// </summary>
|
||||
private void FailsafeDespawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Failsafe despawn - lifetime exceeded");
|
||||
DespawnFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Forces immediate despawn
|
||||
/// </summary>
|
||||
public void ForceDespawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Forced despawn");
|
||||
DespawnFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if fireball has already dealt damage
|
||||
/// </summary>
|
||||
/// <returns>True if damage was already dealt</returns>
|
||||
public bool HasDealtDamage()
|
||||
{
|
||||
return hasDealtDamage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns fireball lifetime
|
||||
/// </summary>
|
||||
/// <returns>Time in seconds since spawn</returns>
|
||||
public float GetLifetime()
|
||||
{
|
||||
return Time.time - spawnTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets new damage (e.g. for different difficulty levels)
|
||||
/// </summary>
|
||||
/// <param name="newDamage">New damage</param>
|
||||
public void SetDamage(float newDamage)
|
||||
{
|
||||
damage = newDamage;
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Set new damage: {damage}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets new knockback
|
||||
/// </summary>
|
||||
/// <param name="newKnockback">New knockback force</param>
|
||||
public void SetKnockback(float newKnockback)
|
||||
{
|
||||
knockbackForce = newKnockback;
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Set new knockback: {knockbackForce}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets fireball state (useful for pooling)
|
||||
/// </summary>
|
||||
public void ResetFireball()
|
||||
{
|
||||
hasDealtDamage = false;
|
||||
spawnTime = Time.time;
|
||||
|
||||
CancelInvoke();
|
||||
|
||||
Invoke(nameof(FailsafeDespawn), maxLifetime);
|
||||
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Fireball reset");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called on spawn by Lean Pool
|
||||
/// </summary>
|
||||
private void OnSpawn()
|
||||
{
|
||||
ResetFireball();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called on despawn by Lean Pool
|
||||
/// </summary>
|
||||
private void OnDespawn()
|
||||
{
|
||||
CancelInvoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
314
Assets/AI/Demon/FireballProjectile.cs
Normal file
314
Assets/AI/Demon/FireballProjectile.cs
Normal file
@@ -0,0 +1,314 @@
|
||||
using Invector;
|
||||
using Invector.vCharacterController;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DemonBoss.Magic
|
||||
{
|
||||
public class FireballProjectile : MonoBehaviour
|
||||
{
|
||||
#region Configuration
|
||||
|
||||
[Header("Targeting")]
|
||||
[Tooltip("Tag of the target to chase while tracking phase is active.")]
|
||||
public string targetTag = "Player";
|
||||
|
||||
[Tooltip("Vertical offset added to the target position (e.g., aim at chest/head instead of feet).")]
|
||||
public float targetHeightOffset = 1.0f;
|
||||
|
||||
[Header("Movement")]
|
||||
[Tooltip("Units per second.")]
|
||||
public float speed = 6f;
|
||||
|
||||
[Tooltip("Seconds to track the player before locking to last known position.")]
|
||||
public float lockTime = 15f;
|
||||
|
||||
[Tooltip("Seconds before the projectile auto-despawns regardless of state.")]
|
||||
public float maxLifeTime = 30f;
|
||||
|
||||
[Tooltip("Distance threshold to consider we arrived at the locked position.")]
|
||||
public float arrivalTolerance = 0.25f;
|
||||
|
||||
[Header("Damage")]
|
||||
[Tooltip("Base damage dealt to the target.")]
|
||||
public int damage = 20;
|
||||
|
||||
[Tooltip("Optional knockback impulse magnitude applied along hit direction.")]
|
||||
public float knockbackForce = 0f;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Enable verbose debug logs.")]
|
||||
public bool enableDebug = false;
|
||||
|
||||
#endregion Configuration
|
||||
|
||||
#region Runtime State
|
||||
|
||||
private Transform player;
|
||||
private Vector3 lockedTargetPos;
|
||||
private bool isLocked = false;
|
||||
private bool hasDealtDamage = false;
|
||||
private float timer = 0f;
|
||||
|
||||
#endregion Runtime State
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Called when the object becomes enabled (including when spawned from a pool).
|
||||
/// Resets runtime state and acquires the target by tag.
|
||||
/// </summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
ResetRuntimeState();
|
||||
AcquireTargetByTag();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame update: handle tracking/lock movement and lifetime/despawn conditions.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
timer += Time.deltaTime;
|
||||
|
||||
// Transition to 'locked to last position' after lockTime
|
||||
if (!isLocked && timer >= lockTime && player != null)
|
||||
{
|
||||
lockedTargetPos = player.position + Vector3.up * targetHeightOffset;
|
||||
isLocked = true;
|
||||
if (enableDebug) Debug.Log($"[Fireball] Locked to last known player position: {lockedTargetPos}");
|
||||
}
|
||||
|
||||
// Determine current aim point
|
||||
Vector3 aimPoint;
|
||||
if (!isLocked && player != null)
|
||||
{
|
||||
// Tracking phase: follow live player position
|
||||
aimPoint = player.position + Vector3.up * targetHeightOffset;
|
||||
}
|
||||
else if (isLocked)
|
||||
{
|
||||
// Locked phase: fly to memorized position
|
||||
aimPoint = lockedTargetPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback: no player found, keep moving forward
|
||||
aimPoint = transform.position + transform.forward * 1000f;
|
||||
}
|
||||
|
||||
// Move towards aim point
|
||||
Vector3 toTarget = aimPoint - transform.position;
|
||||
Vector3 step = toTarget.normalized * speed * Time.deltaTime;
|
||||
transform.position += step;
|
||||
|
||||
// Face movement direction (optional but nice for VFX)
|
||||
if (step.sqrMagnitude > 0.0001f)
|
||||
transform.forward = step.normalized;
|
||||
|
||||
// If locked and close enough to the locked point → despawn
|
||||
if (isLocked && toTarget.magnitude <= arrivalTolerance)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Arrived at locked position → Despawn");
|
||||
Despawn();
|
||||
return;
|
||||
}
|
||||
|
||||
// Hard cap lifetime
|
||||
if (timer >= maxLifeTime)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Max lifetime reached → Despawn");
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trigger hit handler – applies damage when colliding with the intended target tag and then despawns.
|
||||
/// </summary>
|
||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
if (hasDealtDamage) return; // guard against multiple triggers in a single frame
|
||||
|
||||
if (other.CompareTag(targetTag))
|
||||
{
|
||||
DealDamageToTarget(other);
|
||||
Despawn();
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Unity Lifecycle
|
||||
|
||||
#region Target Acquisition
|
||||
|
||||
/// <summary>
|
||||
/// Finds the target by tag (e.g., "Player"). Called on enable and can be retried if needed.
|
||||
/// </summary>
|
||||
private void AcquireTargetByTag()
|
||||
{
|
||||
var playerObj = GameObject.FindGameObjectWithTag(targetTag);
|
||||
player = playerObj ? playerObj.transform : null;
|
||||
|
||||
if (enableDebug)
|
||||
{
|
||||
if (player != null) Debug.Log($"[Fireball] Target found by tag '{targetTag}'.");
|
||||
else Debug.LogWarning($"[Fireball] No target with tag '{targetTag}' found – moving forward fallback.");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion Target Acquisition
|
||||
|
||||
#region Damage Pipeline (Invector-style)
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage using available receivers on the hit collider or its parents:
|
||||
/// vIDamageReceiver → vHealthController → vThirdPersonController (with Beyond variant checks).
|
||||
/// </summary>
|
||||
private void DealDamageToTarget(Collider targetCollider)
|
||||
{
|
||||
if (enableDebug) Debug.Log($"[FireballDamage] Dealing {damage} damage to: {targetCollider.name}");
|
||||
|
||||
Vector3 hitPoint = GetClosestPointOnCollider(targetCollider);
|
||||
Vector3 hitDirection = GetHitDirection(targetCollider);
|
||||
|
||||
// Build vDamage payload (Invector)
|
||||
vDamage damageInfo = new vDamage(Mathf.RoundToInt(damage))
|
||||
{
|
||||
sender = transform,
|
||||
hitPosition = hitPoint
|
||||
};
|
||||
|
||||
if (knockbackForce > 0f)
|
||||
damageInfo.force = hitDirection * knockbackForce;
|
||||
|
||||
bool damageDealt = false;
|
||||
|
||||
// 1) Try generic vIDamageReceiver (collider or parent)
|
||||
var damageReceiver = targetCollider.GetComponent<vIDamageReceiver>() ??
|
||||
targetCollider.GetComponentInParent<vIDamageReceiver>();
|
||||
|
||||
if (damageReceiver != null && !damageDealt)
|
||||
{
|
||||
damageReceiver.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vIDamageReceiver");
|
||||
}
|
||||
|
||||
// 2) Fallback to vHealthController
|
||||
if (!damageDealt)
|
||||
{
|
||||
var healthController = targetCollider.GetComponent<vHealthController>() ??
|
||||
targetCollider.GetComponentInParent<vHealthController>();
|
||||
|
||||
if (healthController != null)
|
||||
{
|
||||
healthController.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vHealthController");
|
||||
}
|
||||
}
|
||||
|
||||
// 3) Fallback to vThirdPersonController (handle Beyond variant)
|
||||
if (!damageDealt)
|
||||
{
|
||||
var tpc = targetCollider.GetComponent<vThirdPersonController>() ??
|
||||
targetCollider.GetComponentInParent<vThirdPersonController>();
|
||||
|
||||
if (tpc != null)
|
||||
{
|
||||
if (tpc is Beyond.bThirdPersonController beyond)
|
||||
{
|
||||
if (!beyond.GodMode && !beyond.isImmortal)
|
||||
{
|
||||
tpc.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through bThirdPersonController");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Target is immortal / GodMode – no damage dealt");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tpc.TakeDamage(damageInfo);
|
||||
damageDealt = true;
|
||||
hasDealtDamage = true;
|
||||
if (enableDebug) Debug.Log("[FireballDamage] Damage dealt through vThirdPersonController");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!damageDealt && enableDebug)
|
||||
Debug.LogWarning("[FireballDamage] Could not deal damage – no valid damage receiver found!");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes the closest point on the target collider to this projectile position.
|
||||
/// </summary>
|
||||
private Vector3 GetClosestPointOnCollider(Collider col)
|
||||
{
|
||||
return col.ClosestPoint(transform.position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Computes a reasonable hit direction from projectile to target center (fallbacks to forward).
|
||||
/// </summary>
|
||||
private Vector3 GetHitDirection(Collider col)
|
||||
{
|
||||
Vector3 dir = (col.bounds.center - transform.position).normalized;
|
||||
return dir.sqrMagnitude > 0.0001f ? dir : transform.forward;
|
||||
}
|
||||
|
||||
#endregion Damage Pipeline (Invector-style)
|
||||
|
||||
#region Pooling & Utilities
|
||||
|
||||
/// <summary>
|
||||
/// Returns this projectile to the Lean Pool (safe to call on non-pooled too).
|
||||
/// </summary>
|
||||
private void Despawn()
|
||||
{
|
||||
if (enableDebug) Debug.Log("[Fireball] Despawn via LeanPool");
|
||||
LeanPool.Despawn(gameObject);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears/initializes runtime variables so pooled instances behave like fresh spawns.
|
||||
/// </summary>
|
||||
private void ResetRuntimeState()
|
||||
{
|
||||
timer = 0f;
|
||||
isLocked = false;
|
||||
hasDealtDamage = false;
|
||||
lockedTargetPos = Vector3.zero;
|
||||
}
|
||||
|
||||
#endregion Pooling & Utilities
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
/// <summary>
|
||||
/// Optional gizmo: shows lock radius and direction for quick debugging.
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawWireSphere(transform.position, 0.25f);
|
||||
|
||||
// Draw a small forward arrow
|
||||
Gizmos.DrawLine(transform.position, transform.position + transform.forward * 1.0f);
|
||||
|
||||
// Arrival tolerance sphere (only meaningful when locked)
|
||||
if (isLocked)
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(lockedTargetPos, arrivalTolerance);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -1,185 +1,187 @@
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DemonBoss.Magic
|
||||
{
|
||||
/// <summary>
|
||||
/// StateAction for Magic Shield spell - boss casts magical shield for 5 seconds
|
||||
/// During casting boss stands still, after completion returns to Combat
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield")]
|
||||
public class SA_CastShield : vStateAction
|
||||
{
|
||||
public override string categoryName => "DemonBoss/Magic";
|
||||
public override string defaultName => "Cast Shield";
|
||||
|
||||
[Header("Shield Configuration")]
|
||||
[Tooltip("Prefab with magical shield particle effect")]
|
||||
public GameObject shieldFXPrefab;
|
||||
|
||||
[Tooltip("Transform where shield should appear (usually boss center)")]
|
||||
public Transform shieldSpawnPoint;
|
||||
|
||||
[Tooltip("Shield duration in seconds")]
|
||||
public float shieldDuration = 5f;
|
||||
|
||||
[Tooltip("Animator trigger name for shield casting animation")]
|
||||
public string animatorTrigger = "CastShield";
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Enable debug logging")]
|
||||
public bool enableDebug = false;
|
||||
|
||||
private GameObject spawnedShield;
|
||||
|
||||
private float shieldStartTime;
|
||||
private bool shieldActive = false;
|
||||
|
||||
/// <summary>
|
||||
/// Main action execution method called by FSM
|
||||
/// </summary>
|
||||
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
if (executionType == vFSMComponentExecutionType.OnStateEnter)
|
||||
{
|
||||
OnStateEnter(fsmBehaviour);
|
||||
}
|
||||
else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
OnStateUpdate(fsmBehaviour);
|
||||
}
|
||||
else if (executionType == vFSMComponentExecutionType.OnStateExit)
|
||||
{
|
||||
OnStateExit(fsmBehaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when entering state - starts shield casting
|
||||
/// </summary>
|
||||
private void OnStateEnter(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Entering shield casting state");
|
||||
|
||||
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
|
||||
if (aiController != null)
|
||||
{
|
||||
aiController.Stop();
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] AI stopped");
|
||||
}
|
||||
|
||||
var animator = fsmBehaviour.transform.GetComponent<Animator>();
|
||||
if (animator != null && !string.IsNullOrEmpty(animatorTrigger))
|
||||
{
|
||||
animator.SetTrigger(animatorTrigger);
|
||||
if (enableDebug) Debug.Log($"[SA_CastShield] Set trigger: {animatorTrigger}");
|
||||
}
|
||||
|
||||
SpawnShieldEffect(fsmBehaviour);
|
||||
|
||||
shieldStartTime = Time.time;
|
||||
shieldActive = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame during state duration
|
||||
/// </summary>
|
||||
private void OnStateUpdate(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (shieldActive && Time.time - shieldStartTime >= shieldDuration)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Shield time passed, finishing state");
|
||||
FinishShield(fsmBehaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when exiting state - cleanup
|
||||
/// </summary>
|
||||
private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Exiting shield state");
|
||||
|
||||
if (shieldActive)
|
||||
{
|
||||
CleanupShield();
|
||||
}
|
||||
|
||||
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
|
||||
if (aiController != null)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] AI resumed");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns magical shield particle effect
|
||||
/// </summary>
|
||||
private void SpawnShieldEffect(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (shieldFXPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[SA_CastShield] Missing shieldFXPrefab!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 spawnPosition = shieldSpawnPoint != null ?
|
||||
shieldSpawnPoint.position : fsmBehaviour.transform.position;
|
||||
|
||||
spawnedShield = LeanPool.Spawn(shieldFXPrefab, spawnPosition,
|
||||
shieldSpawnPoint != null ? shieldSpawnPoint.rotation : fsmBehaviour.transform.rotation);
|
||||
|
||||
if (enableDebug) Debug.Log($"[SA_CastShield] Shield spawned at position: {spawnPosition}");
|
||||
|
||||
if (spawnedShield != null && shieldSpawnPoint != null)
|
||||
{
|
||||
spawnedShield.transform.SetParent(shieldSpawnPoint);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes shield operation and transitions to next state
|
||||
/// </summary>
|
||||
private void FinishShield(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
shieldActive = false;
|
||||
CleanupShield();
|
||||
|
||||
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Shield", 15f);
|
||||
|
||||
// End state - FSM will transition to next state
|
||||
// FYI: In Invector FSM, state completion is handled automatically
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up spawned shield
|
||||
/// </summary>
|
||||
private void CleanupShield()
|
||||
{
|
||||
if (spawnedShield != null)
|
||||
{
|
||||
LeanPool.Despawn(spawnedShield);
|
||||
spawnedShield = null;
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Shield despawned");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if shield is currently active
|
||||
/// </summary>
|
||||
public bool IsShieldActive()
|
||||
{
|
||||
return shieldActive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns remaining shield time
|
||||
/// </summary>
|
||||
public float GetRemainingShieldTime()
|
||||
{
|
||||
if (!shieldActive) return 0f;
|
||||
return Mathf.Max(0f, shieldDuration - (Time.time - shieldStartTime));
|
||||
}
|
||||
}
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Lean.Pool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DemonBoss.Magic
|
||||
{
|
||||
/// <summary>
|
||||
/// StateAction for Magic Shield spell - boss casts magical shield for 5 seconds
|
||||
/// During casting boss stands still, after completion returns to Combat
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Cast Shield")]
|
||||
public class SA_CastShield : vStateAction
|
||||
{
|
||||
public override string categoryName => "DemonBoss/Magic";
|
||||
public override string defaultName => "Cast Shield";
|
||||
|
||||
[Header("Shield Configuration")]
|
||||
[Tooltip("Prefab with magical shield particle effect")]
|
||||
public GameObject shieldFXPrefab;
|
||||
|
||||
[Tooltip("Shield duration in seconds")]
|
||||
public float shieldDuration = 5f;
|
||||
|
||||
[Tooltip("Animator bool parameter name for blocking state")]
|
||||
public string animatorBlockingBool = "IsBlocking";
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Enable debug logging")]
|
||||
public bool enableDebug = false;
|
||||
|
||||
private GameObject spawnedShield;
|
||||
private Animator npcAnimator;
|
||||
private Transform npcTransform;
|
||||
private float shieldStartTime;
|
||||
private bool shieldActive = false;
|
||||
|
||||
/// <summary>
|
||||
/// Main action execution method called by FSM
|
||||
/// </summary>
|
||||
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
if (executionType == vFSMComponentExecutionType.OnStateEnter)
|
||||
{
|
||||
OnStateEnter(fsmBehaviour);
|
||||
}
|
||||
else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
OnStateUpdate(fsmBehaviour);
|
||||
}
|
||||
else if (executionType == vFSMComponentExecutionType.OnStateExit)
|
||||
{
|
||||
OnStateExit(fsmBehaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when entering state - starts shield casting
|
||||
/// </summary>
|
||||
private void OnStateEnter(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Entering shield casting state");
|
||||
|
||||
// Store NPC references
|
||||
npcTransform = fsmBehaviour.transform;
|
||||
npcAnimator = npcTransform.GetComponent<Animator>();
|
||||
|
||||
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
|
||||
if (aiController != null)
|
||||
{
|
||||
aiController.Stop();
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] AI stopped");
|
||||
}
|
||||
|
||||
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
|
||||
{
|
||||
npcAnimator.SetBool(animatorBlockingBool, true);
|
||||
if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = true");
|
||||
}
|
||||
|
||||
SpawnShieldEffect(fsmBehaviour);
|
||||
|
||||
shieldStartTime = Time.time;
|
||||
shieldActive = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame during state duration
|
||||
/// </summary>
|
||||
private void OnStateUpdate(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (shieldActive && Time.time - shieldStartTime >= shieldDuration)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Shield time passed, finishing state");
|
||||
FinishShield(fsmBehaviour);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when exiting state - cleanup
|
||||
/// </summary>
|
||||
private void OnStateExit(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Exiting shield state");
|
||||
|
||||
if (npcAnimator != null && !string.IsNullOrEmpty(animatorBlockingBool))
|
||||
{
|
||||
npcAnimator.SetBool(animatorBlockingBool, false);
|
||||
if (enableDebug) Debug.Log($"[SA_CastShield] Set bool: {animatorBlockingBool} = false");
|
||||
}
|
||||
|
||||
if (shieldActive)
|
||||
{
|
||||
CleanupShield();
|
||||
}
|
||||
|
||||
var aiController = fsmBehaviour as Invector.vCharacterController.AI.vIControlAI;
|
||||
if (aiController != null)
|
||||
{
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] AI resumed");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawns magical shield particle effect
|
||||
/// </summary>
|
||||
private void SpawnShieldEffect(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
if (shieldFXPrefab == null)
|
||||
{
|
||||
Debug.LogWarning("[SA_CastShield] Missing shieldFXPrefab!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Spawn shield at NPC's position and rotation
|
||||
Vector3 spawnPosition = npcTransform.position;
|
||||
Quaternion spawnRotation = npcTransform.rotation;
|
||||
|
||||
spawnedShield = LeanPool.Spawn(shieldFXPrefab, spawnPosition, spawnRotation);
|
||||
|
||||
if (enableDebug) Debug.Log($"[SA_CastShield] Shield spawned at NPC position: {spawnPosition}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finishes shield operation and transitions to next state
|
||||
/// </summary>
|
||||
private void FinishShield(vIFSMBehaviourController fsmBehaviour)
|
||||
{
|
||||
shieldActive = false;
|
||||
CleanupShield();
|
||||
|
||||
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Shield", 15f);
|
||||
|
||||
// End state - FSM will transition to next state
|
||||
// FYI: In Invector FSM, state completion is handled automatically
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cleans up spawned shield
|
||||
/// </summary>
|
||||
private void CleanupShield()
|
||||
{
|
||||
if (spawnedShield != null)
|
||||
{
|
||||
LeanPool.Despawn(spawnedShield);
|
||||
spawnedShield = null;
|
||||
if (enableDebug) Debug.Log("[SA_CastShield] Shield despawned");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks if shield is currently active
|
||||
/// </summary>
|
||||
public bool IsShieldActive()
|
||||
{
|
||||
return shieldActive;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns remaining shield time
|
||||
/// </summary>
|
||||
public float GetRemainingShieldTime()
|
||||
{
|
||||
if (!shieldActive) return 0f;
|
||||
return Mathf.Max(0f, shieldDuration - (Time.time - shieldStartTime));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,298 +1,322 @@
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Lean.Pool;
|
||||
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
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn Turret Smart")]
|
||||
public class SA_SpawnTurretSmart : vStateAction
|
||||
{
|
||||
public override string categoryName => "DemonBoss/Magic";
|
||||
public override string defaultName => "Spawn Turret Smart";
|
||||
|
||||
[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 trigger name for crystal casting animation")]
|
||||
public string animatorTrigger = "CastCrystal";
|
||||
|
||||
[Header("Smart Positioning")]
|
||||
[Tooltip("Preference multiplier for positions behind boss (relative to player)")]
|
||||
public float backPreferenceMultiplier = 2f;
|
||||
|
||||
[Tooltip("Number of attempts to find valid position")]
|
||||
public int maxSpawnAttempts = 12;
|
||||
|
||||
[Header("Debug")]
|
||||
[Tooltip("Enable debug logging")]
|
||||
public bool enableDebug = false;
|
||||
|
||||
[Tooltip("Show gizmos in Scene View")]
|
||||
public bool showGizmos = true;
|
||||
|
||||
private GameObject spawnedCrystal;
|
||||
|
||||
private Transform playerTransform;
|
||||
|
||||
/// <summary>
|
||||
/// Main action execution method called by FSM
|
||||
/// </summary>
|
||||
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
if (executionType == vFSMComponentExecutionType.OnStateEnter)
|
||||
{
|
||||
OnStateEnter(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");
|
||||
|
||||
FindPlayer(fsmBehaviour);
|
||||
|
||||
var animator = fsmBehaviour.transform.GetComponent<Animator>();
|
||||
if (animator != null && !string.IsNullOrEmpty(animatorTrigger))
|
||||
{
|
||||
animator.SetTrigger(animatorTrigger);
|
||||
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Set trigger: {animatorTrigger}");
|
||||
}
|
||||
|
||||
SpawnCrystalSmart(fsmBehaviour);
|
||||
|
||||
DEC_CheckCooldown.SetCooldownStatic(fsmBehaviour, "Turret", 12f);
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
if (crystalPrefab == null)
|
||||
{
|
||||
Debug.LogError("[SA_SpawnTurretSmart] Missing crystalPrefab!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 bestPosition = Vector3.zero;
|
||||
bool foundValidPosition = false;
|
||||
float bestScore = float.MinValue;
|
||||
|
||||
Vector3 bossPos = fsmBehaviour.transform.position;
|
||||
Vector3 playerDirection = Vector3.zero;
|
||||
|
||||
if (playerTransform != null)
|
||||
{
|
||||
playerDirection = (playerTransform.position - bossPos).normalized;
|
||||
}
|
||||
|
||||
for (int i = 0; i < maxSpawnAttempts; 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 distance = Random.Range(minSpawnDistance, maxSpawnDistance);
|
||||
Vector3 testPosition = bossPos + direction * distance;
|
||||
|
||||
if (IsPositionValid(testPosition, out Vector3 groundPosition))
|
||||
{
|
||||
float score = EvaluatePosition(groundPosition, playerDirection, direction);
|
||||
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
bestPosition = groundPosition;
|
||||
foundValidPosition = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (foundValidPosition)
|
||||
{
|
||||
SpawnCrystal(bestPosition, fsmBehaviour);
|
||||
if (enableDebug) Debug.Log($"[SA_SpawnTurretSmart] Crystal spawned at position: {bestPosition} (score: {bestScore:F2})");
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 fallbackPos = bossPos + fsmBehaviour.transform.forward * minSpawnDistance;
|
||||
SpawnCrystal(fallbackPos, fsmBehaviour);
|
||||
if (enableDebug) Debug.LogWarning("[SA_SpawnTurretSmart] Using fallback position");
|
||||
}
|
||||
}
|
||||
|
||||
/// <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))
|
||||
{
|
||||
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)
|
||||
{
|
||||
float score = 0f;
|
||||
|
||||
if (playerTransform != null && playerDirection != Vector3.zero)
|
||||
{
|
||||
float angleToPlayer = Vector3.Angle(-playerDirection, positionDirection);
|
||||
|
||||
// The smaller the angle (closer to "behind"), the better the score
|
||||
float backScore = (180f - angleToPlayer) / 180f;
|
||||
score += backScore * backPreferenceMultiplier;
|
||||
}
|
||||
|
||||
Vector3 bossPos = new Vector3();
|
||||
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)
|
||||
{
|
||||
Vector3 lookDirection = (playerTransform.position - position).normalized;
|
||||
lookDirection.y = 0;
|
||||
if (lookDirection != Vector3.zero)
|
||||
{
|
||||
rotation = Quaternion.LookRotation(lookDirection);
|
||||
}
|
||||
}
|
||||
|
||||
spawnedCrystal = LeanPool.Spawn(crystalPrefab, position, rotation);
|
||||
|
||||
var shooterAI = spawnedCrystal.GetComponent<CrystalShooterAI>();
|
||||
if (shooterAI == null)
|
||||
{
|
||||
Debug.LogError("[SA_SpawnTurretSmart] Crystal prefab doesn't have CrystalShooterAI component!");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playerTransform != null)
|
||||
{
|
||||
shooterAI.SetTarget(playerTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws gizmos in Scene View for debugging
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!showGizmos) return;
|
||||
|
||||
Vector3 pos = new Vector3();
|
||||
|
||||
// Spawn ring
|
||||
Gizmos.color = Color.green;
|
||||
DrawWireCircle(pos, minSpawnDistance);
|
||||
Gizmos.color = Color.red;
|
||||
DrawWireCircle(pos, maxSpawnDistance);
|
||||
|
||||
// Obstacle check radius
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(pos + Vector3.up * obstacleCheckRadius, obstacleCheckRadius);
|
||||
}
|
||||
|
||||
/// <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;
|
||||
Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
|
||||
Gizmos.DrawLine(prevPoint, newPoint);
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
using Invector.vCharacterController.AI.FSMBehaviour;
|
||||
using Lean.Pool;
|
||||
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
|
||||
/// </summary>
|
||||
[CreateAssetMenu(menuName = "Invector/FSM/Actions/DemonBoss/Spawn Turret Smart")]
|
||||
public class SA_SpawnTurretSmart : vStateAction
|
||||
{
|
||||
public override string categoryName => "DemonBoss/Magic";
|
||||
public override string defaultName => "Spawn Turret Smart";
|
||||
|
||||
[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;
|
||||
|
||||
[Tooltip("Number of attempts to find valid position")]
|
||||
public int maxSpawnAttempts = 12;
|
||||
|
||||
[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>
|
||||
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
|
||||
{
|
||||
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);
|
||||
|
||||
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)
|
||||
{
|
||||
if (crystalPrefab == null)
|
||||
{
|
||||
Debug.LogError("[SA_SpawnTurretSmart] Missing crystalPrefab!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 bestPosition = Vector3.zero;
|
||||
bool foundValidPosition = false;
|
||||
float bestScore = float.MinValue;
|
||||
|
||||
Vector3 bossPos = npcTransform.position;
|
||||
Vector3 playerDirection = Vector3.zero;
|
||||
|
||||
if (playerTransform != null)
|
||||
{
|
||||
playerDirection = (playerTransform.position - bossPos).normalized;
|
||||
}
|
||||
|
||||
for (int i = 0; i < maxSpawnAttempts; 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 distance = Random.Range(minSpawnDistance, maxSpawnDistance);
|
||||
Vector3 testPosition = bossPos + direction * distance;
|
||||
|
||||
if (IsPositionValid(testPosition, out Vector3 groundPosition))
|
||||
{
|
||||
float score = EvaluatePosition(groundPosition, playerDirection, direction, bossPos);
|
||||
|
||||
if (score > bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
bestPosition = groundPosition;
|
||||
foundValidPosition = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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");
|
||||
}
|
||||
}
|
||||
|
||||
/// <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))
|
||||
{
|
||||
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)
|
||||
{
|
||||
float score = 0f;
|
||||
|
||||
if (playerTransform != null && playerDirection != Vector3.zero)
|
||||
{
|
||||
float angleToPlayer = Vector3.Angle(-playerDirection, positionDirection);
|
||||
|
||||
// The smaller the angle (closer to "behind"), the better the score
|
||||
float backScore = (180f - angleToPlayer) / 180f;
|
||||
score += backScore * backPreferenceMultiplier;
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
Vector3 lookDirection = (playerTransform.position - position).normalized;
|
||||
lookDirection.y = 0;
|
||||
if (lookDirection != Vector3.zero)
|
||||
{
|
||||
rotation = Quaternion.LookRotation(lookDirection);
|
||||
}
|
||||
}
|
||||
|
||||
spawnedCrystal = LeanPool.Spawn(crystalPrefab, position, rotation);
|
||||
|
||||
var shooterAI = spawnedCrystal.GetComponent<CrystalShooterAI>();
|
||||
if (shooterAI == null)
|
||||
{
|
||||
Debug.LogError("[SA_SpawnTurretSmart] Crystal prefab doesn't have CrystalShooterAI component!");
|
||||
}
|
||||
else
|
||||
{
|
||||
if (playerTransform != null)
|
||||
{
|
||||
shooterAI.SetTarget(playerTransform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws gizmos in Scene View for debugging
|
||||
/// </summary>
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!showGizmos) return;
|
||||
|
||||
if (npcTransform != null)
|
||||
{
|
||||
Vector3 pos = npcTransform.position;
|
||||
|
||||
// Spawn ring
|
||||
Gizmos.color = Color.green;
|
||||
DrawWireCircle(pos, minSpawnDistance);
|
||||
Gizmos.color = Color.red;
|
||||
DrawWireCircle(pos, maxSpawnDistance);
|
||||
|
||||
// Obstacle check radius
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(pos + Vector3.up * obstacleCheckRadius, obstacleCheckRadius);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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;
|
||||
Vector3 newPoint = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
|
||||
Gizmos.DrawLine(prevPoint, newPoint);
|
||||
prevPoint = newPoint;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -13,7 +13,7 @@ GameObject:
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- component: {fileID: 2323612}
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- component: {fileID: 13662188}
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- component: {fileID: 7020133711031364094}
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m_Layer: 0
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m_Layer: 26
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m_Name: Turet
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m_TagString: Untagged
|
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m_Icon: {fileID: 0}
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@@ -32,7 +32,8 @@ Transform:
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m_LocalPosition: {x: -3.8250632, y: -7.1673625e-17, z: 3.2278929}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Children:
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- {fileID: 8411050209285398990}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!33 &3365858
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@@ -123,20 +124,51 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 906d915677721914dbe9708f218f574a, type: 3}
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||||
m_Name:
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||||
m_EditorClassIdentifier:
|
||||
muzzle: {fileID: 417168}
|
||||
muzzle: {fileID: 8411050209285398990}
|
||||
fireballPrefab: {fileID: 1947871717301538, guid: 9591667a35466484096c6e63785e136c,
|
||||
type: 3}
|
||||
fireballSpeed: 28
|
||||
fireRate: 0.7
|
||||
maxShots: 10
|
||||
despawnDelay: 3
|
||||
fireRate: 5
|
||||
maxShots: 3
|
||||
despawnDelay: 10
|
||||
turnSpeed: 120
|
||||
idleSpinSpeed: 30
|
||||
aimTolerance: 5
|
||||
autoFindPlayer: 1
|
||||
playerTag: Player
|
||||
maxShootingRange: 50
|
||||
useShootEffects: 0
|
||||
muzzleFlashPrefab: {fileID: 0}
|
||||
shootSound: {fileID: 8300000, guid: d44a96f293b66b74ea13a2e6fcc6c8fa, type: 3}
|
||||
enableDebug: 0
|
||||
showGizmos: 1
|
||||
--- !u!1 &6534933121460188189
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||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
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||||
m_Component:
|
||||
- component: {fileID: 8411050209285398990}
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||||
m_Layer: 26
|
||||
m_Name: Spawnpoint
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||||
m_TagString: Untagged
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||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
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||||
m_StaticEditorFlags: 0
|
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m_IsActive: 1
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--- !u!4 &8411050209285398990
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||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 6534933121460188189}
|
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serializedVersion: 2
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
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m_LocalPosition: {x: 0, y: 3.114, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
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m_Children: []
|
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m_Father: {fileID: 417168}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
1640
Assets/AI/FSM/FSM_Giant.asset
Normal file
1640
Assets/AI/FSM/FSM_Giant.asset
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/AI/FSM/FSM_Giant.asset.meta
Normal file
8
Assets/AI/FSM/FSM_Giant.asset.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: 8a6b7d8e31ffda843b06eaa079b5ed5d
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
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assetBundleVariant:
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8
Assets/AI/Gigant.meta
Normal file
8
Assets/AI/Gigant.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b9f57b9ef3a51cd4285f9c4514b79802
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folderAsset: yes
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||||
DefaultImporter:
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externalObjects: {}
|
||||
userData:
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assetBundleName:
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assetBundleVariant:
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5566
Assets/AI/Gigant/Giant.prefab
Normal file
5566
Assets/AI/Gigant/Giant.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/AI/Gigant/Giant.prefab.meta
Normal file
7
Assets/AI/Gigant/Giant.prefab.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
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guid: 05db168aa73c6d7489b4930e8ac0f2ce
|
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PrefabImporter:
|
||||
externalObjects: {}
|
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
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||||
23
Assets/AI/Gigant/LookAtPlayerInitialization.cs
Normal file
23
Assets/AI/Gigant/LookAtPlayerInitialization.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using RootMotion.FinalIK;
|
||||
using UnityEngine;
|
||||
|
||||
public class LookAtPlayerInitialization : MonoBehaviour
|
||||
{
|
||||
public LookAtIK lookAtIK;
|
||||
public string playerTag = "Player";
|
||||
private Transform player;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
GameObject playerObj = GameObject.FindGameObjectWithTag(playerTag);
|
||||
if (playerObj != null)
|
||||
{
|
||||
player = playerObj.transform;
|
||||
if (lookAtIK != null)
|
||||
{
|
||||
lookAtIK.solver.target = player;
|
||||
lookAtIK.solver.IKPositionWeight = 1f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/AI/Gigant/LookAtPlayerInitialization.cs.meta
Normal file
2
Assets/AI/Gigant/LookAtPlayerInitialization.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 529e37587f83e4b4893a5814cd0cb915
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@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: bc074d00982114f0388e9c98de91d44f
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m_currentHash:
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serializedVersion: 2
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Hash: 1efe8cf9686e6b90ba179faa51fb53d2
|
||||
Hash: ef672e941747c2eb6b19db828d740a6a
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
@@ -124,7 +124,7 @@ Material:
|
||||
- _CastShadows: 1
|
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- _ClearCoatMask: 0
|
||||
- _ClearCoatSmoothness: 0
|
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- _Cull: 2
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- _Cull: 0
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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||||
- _DetailNormalMapScale: 1
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@@ -156,7 +156,7 @@ Material:
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- _WorkflowMode: 1
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- _ZTest: 4
|
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- _ZWrite: 1
|
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- _ZWriteControl: 0
|
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- _ZWriteControl: 1
|
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m_Colors:
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- BaseColor: {r: 0.7830189, g: 0.6195203, b: 0.5798772, a: 0}
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- Color_613d1588816440ec9b17710effb7528b: {r: 0, g: 13.98681, b: 714.8679, a: 0}
|
||||
|
||||
Binary file not shown.
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user