using Invector; using Invector.vCharacterController.AI; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace DemonBoss.Summoner { /// /// Main AI controller for Summoner enemy /// Manages spawned minions and provides combat state tracking /// Attach to Summoner character along with vControlAI /// public class SummonerAI : MonoBehaviour { [Header("Minion Management")] [Tooltip("Prefab of minion to spawn")] public GameObject minionPrefab; [Tooltip("Maximum number of minions alive at once")] public int maxActiveMinions = 3; [Tooltip("Distance from summoner to spawn minions")] public float spawnRadius = 5f; [Tooltip("Height offset for spawn position")] public float spawnHeightOffset = 0f; [Tooltip("Should minions look at summoner after spawn?")] public bool minionsLookAtCenter = false; [Header("Spawn Configuration")] [Tooltip("Number of minions to spawn per summon action")] public int minionsPerSummon = 3; [Tooltip("Delay before first minion spawns")] public float initialSpawnDelay = 0.5f; [Tooltip("Time between spawning each minion")] public float timeBetweenSpawns = 0.3f; [Header("Combat Behavior")] [Tooltip("Minimum distance to player before engaging in melee")] public float meleeEngageDistance = 3f; [Tooltip("Should summoner fight when minions are alive?")] public bool fightWithMinions = false; [Tooltip("Health percentage threshold to spawn minions (0-1)")] [Range(0f, 1f)] public float healthThresholdForSummon = 0.7f; [Header("Targeting")] [Tooltip("Tag to find player")] public string playerTag = "Player"; [Header("Effects")] [Tooltip("Particle effect at spawn location")] public GameObject spawnEffectPrefab; [Tooltip("Sound played when spawning minions")] public AudioClip summonSound; [Header("Debug")] [Tooltip("Enable debug logging")] public bool enableDebug = false; [Tooltip("Show gizmos in Scene View")] public bool showGizmos = true; // Runtime state private List activeMinions = new List(); private Transform playerTransform; private AudioSource audioSource; private vHealthController healthController; private bool isSpawning = false; private Coroutine spawnCoroutine; // Public properties for FSM decisions public bool IsSpawning => isSpawning; public int ActiveMinionCount => activeMinions.Count; public bool CanSpawnMinions => activeMinions.Count < maxActiveMinions && !isSpawning; public bool HasActiveMinions => activeMinions.Count > 0; private void Awake() { healthController = GetComponent(); audioSource = GetComponent(); if (audioSource == null && summonSound != null) { audioSource = gameObject.AddComponent(); audioSource.playOnAwake = false; audioSource.spatialBlend = 1f; } } private void Start() { FindPlayer(); } private void Update() { CleanupDeadMinions(); } /// /// Find player by tag /// private void FindPlayer() { GameObject player = GameObject.FindGameObjectWithTag(playerTag); if (player != null) { playerTransform = player.transform; if (enableDebug) Debug.Log("[SummonerAI] Player found: " + player.name); } } /// /// Start spawning minions /// public void StartSpawning() { if (isSpawning) { if (enableDebug) Debug.Log("[SummonerAI] Already spawning minions"); return; } if (minionPrefab == null) { Debug.LogError("[SummonerAI] No minion prefab assigned!"); return; } spawnCoroutine = StartCoroutine(SpawnMinionsCoroutine()); } /// /// Stop spawning minions immediately /// public void StopSpawning() { if (spawnCoroutine != null) { StopCoroutine(spawnCoroutine); spawnCoroutine = null; } isSpawning = false; } /// /// Coroutine that spawns minions with delays /// private IEnumerator SpawnMinionsCoroutine() { isSpawning = true; if (enableDebug) Debug.Log($"[SummonerAI] Starting to spawn {minionsPerSummon} minions"); // Initial delay yield return new WaitForSeconds(initialSpawnDelay); // Play summon sound if (audioSource != null && summonSound != null) { audioSource.PlayOneShot(summonSound); } // Spawn minions int spawned = 0; for (int i = 0; i < minionsPerSummon && activeMinions.Count < maxActiveMinions; i++) { SpawnSingleMinion(); spawned++; // Wait between spawns (except after last one) if (i < minionsPerSummon - 1) { yield return new WaitForSeconds(timeBetweenSpawns); } } if (enableDebug) Debug.Log($"[SummonerAI] Finished spawning {spawned} minions. Total active: {activeMinions.Count}"); isSpawning = false; } /// /// Spawn a single minion at random position around summoner /// private void SpawnSingleMinion() { // Calculate random spawn position float angle = Random.Range(0f, 360f) * Mathf.Deg2Rad; float x = transform.position.x + spawnRadius * Mathf.Cos(angle); float z = transform.position.z + spawnRadius * Mathf.Sin(angle); Vector3 spawnPosition = new Vector3(x, transform.position.y + spawnHeightOffset, z); // Spawn minion GameObject minion = Instantiate(minionPrefab, spawnPosition, Quaternion.identity); // Set rotation if (minionsLookAtCenter) { minion.transform.LookAt(transform.position); } else if (playerTransform != null) { // Make minion face player Vector3 directionToPlayer = (playerTransform.position - minion.transform.position).normalized; directionToPlayer.y = 0; if (directionToPlayer != Vector3.zero) { minion.transform.rotation = Quaternion.LookRotation(directionToPlayer); } } // Configure minion AI to target player var minionAI = minion.GetComponent(); if (minionAI != null && playerTransform != null) { // Set player as target through AI system minionAI.SetCurrentTarget(playerTransform); } // Add to active minions list activeMinions.Add(minion); // Spawn visual effect if (spawnEffectPrefab != null) { GameObject effect = Instantiate(spawnEffectPrefab, spawnPosition, Quaternion.identity); Destroy(effect, 3f); } if (enableDebug) Debug.Log($"[SummonerAI] Spawned minion at {spawnPosition}"); } /// /// Remove destroyed/null minions from list /// private void CleanupDeadMinions() { activeMinions.RemoveAll(minion => minion == null); } /// /// Check if summoner should spawn minions based on health /// public bool ShouldSummonByHealth() { if (healthController == null) return false; float healthPercent = healthController.currentHealth / healthController.MaxHealth; return healthPercent <= healthThresholdForSummon; } /// /// Get distance to player /// public float GetDistanceToPlayer() { if (playerTransform == null) { FindPlayer(); if (playerTransform == null) return float.MaxValue; } return Vector3.Distance(transform.position, playerTransform.position); } /// /// Check if player is in melee range /// public bool IsPlayerInMeleeRange() { return GetDistanceToPlayer() <= meleeEngageDistance; } /// /// Check if summoner should engage in melee combat /// public bool ShouldEngageMelee() { if (!IsPlayerInMeleeRange()) return false; if (fightWithMinions) return true; return !HasActiveMinions; } /// /// Destroy all active minions (e.g., when summoner dies) /// public void DestroyAllMinions() { foreach (GameObject minion in activeMinions) { if (minion != null) { Destroy(minion); } } activeMinions.Clear(); if (enableDebug) Debug.Log("[SummonerAI] All minions destroyed"); } private void OnDestroy() { // Cleanup minions when summoner dies DestroyAllMinions(); } private void OnDrawGizmosSelected() { if (!showGizmos) return; // Draw spawn radius Gizmos.color = Color.cyan; DrawCircle(transform.position, spawnRadius, 32); // Draw melee range Gizmos.color = Color.red; DrawCircle(transform.position, meleeEngageDistance, 16); // Draw lines to active minions Gizmos.color = Color.green; foreach (GameObject minion in activeMinions) { if (minion != null) { Gizmos.DrawLine(transform.position + Vector3.up, minion.transform.position + Vector3.up); } } } private void DrawCircle(Vector3 center, float radius, int segments) { float angleStep = 360f / segments; Vector3 previousPoint = center + new Vector3(radius, 0, 0); for (int i = 1; i <= segments; i++) { float angle = i * angleStep * Mathf.Deg2Rad; Vector3 newPoint = center + new Vector3( Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius ); Gizmos.DrawLine(previousPoint, newPoint); previousPoint = newPoint; } } } }