165 lines
4.7 KiB
C#
165 lines
4.7 KiB
C#
using Invector.vCharacterController.AI.FSMBehaviour;
|
|
using UnityEngine;
|
|
|
|
namespace DemonBoss.Summoner
|
|
{
|
|
/// <summary>
|
|
/// FSM State Action that triggers minion spawning
|
|
/// Calls SummonerAI.StartSpawning() on state enter
|
|
/// </summary>
|
|
[CreateAssetMenu(menuName = "Invector/FSM/Actions/Summoner/Spawn Minions")]
|
|
public class SA_SpawnMinions : vStateAction
|
|
{
|
|
public override string categoryName => "Summoner";
|
|
public override string defaultName => "Spawn Minions";
|
|
|
|
[Header("Animation")]
|
|
[Tooltip("Animator trigger parameter for summoning animation")]
|
|
public string summonTriggerName = "Summon";
|
|
|
|
[Tooltip("Animator bool for summoning state")]
|
|
public string summoningBoolName = "IsSummoning";
|
|
|
|
[Header("Behavior")]
|
|
[Tooltip("Wait for spawning to complete before allowing state exit")]
|
|
public bool waitForCompletion = true;
|
|
|
|
[Tooltip("If true, spawn starts only after an animation event calls SummonerAI.OnSummonAnimationEvent")]
|
|
public bool spawnOnAnimationEvent = true;
|
|
|
|
[Tooltip("Fallback: start spawn if animation event doesn't fire within this time (seconds). 0 = no fallback.")]
|
|
public float animationEventTimeout = 1.2f;
|
|
|
|
[Header("Debug")]
|
|
[Tooltip("Enable debug logging")]
|
|
public bool enableDebug = false;
|
|
|
|
private SummonerAI summoner;
|
|
private Animator animator;
|
|
private bool hasStartedSpawning = false;
|
|
private float spawnRequestTime = -1f;
|
|
private bool spawnTriggered = false;
|
|
|
|
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
|
|
{
|
|
if (executionType == vFSMComponentExecutionType.OnStateEnter)
|
|
{
|
|
OnEnter(fsmBehaviour);
|
|
}
|
|
else if (executionType == vFSMComponentExecutionType.OnStateUpdate)
|
|
{
|
|
OnUpdate(fsmBehaviour);
|
|
}
|
|
else if (executionType == vFSMComponentExecutionType.OnStateExit)
|
|
{
|
|
OnExit(fsmBehaviour);
|
|
}
|
|
}
|
|
|
|
private void OnEnter(vIFSMBehaviourController fsmBehaviour)
|
|
{
|
|
summoner = fsmBehaviour.gameObject.GetComponent<SummonerAI>();
|
|
animator = fsmBehaviour.gameObject.GetComponent<Animator>();
|
|
|
|
if (summoner == null)
|
|
{
|
|
Debug.LogError("[SA_SpawnMinions] No SummonerAI component found!");
|
|
return;
|
|
}
|
|
|
|
// Trigger animation
|
|
if (animator != null)
|
|
{
|
|
if (!string.IsNullOrEmpty(summonTriggerName))
|
|
{
|
|
animator.SetTrigger(summonTriggerName);
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(summoningBoolName))
|
|
{
|
|
animator.SetBool(summoningBoolName, true);
|
|
}
|
|
}
|
|
|
|
if (spawnOnAnimationEvent)
|
|
{
|
|
summoner.RequestSpawn();
|
|
hasStartedSpawning = true;
|
|
spawnTriggered = false;
|
|
spawnRequestTime = Time.time;
|
|
if (enableDebug) Debug.Log("[SA_SpawnMinions] Waiting for animation event to spawn");
|
|
}
|
|
else
|
|
{
|
|
// Start spawning minions immediately
|
|
summoner.StartSpawning();
|
|
hasStartedSpawning = true;
|
|
spawnTriggered = true;
|
|
if (enableDebug) Debug.Log("[SA_SpawnMinions] Started spawning minions");
|
|
}
|
|
}
|
|
|
|
private void OnUpdate(vIFSMBehaviourController fsmBehaviour)
|
|
{
|
|
if (summoner != null && spawnOnAnimationEvent && !spawnTriggered)
|
|
{
|
|
if (summoner.IsSpawning)
|
|
{
|
|
spawnTriggered = true;
|
|
}
|
|
else if (animationEventTimeout > 0f && spawnRequestTime > 0f && (Time.time - spawnRequestTime) >= animationEventTimeout)
|
|
{
|
|
summoner.StartSpawning();
|
|
spawnTriggered = true;
|
|
if (enableDebug) Debug.Log("[SA_SpawnMinions] Animation event timeout - spawning fallback");
|
|
}
|
|
}
|
|
|
|
// If waiting for completion, keep state active until spawning is done
|
|
if (waitForCompletion && summoner != null && summoner.IsSpawning)
|
|
{
|
|
// State will continue until spawning is complete
|
|
if (enableDebug && Time.frameCount % 60 == 0) // Log once per second
|
|
{
|
|
Debug.Log("[SA_SpawnMinions] Waiting for spawning to complete...");
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnExit(vIFSMBehaviourController fsmBehaviour)
|
|
{
|
|
// Reset animation bool
|
|
if (animator != null && !string.IsNullOrEmpty(summoningBoolName))
|
|
{
|
|
animator.SetBool(summoningBoolName, false);
|
|
}
|
|
|
|
// If spawning was interrupted, stop it
|
|
if (summoner != null && summoner.IsSpawning)
|
|
{
|
|
summoner.StopSpawning();
|
|
if (enableDebug) Debug.Log("[SA_SpawnMinions] Spawning interrupted on state exit");
|
|
}
|
|
else if (summoner != null)
|
|
{
|
|
summoner.CancelSpawnRequest();
|
|
}
|
|
|
|
hasStartedSpawning = false;
|
|
spawnTriggered = false;
|
|
spawnRequestTime = -1f;
|
|
|
|
if (enableDebug) Debug.Log("[SA_SpawnMinions] State exited");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if spawning is complete (for FSM decision nodes)
|
|
/// </summary>
|
|
public bool IsSpawningComplete()
|
|
{
|
|
if (summoner == null) return true;
|
|
return hasStartedSpawning && !summoner.IsSpawning;
|
|
}
|
|
}
|
|
}
|