Files
beyond/Assets/AI/Demon/MeteorProjectile.cs
Szymon Miś 83e6b40c2a Demon Fixes
2025-09-04 14:25:26 +02:00

400 lines
9.6 KiB
C#

using Invector;
using Invector.vCharacterController;
using Lean.Pool;
using UnityEngine;
using UnityEngine.Events;
namespace DemonBoss.Magic
{
/// <summary>
/// Enhanced meteor projectile with fireball-like tracking mechanics
/// Can either track player or fly to a locked impact point
/// </summary>
public class MeteorProjectile : MonoBehaviour
{
#region Inspector: Targeting
[Header("Targeting")]
[Tooltip("If true, use 'overrideImpactPoint' instead of tracking player")]
public bool useOverrideImpactPoint = false;
[Tooltip("Externally provided locked impact point")]
public Vector3 overrideImpactPoint;
[Tooltip("Tag to find and track if not using override point")]
public string targetTag = "Player";
[Tooltip("Height offset for targeting (aim at chest/head)")]
public float targetHeightOffset = 1.0f;
[Tooltip("If true, raycast to ground from impact point")]
public bool snapImpactToGround = true;
[Tooltip("Layers considered 'ground'")]
public LayerMask groundMask = ~0;
[ReadOnlyInInspector] public Vector3 currentTargetPoint;
#endregion Inspector: Targeting
#region Inspector: Flight
[Header("Flight")]
[Tooltip("Movement speed in m/s")]
public float speed = 25f;
[Tooltip("Time to track player before locking to position")]
public float trackingTime = 1.5f;
[Tooltip("Distance threshold to consider arrived")]
public float arriveEpsilon = 0.5f;
[Tooltip("Max lifetime in seconds")]
public float maxLifetime = 15f;
#endregion Inspector: Flight
#region Inspector: Collision & Damage
[Header("Collision & Damage")]
[Tooltip("Collision detection radius")]
public float collisionRadius = 0.8f;
[Tooltip("Layers that stop the meteor")]
public LayerMask stopOnLayers = ~0;
[Tooltip("Layers that take damage")]
public LayerMask damageLayers = ~0;
[Tooltip("Explosion damage radius")]
public float explosionRadius = 4f;
[Tooltip("Base damage")]
public int damage = 35;
[Tooltip("Knockback force")]
public float knockbackForce = 12f;
#endregion Inspector: Collision & Damage
#region Inspector: Effects
[Header("Effects & Events")]
public GameObject impactVfxPrefab;
public UnityEvent onSpawn;
public UnityEvent onImpact;
[Header("Debug")]
public bool enableDebug = false;
#endregion Inspector: Effects
#region Runtime
private Transform _player;
private Vector3 _lockedTarget;
private bool _isLocked = false;
private bool _hasImpacted = false;
private float _lifetime = 0f;
private readonly Collider[] _overlapCache = new Collider[32];
#endregion Runtime
#region Unity
private void OnEnable()
{
ResetState();
InitializeTargeting();
onSpawn?.Invoke();
if (enableDebug) Debug.Log($"[MeteorProjectile] Spawned at {transform.position}");
}
private void Update()
{
if (_hasImpacted) return;
_lifetime += Time.deltaTime;
// Check lifetime limit
if (_lifetime >= maxLifetime)
{
if (enableDebug) Debug.Log("[MeteorProjectile] Lifetime expired");
DoImpact(transform.position);
return;
}
// Handle tracking to lock transition
if (!_isLocked && _lifetime >= trackingTime)
{
LockTarget();
}
// Update target position and move
UpdateTargetPosition();
MoveTowardsTarget();
CheckCollisions();
}
#endregion Unity
#region Targeting & Movement
private void ResetState()
{
_hasImpacted = false;
_isLocked = false;
_lifetime = 0f;
_lockedTarget = Vector3.zero;
}
private void InitializeTargeting()
{
if (useOverrideImpactPoint)
{
_lockedTarget = snapImpactToGround ? SnapToGround(overrideImpactPoint) : overrideImpactPoint;
_isLocked = true;
currentTargetPoint = _lockedTarget;
if (enableDebug) Debug.Log($"[MeteorProjectile] Using override target: {_lockedTarget}");
}
else
{
// Find player for tracking
var playerGO = GameObject.FindGameObjectWithTag(targetTag);
_player = playerGO ? playerGO.transform : null;
if (enableDebug)
{
if (_player) Debug.Log($"[MeteorProjectile] Found player: {_player.name}");
else Debug.LogWarning($"[MeteorProjectile] No player found with tag: {targetTag}");
}
}
}
private void LockTarget()
{
if (_isLocked) return;
if (_player != null)
{
Vector3 targetPos = _player.position + Vector3.up * targetHeightOffset;
_lockedTarget = snapImpactToGround ? SnapToGround(targetPos) : targetPos;
}
else
{
// Fallback: lock to current forward direction
_lockedTarget = transform.position + transform.forward * 50f;
}
_isLocked = true;
if (enableDebug) Debug.Log($"[MeteorProjectile] Target locked to: {_lockedTarget}");
}
private void UpdateTargetPosition()
{
if (_isLocked)
{
currentTargetPoint = _lockedTarget;
}
else if (_player != null)
{
currentTargetPoint = _player.position + Vector3.up * targetHeightOffset;
}
else
{
// No player, keep going forward
currentTargetPoint = transform.position + transform.forward * 100f;
}
}
private void MoveTowardsTarget()
{
Vector3 direction = (currentTargetPoint - transform.position).normalized;
Vector3 movement = direction * speed * Time.deltaTime;
transform.position += movement;
// Face movement direction
if (movement.sqrMagnitude > 0.0001f)
{
transform.rotation = Quaternion.LookRotation(movement.normalized);
}
// Check if we've arrived (only when locked)
if (_isLocked && Vector3.Distance(transform.position, currentTargetPoint) <= arriveEpsilon)
{
if (enableDebug) Debug.Log("[MeteorProjectile] Arrived at target");
DoImpact(transform.position);
}
}
private void CheckCollisions()
{
// Use OverlapSphere for collision detection
int hitCount = Physics.OverlapSphereNonAlloc(transform.position, collisionRadius, _overlapCache, stopOnLayers, QueryTriggerInteraction.Ignore);
if (hitCount > 0)
{
if (enableDebug) Debug.Log($"[MeteorProjectile] Collision detected with {_overlapCache[0].name}");
DoImpact(transform.position);
}
}
#endregion Targeting & Movement
#region Impact & Damage
private void DoImpact(Vector3 impactPos)
{
if (_hasImpacted) return;
_hasImpacted = true;
if (enableDebug) Debug.Log($"[MeteorProjectile] Impact at {impactPos}");
// Spawn VFX
if (impactVfxPrefab != null)
{
var vfx = LeanPool.Spawn(impactVfxPrefab, impactPos, Quaternion.identity);
// Auto-despawn VFX after 5 seconds
LeanPool.Despawn(vfx, 5f);
}
onImpact?.Invoke();
// Deal area damage
int damageTargets = Physics.OverlapSphereNonAlloc(impactPos, explosionRadius, _overlapCache, damageLayers, QueryTriggerInteraction.Ignore);
for (int i = 0; i < damageTargets; i++)
{
var col = _overlapCache[i];
if (col != null)
{
DealDamageToTarget(col, impactPos);
}
}
// Despawn meteor
LeanPool.Despawn(gameObject);
}
private void DealDamageToTarget(Collider targetCollider, Vector3 hitPoint)
{
Vector3 hitDirection = (targetCollider.bounds.center - hitPoint).normalized;
if (hitDirection.sqrMagnitude < 0.0001f) hitDirection = Vector3.up;
vDamage damageInfo = new vDamage(damage)
{
sender = transform,
hitPosition = hitPoint
};
if (knockbackForce > 0f)
damageInfo.force = hitDirection * knockbackForce;
bool damageDealt = false;
// Try vIDamageReceiver first
var receiver = targetCollider.GetComponent<vIDamageReceiver>() ??
targetCollider.GetComponentInParent<vIDamageReceiver>();
if (receiver != null && !damageDealt)
{
receiver.TakeDamage(damageInfo);
damageDealt = true;
}
// Fallback to vHealthController
if (!damageDealt)
{
var hc = targetCollider.GetComponent<vHealthController>() ??
targetCollider.GetComponentInParent<vHealthController>();
if (hc != null)
{
hc.TakeDamage(damageInfo);
damageDealt = true;
}
}
// Fallback to vThirdPersonController
if (!damageDealt)
{
var tpc = targetCollider.GetComponent<vThirdPersonController>() ??
targetCollider.GetComponentInParent<vThirdPersonController>();
if (tpc != null)
{
// Handle Beyond variant
if (tpc is Beyond.bThirdPersonController beyond)
{
if (!beyond.GodMode && !beyond.isImmortal)
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
}
}
else
{
tpc.TakeDamage(damageInfo);
damageDealt = true;
}
}
}
// Apply physics force
var rb = targetCollider.attachedRigidbody;
if (rb != null && knockbackForce > 0f)
{
rb.AddForce(hitDirection * knockbackForce, ForceMode.Impulse);
}
if (enableDebug && damageDealt)
{
Debug.Log($"[MeteorProjectile] Dealt {damage} damage to {targetCollider.name}");
}
}
#endregion Impact & Damage
#region Helpers
private Vector3 SnapToGround(Vector3 point)
{
Vector3 rayStart = point + Vector3.up * 10f;
if (Physics.Raycast(rayStart, Vector3.down, out RaycastHit hit, 50f, groundMask, QueryTriggerInteraction.Ignore))
{
return hit.point;
}
return point;
}
#endregion Helpers
#if UNITY_EDITOR
private void OnDrawGizmosSelected()
{
// Draw collision sphere
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, collisionRadius);
// Draw explosion radius
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(transform.position, explosionRadius);
// Draw target point
if (currentTargetPoint != Vector3.zero)
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(currentTargetPoint, 0.5f);
Gizmos.DrawLine(transform.position, currentTargetPoint);
}
}
#endif
}
public sealed class ReadOnlyInInspectorAttribute : PropertyAttribute
{ }
}