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Player Vs Boss Setup

This setup provides a comprehensive guide to setting up a full boss battle using the Boss AI Toolkit. It covers configuring global tracking parameters, distance-based ability groups, combo chain attacks, multi-phase combat scaling, camera state switching, global sound hooks, and batch-utility tools.


1. Global Tracking & Rotation Controls

Configure the boss's rotation response to avoid continuous tracking and give the player fair opportunities to land hits during combat.

Steps

  1. Select the Bull Boss New GameObject in your scene hierarchy.
  2. In the Inspector, expand Global Settings:
  3. Smooth Look Rotation Delay: Set to 2 seconds.
    • Purpose: Delaying target tracking keeps the boss from turning instantly toward the player constantly, opening up damage windows. Setting this to 0 makes tracking instantaneous.
  4. Rotation Speed: Set to 200.
  5. Spine Rotation: Set to 20.
  6. Enable all directional/rotation checkboxes as required.
  7. Non-Combat Behavior: Set to Idle.

2. Pre-Combat Configuration

Control whether the boss engages in pre-combat routines or directly transitions into battle.

Steps

  1. Expand the Pre-Combat Settings on the Bull Boss New GameObject.
  2. Set Minimum Pre-Combat Distance to 20 meters.
  3. Enable Pre-Combat: Uncheck to bypass pre-combat delays and allow immediate battle initiation when within engagement range.

3. Distance-Based Ability Groups (Phase 0)

Organize attack choices based on how far the player is from the boss using distance groups.

Step 3.1: Close Range Group (0 - 5 meters)

  1. Expand Combat Attack System.
  2. Set Initial Attack Delay to 3 seconds and Combat Distance to 100.
  3. Set Phase 0 Health Range: Min Health = 50, Max Health = 100.
  4. Set Group 0 Distance: 0 to 5 meters.
  5. Configure ability flags & selection memory:
  6. Do Not Repeat Last: Checked (Prevents repeating the single most recent ability).
  7. Recent Ability Memory: Set to 3 (Keeps track of recently used abilities to ensure random variance).
  8. Set Probability Sliders to 100% for:
  9. Melee Attack
  10. Ground Slam
  11. Spit Attack
  12. Teleportation

Step 3.2: Mid Range Group (6 - 30 meters)

  1. Click Add Distance Group.
  2. Set Distance to 6 to 30 meters.
  3. Set Min/Max Attack Delay to 2 seconds.
  4. Adjust Ability Probabilities:
  5. Melee Attack: 80%
  6. Ground Slam: 30%
  7. Flamethrower: 80%
  8. Charging Attack: 100% (Highest Priority)
  9. Teleportation: 70%
  10. Spit Attack: 0% (Disabled for mid-range)

Step 3.3: Long Range Group (31 - 100 meters)

  1. Click Add Distance Group.
  2. Set Distance to 31 to 100 meters (or 7 to 100).
  3. Enable Summon Minions and adjust ranged parameters (e.g., Meteor Strike, Projectiles).

4. Setting Up Combo Chain Attacks

Chain attacks trigger follow-up abilities automatically without waiting for combat selection cycles.

[ Primary Attack (Melee) ] │ (0.6s Transition Delay) ▼ [ Chain Attack 1 (Ground Slam) ] │ (0.6s Transition Delay) ▼ [ Chain Attack 2 (Flamethrower) ]

Steps

  1. Under Group 0 (0-5m), expand Melee Attack.
  2. Check Enable Chain Attack.
  3. Expand Chain Attack 1:
  4. Chain Transition Delay: 0.6 seconds.
  5. Target Ability: Select Ground Slam.
  6. Expand Ground Slam parameters and check Enable Chain Attack:
  7. Chain Attack Count: 1.
  8. Chain Transition Delay: 0.6 seconds.
  9. Target Ability: Select Flamethrower.
  10. Under Group 1 (6-30m), expand Teleportation:
  11. Check Enable Chain Attack.
  12. Chain Transition Delay: 0.5 seconds.
  13. Target Ability: Select Meteor Strike with 100% probability.

5. Multi-Phase Combat (Phase 1 Layer)

Scale aggressiveness when the boss drops below half health.

Steps

  1. In the Enemy Ability System, click Add Phase Layer. This copies all existing distance groups into Phase 1.
  2. Configure Phase 1 Health Range:
  3. Min Health: 0
  4. Max Health: 50
  5. Decrease Min/Max Attack Delay across all Phase 1 groups to 1 second to accelerate attack frequency.

6. Camera States & Sound Hooks Setup

Bind boss lifecycle events to camera modes and global sound effects.

Step 6.1: Boss Camera Tracking Activation

  1. Select Bull Boss New and expand Global Event Hooks.
  2. Add two new global events:
  3. Event 1 (On Start): Drag Camera Rig -> Select MouseCameraRotation.ActivateBossCamera.
  4. Event 2 (On Dying): Drag Camera Rig -> Select MouseCameraRotation.DeactivateBossCamera.

Step 6.2: On-Hit Universal Audio Player Setup

  1. Select Boss Voice Controller and remove the on hit entry from categories.
  2. Select Bull Boss New -> expand Universal Sound Player.
  3. Create an action entry named hit sounds and populate it with hit audio clips.
  4. Under Global Event Hooks:
  5. Map On Take Damage to Universal Sound Player -> Select UniversalSoundPlayer.PlayAudioCategory.
  6. Pass string parameter: hit sounds.
  7. Under Boss Voice Controller, set in combat voice clip cooldown to 8 seconds.

7. Workflow Efficiency & Utility Tools

Batch Animator Transition Tool

  1. Navigate to Tools -> Boss AI Toolkit -> Animator Transition Tool.
  2. Drag the boss's Animator Controller into the field.
  3. Set New Duration to 0.3 seconds.
  4. Click Apply Transition Duration to smooth out transitions across all states.

Ability Copy-Paste Feature

  1. Modify ability parameters (e.g., adjust Ground Slam Range or Flamethrower Rotation Speed).
  2. Right-click the modified ability context header and select Copy Ability.
  3. Expand target distance groups/phases, right-click, and select Paste Ability.

8. Verification Checklist

Before testing in Play Mode, check the following configuration settings:

  • [ ] Rotation Delay: Smooth Look Rotation Delay set to 2 seconds.
  • [ ] Pre-Combat State: Enable Pre-Combat toggled off for immediate engagement.
  • [ ] Distance Groups: Proper distance brackets (0-5m, 6-30m, 31-100m) configured under Phase 0.
  • [ ] Combo Connections: Enable Chain Attack verified for Melee -> Ground Slam -> Flamethrower.
  • [ ] Phase 1 Settings: Health limits (0-50 HP) set with attack delay dropped to 1 second.
  • [ ] Global Events: Camera activation bound to On Start/On Dying and hit sounds bound to On Take Damage.
  • [ ] Animator Transitions: Transition duration updated to 0.3 seconds across states.