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Spit Attack

This part guide on setting up the Spit Attack Ability on the Bull Boss using the Boss AI Toolkit in Unity. It covers ability configuration, particle system adjustments, trigger hitbox positioning, and animation timing.

1. Initial Ability Configuration

Set up the Spit Attack parameters inside the Enemy Ability System and adjust combat range and probability for isolated testing.

Steps

  1. Select the Bull Boss New GameObject in the scene hierarchy.
  2. Expand the Enemy Ability System component and locate the active phase group (e.g., Phase 0).
  3. Set Min Distance to 0 and Max Distance to 10 meters.
  4. Click Add Ability Entry to Group.
  5. Set Ability Type to Spit Attack.
  6. Set Spit Attack Probability to 100% for isolated testing.
  7. Configure core settings:
  8. Look Mode: Target
  9. Spit Attack Range: 10 meters

2. Animation Binding

Bind the spit animation clip to the boss using the Animation Setup Tool.

Steps

  1. Expand the Animation Setup Tool on the Bull Boss.
  2. Locate and select the Spit animation clip from your project directory.
  3. Click Add Animation and drag the Spit clip into the field.
  4. Set the parameter name to Spit.
  5. Click Add to Animator.
  6. Return to the Enemy Ability System -> Spit Attack settings and select Spit under Spit Animation.

3. VFX & Hitbox

Create the visual particle effect combined with a trigger hitbox to deal damage within the spit cone.

Step 3.1: Particle FX Setup

  1. Search for the prefab Sparks Explode Green (located in Hovl Studio Magic Effects).
  2. Drag and drop it as a child under the Bull Boss New GameObject.
  3. Rename the object to Spit Attack Effects.
  4. Configure particle parameters:
  5. Duration: 1 second
  6. Looping: Uncheck (disable continuous looping)
  7. Scale: 0.8 on X, Y, and Z
  8. Shape: Set to Cone
  9. Rotation: 30° on X
  10. Angle: 35°
  11. Radius: 2
  12. Arc: 180°
  13. Unpack the prefab completely in the Hierarchy.

Step 3.2: Damage Hitbox Setup

  1. Right-click Spit Attack Effects -> Create Empty and name it Hitbox.
  2. Position the Hitbox object forward within the cone area where the spit effect lands.
  3. Click Add Component -> Sphere Collider:
  4. Check Is Trigger.
  5. Adjust radius size to cover the intended damage cone area.
  6. Click Add Component -> Hitbox:
  7. Damage: 10
  8. Owner: Drag the Bull Boss New GameObject.
  9. Compare Enemy: Checked
  10. Script Team Member: Drag the boss's Team Member script reference into this slot.
  11. Activation Mode: Auto Activate On Start
  12. Activation Delay: 0 seconds
  13. Check both default deactivation checkboxes.
  14. Deactivate the Spit Attack Effects GameObject in the scene hierarchy by default.

4. Activation Delay & Particle Timing

Configure timing delays so the particle effect and hitbox align naturally with the spit animation keyframes.

Steps

Select the Bull Boss New GameObject and set the following parameters under Spit Attack:

Parameter Value Description
Spit Attack Effects Spit Attack Effects Reference to the child VFX/Hitbox container.
Spit Attack Range 10 meters Maximum distance for ability execution.
Spit Effect Activation Delay 1.6 seconds Delay during animation before enabling particles and hitbox.
Spit Effect Particles Fade Time 1.2 seconds Active particle emission and duration before fading.
Delay Before Idle 1 second Wait duration after ability completion before switching to idle.
Idle Animation Idle Resting state animation clip.

5. Verification Checklist

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

  • [ ] Range Limits: Min/Max distance set to 0 - 10 meters to trigger close to the target.
  • [ ] Probability: Spit Attack set to 100%.
  • [ ] Animation Bound: Spit parameter registered in Animator and assigned in the ability slot.
  • [ ] VFX Active State: Spit Attack Effects is deactivated in the hierarchy by default.
  • [ ] Hitbox Ownership: Hitbox Owner linked to Bull Boss New with Compare Enemy checked.
  • [ ] Particle Alignment: Cone shape, angle (35°), radius (2), and scale (0.8) verified in forward direction.