Class BossPhase
Defines a single phase of a boss encounter. A boss transitions to the next phase when its health drops below HealthThreshold. Each phase can override the boss's behavior tree, attacking state, and spawn adds.
[Serializable]
public class BossPhase
- Inheritance
-
BossPhase
- Inherited Members
Fields
AbilityRotationOverride
Optional ability rotation override for this phase.
[Tooltip("Optional ability rotation override for this phase.")]
public AIAbilityRotation AbilityRotationOverride
Field Value
AttackingStateOverride
Optional attacking state override. Changes the boss's combat style mid-fight. E.g., Phase 2 switches from melee to caster.
[Tooltip("Optional attacking state override for this phase.")]
public BaseAIState AttackingStateOverride
Field Value
BehaviorTreeOverride
Optional behavior tree override for this phase. If null, the boss keeps its current tree.
[Tooltip("Optional behavior tree override for this phase.")]
public AIBehaviorTree BehaviorTreeOverride
Field Value
HealthThreshold
Health percentage (0-1) at which this phase activates. E.g., 0.7 means 70% HP. Phases should be ordered from highest to lowest threshold.
[Range(0, 1)]
[Tooltip("Health percentage (0-1) at which this phase activates.")]
public float HealthThreshold
Field Value
PhaseAnnouncement
Optional emote / announcement when entering this phase.
[Tooltip("Text announcement when phase begins (e.g., boss yell).")]
public string PhaseAnnouncement
Field Value
SpawnOffsets
Spawn offset positions relative to the boss for each add. If fewer offsets than SpawnOnEnter, extras spawn at the boss's position.
[Tooltip("Spawn positions relative to boss for each add.")]
public List<Vector3> SpawnOffsets
Field Value
- List<Vector3>
SpawnOnEnter
NPC prefabs to spawn when entering this phase (adds / reinforcements).
[Tooltip("NPC prefabs to spawn when this phase starts.")]
public List<GameObject> SpawnOnEnter
Field Value
- List<GameObject>