Boss AI

The boss enemy combines animation logic with modular spawning and ragdoll physics. It uses health-based triggers to escalate encounters, throw barrels, and eventually trigger the end of the level.

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Boss AI Demo
Boss AI Demo

Main Responsibilities

  • Throws physics-based barrels during combat.
  • Spawns reinforcements based on health thresholds.
  • Handles win condition via ragdoll and audio.

Core Method (Barrel Throw)

public void ThrowBarrel()
{
    GameObject barrel = Instantiate(barrelPrefab, throwOrigin.position, Quaternion.identity);
    Rigidbody rb = barrel.GetComponent();
    rb.AddForce(throwOrigin.forward * throwForce, ForceMode.Impulse);
}
spawns and launches barrel via physics

Trigger: Win Condition

public void Die()
{
    animator.enabled = false;
    ragdollRoot.SetActive(true);
    winScreen.SetActive(true);
    FN_SoundManager.PlaySound(SoundType.BossThrow, 1f);
}
activates ragdoll and win state
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